Super Smash Bros. Ultimate

Pikachu (SSBU)

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This article is about Pikachu's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seePikachu.
Pikachu
inSuper Smash Bros. Ultimate
Pikachu SSBU.png
Pikachu-Alt7 SSBU.png

PokemonSymbol.svg
UniversePokémon
Other playable appearancesinSSB
inMelee
inBrawl
inSSB4
AvailabilityStarter
Final SmashVolt Tackle
TierS- (14)
Pikachu (SSBU)

Pikachu (ピカチュウ,Pikachu) is a playable character inSuper Smash Bros. Ultimate. Initially teased in the then-unnamedUltimate's announcement trailer, it was confirmed on June 12th, 2018, alongside all of the other veterans. Pikachu is classified asFighter #08.

As inSuper Smash Bros. 4,Ikue Ōtani's portrayals of Pikachu fromSuper Smash Bros. Melee andSuper Smash Bros. Brawl were repurposed forUltimate.

Pikachu is ranked 14th out of 82 on the currenttier list, placing it at the end of the S- tier. This is an improvement from its 15th out of 54 placement inSSB4. Pikachu's strengths come from its overall great mobility all around. Its most prominent strengths are in itsneutral andedgeguarding game, due to the faststartup, low endlag of all itsaerial attacks, and its ability to recover far from the stage thanks toSkull Bash andQuick Attack. All of its aerials alsoauto-cancel on ashort hop, which grants it utility forout of shieldpunishes and potentialzero-to-deathcombos. Despite its poorrange, Pikachu also possesses a stronggrab game: itsback andforward throws allow it to set up combos leading to edgeguards while itsdown throw is a valuable combo starter. Pikachu possesses a strong, far-travellingprojectile inThunder Jolt, which is used to help Pikachu's approach and edgeguards. Finally, Pikachu has arguably one of the best disadvantage states in the game due to its extremely small hurtbox, frame 2 air dodge, and the aforementioned low startup on its aerials, making it very difficult to combo and allowing Pikachu to reset intoneutral with relative ease.

However, Pikachu has some notable weaknesses. Due to being one of thelightestfighters in the game, its survivability is hindered against characters with strong finishers. Pikachu also struggles toKO effectively due to none of its aerials having the ability to KO onstage, while most of its KO moves are either only effective at high percents or have notable downsides such as sourspots or high ending lag. Lastly, its poor range and lack ofdisjoints gives it few options toapproach aside from Thunder Jolt; its reliance on the projectile provide it with a noticeable disadvantage against characters who can properly deal with it.

Overall, Pikachu's strengths outweigh its weaknesses. Even before the release ofUltimate, many players saw Pikachu as a top tier character, and its strengths have been proven by strong performances from players such asESAM andShinyMark. However, Pikachu's playerbase is rather small while its overall results are mediocre compared to other top tiers, with both ESAM and ShinyMark seeing high highs but mediocre lows. As such, whether or not Pikachu is a top tier character has often been subject to debate, with opinions on the character varying wildly depending on region. Regardless, Pikachu has proven to be a viable fighter, with both ESAM and ShinyMark having won various majors under the character.

Attributes[edit]

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Pikachu is a lightweight with a smallhurtbox, tied with Kirby, Olimar, Sephiroth, and Mewtwo for the seventh lightest fighter. It has overall good mobility, possessing fastwalking anddashing speeds, highjumps, is tied for the ninth-highestair acceleration, and has the fourth-highest traction, but slightly above averagefalling speed andgravity and below-averageair speed. Due to its fast mobility, a strong projectile inThunder Jolt, exceptional frame data, and among the fastest defensive options, Pikachu has an exceptionalneutral game and rarely struggles to approach.

