Keep in mind that my vid sucks past the first half. Pikachu is a small, very quick character with fast moves, a great recovery, great finishers, a projectile, disjointed hitboxes, great comboing and edge-guarding abilities, and an exceedingly powerful back throw.Often cited as the main reason Pikachu is first on the tier list is its recovery: it is considered the best, and in many ways the only hard to edge-guard recovery in Super Smash Bros.
Of course you can read airdodges and n-air, but that really applies to every character.
Want to learn competitive Smash Bros.? You might go a little more in-depth with the character match-ups as well. Ok that makes sense. This site uses cookies. If the pika has a DJ then trying to make sure he doesn't land is hard to do. Recovering vs. Pikachu is a daunting task, and mostly is character based and your ability to mix up your recovery, as he can seemingly cover every option. - If Pikachu lands a b-air onstage, he can convert it into an edgeguard and kill extremely easily vs. people like Ganondorf, - Mix up high vs. low recovery, make sure to preserve your airdodge when above the stage in case he Thunders you, Pikachu's weight is incredibly low, sharing the position with, - Perfect combos and kill confirms against optimal DI/SDI, Pika does have decent range, it's just that there are a few characters that can both match his frame data and outrange him.
absolutely YES, in the same way i describe in the previous paragraphs.
Welcome to Smashboards, the world's largest Super Smash Brothers community! While he has the ability to camp due to high speed, above-average disadvantaged state, and a great projectile in Thunder Jolt (TJolt), most people play aggressive, largely in part due to ESAM and his playstyle influencing the meta so heavily. PS2 can also be tricky, but is a lot better for Pikachu. The name of the smash hub is ssbdc.no-ip.com. Hey nice guide, it helped me out a lot. You must log in or register to reply here. Ultimate Edition, Nintendo Super Smash Bros. 2: If you repeatedly jump to platforms, get ready for him to start u-airing, so shield on platforms. And I play Zelda and Mewtwo well, so that says something. Not only can he crouch and even stand up against rising aerials, his pancaking lets him dodge most grounded moves, made infamous by this photo of Pikachu dodging a, Pancaking applies to all his aerials after landing with them, with f-air and b-air ducking the lowest, and u-air being less noticeable. Every other stage, Pikachu can do very good on most, it's just triplats that seem to give Pikachu trouble. )( . Well, tailspikes are always done very near the tip of the tail, but not quite at the full edge of the range, and the difference between a tailspike and a reverse tail spike is very subtle... You really just have to play around and get used to it. Eg Pikachu Nair loops are true, but require pika to follow DI.
Pikachu's down aerial has gained a meteor smash property and can now spike opponents if it connects in the right spot. I didn't notice that you said in your guide that fair can chain into usmash or dsmash. Marth has crazy juggling potential in general, but pikachu isn't helpless to escape juggles where as characters like peach are too slow falling and spacies are just straight up comboed. This can force options such as shield, letting him grab, force you into the air, letting him grab, and etc. It explains how and when to use skull bash in teh recovery section >.>. Falcon is pretty good at killing Pikachu off a grab. I wouldn't recommend skull bash for recovery if quick attack can get you back. Also, Pikachu always stays outside his Poké Ball, and can be seen riding on Ash's head or shoulder. I'm not sure if you are trying to agree with me that quick attack can almost always be better then skull bash for recovery reasons, or disagree with me saying skull bash can be very helpful when recovering. Check out the rest of our sidebar for Smash resources, community links, posting guidelines and more! DI all taken hits properly and you'll find you never want skull bash. Dude this has become like a Pika Bible to me. Ultimate, GameCube Controller Super Smash Bros. So my understanding of how it all works is that if you're performing a true combo, meaning that the opponent does not have time to do anything out of hitstun (which would presumably include air dodges whether it be a frame 2 or 3 air dodge, DI, SDI) then you technically cannot escape the combo (like ZSS's landing nair to rising fair conversion). This deck contains a whopping 37 Trainer cards and only five Energy cards. I still sometimes do a reverse tailspike when I mean to do a forward one, or vice versa. He can convert stray hits, especially b-air, into offstage setups at crazy early percents with multiple b-airs, and then use b-air/f-air to edgeguard and send them to low angles, use d-air for spiking and even using the later hitbox to send them horizontally, and of course, Thunder. Since the roster is large there are often exceptions - combos are often listed as 'true on DI out', 'true on heavies', etc. Hitlag is the bit where the move connects and both characters are briefly frozen. Remember though, although these methods may get you less damage, or out of […] I never thought there was anyone who had really looked into playing him beyond low level play.. RDT, would you mind explaining to us the properties of Pika's uair? I want to feel you inside me, deep inside me. If you cross up, shield when you're behind Pikachu, and in front, spotdodge, roll away, or jump while drifting away, anyway you can avoid grab, and make sure to mix it up.
oh, so this is the guide before qwester.supersheep. Thanks for clearing that up!
Comboing - A combo is a chain of moves that hit the opponent before they can recover from the stun animation of each attack. DI and SDI come into play when the opponent is not performing a true combo (hence "combos" in the title). He can further mix it up if you DI in and then DI the u-air out, since he can just RAR the u-air and mix up your DI even further. FD and Kalos > PS2 (Mario) > Triplats.
:D. I recommend gettingk dc++ for pikachu vids.
If you use Skull Bash when you're sent away with 100% damage or so, it will reverse your direction without using your second jump.
Countering this depends on Pika's location. Don't be afraid to challenge b-air with your stronger and more high range aerials, and don't think you're safe if you're near the ledge and he's below you if you manage to evade him, as he can still Thunderspike, so preserve your airdodge and make sure to DI towards the stage and possibly be ready to tech. Alternatively, this ad may have just failed to load. Obviously Pikachu needed that extra kill option, he was really starved of those, and obviously it had to be a fast burst attack on a small speedy character. I have gotten to Dc++, but I don't know how to see the vids. Click here to sign up right now and start on your path in the Smash community! Aside from getting your combos and kill confirms down perfectly, accounting for DI and SDI, there's not much you can really do that's specific to Pikachu. Pikachu's above-average speed in all but one department allow him to maneuver on-stage at his whim. For example, I know for a fact that Falcon can chain grab Pikachu with his dthrow. That may seem pretty wild, but the strategy of this deck is quite simple: keep using Zoroark-GX's Trade Ability to dig up key Trainer cards from your deck, then prevent your opponent from attacking by denying them Energy while you whittle away at their Pokémon using Zoroark-GX's Riotous Beating attack. In neutral, u-air is a fantastic tool for combo'ing, as it'll lead into DI mixup Thunder kills, such as d-throw -> u-air or reverse u-air to mix up DI -> Thunder, as well as u-air giving access to u-air bridges, but that mainly comes from d-throw. I want you to tell me when you’re going to cum, hear you moan my name and fuck me harder. maybe yes, maybe no.
What do I go to from there?
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Hi everyone, I have a few questions when it comes to DIing and SDIing out of combos. High jump height, good fall speed, and great ground speed are all useful, but he does have one caveat. You said some things that really made me rethink my strategies.