Pikachu's main strengths are its fast frame data and dominant edgeguarding game, with each being considered among the best of the cast. This is mainly due to Pikachu's aerials, each of which can autocancel in a short hop. Its neutral, forward, back, and up aerials are fast, all of them except for up aerial being multihit attacks that can combo into each other and most of Pikachu's other moves, with their extremely low ending lag making them excellent forcombos,edgeguarding, and potentialzero-to-deaths. Forward and back aerials in particular are notoriously effective as neutral options due to their animation low-profiling Pikachu's already small hurtbox, which makes them notably hard for most characters to punishout of shield. Up aerial is a fantasticjuggling option to boot, while neutral aerial notably converts into both up smash and down smash if used while landing, making it Pikachu's most reliable method of confirming KOs at high percentages. Down aerial can meteor smash in its first two active frames and is fast for a move of its category, with its long-lasting hitbox making it an extremely potent edgeguarding option as well. Down aerial also is its only aerial with over 20 frames of ending lag, though it still has relatively low lag compared to other meteor smashes of its kind.

Another notable strength Pikachu has is its ability to escape pressure. It boasts a frame 2air dodge and an incredibly small hurtbox, which combined with its light weight and fantastic frame data make it among the most difficult characters to combo. The speed and versatility of its up specialQuick Attack makes it trivial to land and escape disadvantage compared to the majority of the cast, while its aforementioned frame data gives it one of the strongest out-of-shield games through its neutral aerial, back aerial, and up smash. It additionally boasts a phenomenal recovery, with Quick Attack's long distance and multiple angles (there must be a difference of 30 degrees between each jolt's arc, or the second jolt will not come out) making it exceptionally difficult to edgeguard, and its side specialSkull Bash providing additional horizontal distance if necessary despite being risky to use. All in all, Pikachu boasts an incredible disadvantage state that allows him to rapidly and effectively reverse the situation on the opponent if they make a single mistake.

Pikachu has a potent grab and throw game despite its poor grab range. It has a fast pummel and its forward and back throws are good for setting up edgeguards, with back throw also being able toKO near the ledge at high percents. Its up throw can combo into down specialThunder and reliably KOs middleweights around 170%. Down throw is a fantastic combo starter, being able to combo into Thunder and all of Pikachu's aerials setting up "nair loops" which involves using dragdown nair and up tilt to rack up damage while reacting to the DI of the opponent to continue the combo. It can also lead into various combos and kill confirms depending on the opponent's DI, including up air bridges which can take the opponent all the way offstage before Pikachu KOs them with a forward air. Extending Pikachu's notorious combo game revolves around using its aerial attacks to drag the opponent down, thereby extending the combo further. Thunder Jolt also complements its advantage state nicely as it can combo into any of Pikachu's moveset or be used to pressure the opponent and make them hesitatingly pick options while under pressure.

Pikachu is not without weaknesses, however. All of its normal attacks excluding forward smash have poor range, with most of said attacks being barely disjointed or not at all. Because of its lack of range, Pikachu tends to rely on using Thunder Jolt to help it approach the opponent. It gets KO'd relatively early due to its diminutive weight, and it also bears inconsistent raw KO power itself. Dash attack is powerful but extremely unsafe if whiffed, up throw doesn't KO under 170% without rage, and its forward and up smashes are burdened by several sourspots that make them unwieldy to use. Beyond this, none of its aerials are strong enough to KO reliably while onstage, and its other KO moves (down smash, forward tilt, and back throw) are unfit for KOing until around 150% by the ledge. While Thunder is powerful, it has slow start-up and high ending lag that limits its usage to be a situational combo finisher and edgeguarding option. A notable weakness in Pikachu's otherwise potent neutral is its inability to trade due to many of its aerials being multihits, meaning that if a trade occurs Pikachu will deal about 1% while taking the full damage of the move it trades with, a substantial weakness considering how light the character is.

Overall, Pikachu's strengths outweigh its weaknesses.

Changes fromSuper Smash Bros. 4[edit]

Pikachu has been heavily buffed in its transition fromSSB4 toUltimate. All of its moveset's aspects were greatly improved during its transition, in addition to its moveset benefiting noticeably from the changes to gameplay mechanics.

Pikachu's largest buffs arguably come from its improved speed: its already above-average mobility has been increased, many of its moves have less ending lag, and its aerials have drastically reduced landing lag; while the former and latter buffs are shared with the rest of the cast, they especially benefit Pikachu, the former due to its small size and the latter since its aerials had among the highest landing lag inSSB4. These buffs improve Pikachu's neutral game and overall comboing capabilities; plus, due to its "pancaking" during many of their landing animations, allow it to avoid mistimed attacks with more ease and retaliate. To further complement this, its already great air game was enhanced as well: Pikachu has a newneutral aerial that hits multiple times and has much more combo potential; both itsforward andup aerials have increased KO power, alleviating one of Pikachu's biggest weaknesses inSSB4; itsback aerialauto-cancels from a short hop, now consistently launches opponents behind Pikachu, and has a faster animation, which gives it combo potential into itself several times at low percentages, to the point that it is able to perform a pseudo-Wall of Pain with the move; and itsdown aerial now has a clean hitbox thatmeteor smashes opponents, further improving Pikachu's aerial KOing ability.

Although not as buffed as its aerial game, Pikachu's other moves have also seen noteworthy improvements. In particular, itsdash attack has increased KO power and significantly increasedshieldstun, to the point it can be unpunishable on shield at certain distances depending on the character. Itsforward smash has increased range, making it a more dangerous tool for trapping opponents on theedge; itsup smash's strong hit lasts longer, making it more reliable for KOing; and itsdown smash will always send opponents in the direction Pikachu faces and at a lower angle, making it more useful, as well as gaining a KO confirm into it from Pikachu's new neutral aerial. Pikachu's standing grab extends farther; itsdown throw now inflicts additional hit lag on the opponent on release, improving its combo ability; and itsup throw has increased knockback, allowing it to KO at high percentages. On top of this, some of its special moves were significantly buffed, asThunder Jolt has less ending lag, which improves Pikachu's neutral game and grants it a trapping option if opponents shield it from far away;Skull Bash has drastically reduced ending lag on hit, making it much safer unless it isperfect shielded; andThunder's cloud hitbox deals set knockback, allowing it to connect consistently into the discharge, which also inflicts much more knockback.

Finally, Pikachu notably benefits from the changes to game mechanics. The new limits toair dodges and smalleredge sweetspot sizes make Pikachu's already great edgeguarding prowess more dangerous, especially with its down aerial's new meteor smash hitbox, its stronger aerial attacks all-around, and improved primary projectile in Thunder Jolt; they also don't impair its disadvantage state much thanks to its long-distanced and unpredictable recovery. The changes to air dodging also make its on-stage offense even more effective, which combined with its improved mobility, streamlinedjumpsquat, and reintroduction ofdash-dancing allow it to chase opponents, giving it an excellent combo game that has the potential of causingzero-to-death combos. The nerfs torage also notably improves its poor endurance, while not nerfing its KOing ability due to its stronger moveset.

In spite of mostly receiving drastic buffs, Pikachu is not without a few nerfs. Most significantly, the removal ofQuick Attack canceling noticeably reduces Pikachu's mobility and approach options, making it more predictable. The changes to neutral aerial, in lieu of an improved combo game, also remove its KO potential. The increased startup and ending lag on its grabs, and dash grab and pivot grab not reaching as far, limit the benefits its grab game has received. Lastly, up throw's altered knockback, while giving it KO potential, makes it more difficult for Pikachu to combo into Thunder. Outside of these nerfs, however, other nerfs Pikachu received have generally been minor, while a good amount of the buffs it received make up for said shortcomings, most notably its improved neutral game.

In the end, Pikachu's entire moveset has seen drastic improvements all around, it benefits significantly from the new engine, and its limited KOing ability has seen improvements, though since Pikachu still suffers from the same weaknesses that plagued it inSSB4, such as short range, poor endurance, and still limited KOing ability, it must remain playing carefully and precise in order to reap the benefits of its moves. Pikachu's buffs outweigh the nerfs it received, allowing it to fare better than inSSB4, and once again cementing it as a viable "fragile speedster" character.

Aesthetics[edit]

  • Change Due to the aesthetic used inUltimate, Pikachu's model has a more subdued color scheme, more closely resembling its appearance in recent mainlinePokémon games.
  • Change Two new costumes featuring the female Pikachu design, which has a heart-shaped tail, have been added. These replace its goggles andChoice Band costumes fromSSB4, partially due to reintroduction ofPichu as a playable character.
  • Change Pikachu faces the foreground at an angle, instead of facing directly forward. In addition, it always faces the screen regardless of which direction it turns, causing all of its animations to be mirrored.
  • Change Like other fighters, Pikachu is significantly more expressive. It appears much angrier during some animations, such as neutral air and shielding; it also frowns when attacking or hit, unlike in Smash 4 where it had a permanent smile.
  • Change Pikachu's cheeks flash white when it useselectric attacks.
  • Change Pikachu only waves once during its sidetaunt, shortening its duration. Down taunt is also faster.
    • Change For its side taunt, the voice clip duration of the second "Pika" has been shortened; cutting off prematurely.
  • Change All of Pikachu's tail-based attacks now use a slap SFX rather than a kick SFX.

Attributes[edit]

  • Buff Like all characters, Pikachu'sjumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Pikachuwalks slightly faster (1.24 → 1.302).
  • Buff Pikachuruns faster (1.85325 → 2.039).
    • Buff Pikachu's initialdash is faster (1.8 → 1.98).
  • Buff Pikachu'sair speed is slightly higher (0.9118 → 0.957).
  • Buff Pikachu'straction is significantly higher (0.0596 → 0.132), being the fourth highest in the game.
  • Nerf Bothrolls have more ending lag (FAF 27 → 29 (forward), 34 (back)).
  • Buff Back roll grants moreintangibility (frames 4-14 → 4-15).
  • NerfSpot dodge has more startup (frame 2 → 3).
  • BuffAir dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has significantly more ending lag (FAF 31 → 51).

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack has less ending lag (FAF 22 → 18).
    • Buff It deals less knockback (10/9/8 base/45 scaling → 12/18 base/20/30 scaling). Combined with the increased traction across the cast, this allows Pikachu to connect more hits against opponents before they are pushed out of range.
    • Buff The sweetspot and mid-strength hitboxes have been moved very slightly forward (Z offset: 7 (sweetspot)/9.5 (mid) → 7.2/9.6), marginally improving their range and thus the move's overall damage output, while the changes tojostle mechanics make up for the hitboxes not reaching in as far as a result.
  • Forward tilt:
  • Up tilt:
    • Change Up tilt has an altered animation, with Pikachu scooting its backside up to hit with its tail. This causes it to have less range behind Pikachu, but more range in front of Pikachu.
      • Nerf Because of this, it can no longer hit opponents hanging at the ledge.
    • Nerf The middle hitbox is marginally smaller (3.84u → 3.8u).
  • Down tilt:
    • Change Down tilt has an altered animation, with Pikachu's tail standing more upright at the end.
  • Dash attack:
    • Buff Dash attack has significantly less ending lag (FAF 50 → 36).
    • Buff It has gained ashieldstun multiplier of 1.8×. Combined with its reduced ending lag and the increased shieldstun for ground attacks, this makes it much safer on shield, with the clean hit being only barely punishable by ashield grab.
    • Buff The clean hit deals more damage (10% → 11%) with knockback scaling not fully compensated (90 → 88), improving its KO potential.
    • Nerf Its hitboxes have a shorter duration (frames 6-9 (clean)/10-16 (late) → 6-8/9-12).
    • Nerf It has a higherhitlag multiplier (1.2× (clean), 1× (late) → 1.5×), making it much easier to DI.
  • Forward smash:
    • Buff All portions of forward smash have more horizontal range during their latest active frames (Z offset: 9.2 → 11.2 (early), 15.6 → 18.6 (clean), 23 → 25 (late)).
    • Buff The early hit has a shorter duration, which causes the clean and late hits to be active earlier, and the late hit has a longer duration (frames 15-17 (early)/18-20 (clean)/21-22 (late) → 15-16/17-19/20-29).
    • Nerf Forward smash has more ending lag (FAF 49 → 54).
    • Nerf The clean hit and the late hit during its latest active frames have a smaller hitbox (4.1u → 3.6u (clean), 5.2u → 4u (late)).
    • Nerf The clean hit has less base knockback during its first frame (60 → 50), making its KO ability less consistent.
  • Up smash:
    • Buff Up smash's early hit has a longer duration, with the late hit having a shorter duration instead (frames 10-11 (early)/12-13 (clean)/14-17 (late) → 10-12/13-14/15-17).
  • Down smash:
    • Buff Down smash's looping hits have a lowerSDI multiplier (0.8× → 0.5×) and launch opponents closer to Pikachu (170° → 178°), allowing them to connect more reliably.
    • Buff The last hit always sends in the direction Pikachu is facing, and launches at a more horizontal angle (50° → 37°), improving its KO and edgeguarding potential.
    • Nerf The last hit has slightly less base knockback (55 → 51), but more knockback scaling (190 → 192). Overall it deals slightly less knockback.

Aerial attacks[edit]

  • Buff All aerials have much less landing lag (24 frames → 9 (neutral), 15 → 12 (forward), 30 → 18 (back), 24 → 14 (up), 40 → 22 (down)).
  • Neutral aerial:
    • Change Pikachu has a new neutral aerial: it discharges electricity around itself, hitting 4 times, similarly toMewtwo's neutral aerial.
    • Buff Neutral aerial has a longer duration (frames 3-5 (clean)/6-20 (late) → 3-6, 9-12, 15-18, 21-22) with its total duration is unchanged, reducing its ending lag.
    • Buff The first three hits use theautolink angle (367°). This allows Pikachu to drag opponents down with the move and combo into many of its ground attacks, which is further complemented by its lower landing lag.
    • Buff The last hit launches at a more vertical angle (361° → 60°). Combined with its multi-hit nature, this significantly improves its combo potential.
    • Buff It deals slightly more damage if all hits connect (8.5% (clean), 5.5% (late) → 1.8% (hits 1-3), 3.5% (hit 4); 8.9% total).
    • Change Its hitboxes have altered size (7u (clean hit), 4.5u (late hit) → 5.5u (looping hits), 6u (last hit)), increasing its range compared to the previous late hit, but making the hitboxes smaller than the previous clean hit.
    • Nerf Itauto-cancels slightly later (frame 35 → 37), although it can still auto-cancel in a short hop.
    • Nerf Due to it hitting multiple times, the launching hit deals less damage (8.5% → 3.5%) with knockback not fully compensated (30 base/104 scaling → 50/140), no longer KOing at realistic percentages.
    • Change It has a lower hitlag multiplier (1× → 0.8×).
  • Forward aerial:
    • Buff Forward aerial hits six times instead of five, and deals more damage if all hits connect (1.7% (hits 1-4), 3% (hit 5) → 1.4% (hits 1-5), 4.8% (hit 6); total: 9.8% → 11.8%).
    • Buff It has lower hitlag multipliers (0.7× → 0.5× (looping hits), 2.2× → 1.5× (last hit)), making it harder to SDI out of.
    • Buff The looping hits have different angles (74°/280° → 35°/290°/60°/280°), allowing them to connect better.
    • Buff The last hit deals less base knockback (50 → 40), but has more knockback scaling (150 → 154), which alongside its higher damage output improves its combo and KO potential.
    • Nerf It has slightly more startup lag (frame 10 → 11).
      • Buff However, its total duration is unchanged, giving it one frame less ending lag.
    • Change The hits' timings have been altered (frames 10-12, 14-16, 18-20, 22-24, 26 → 11-25 (rehit rate: 3), 27).
  • Back aerial:
    • Buff Back aerial auto-cancels earlier (frame 48 → 38), allowing it to auto-cancel in a short hop.
    • Buff The last hit always sends behind Pikachu, making it easier to combo and edgeguard with.
    • Buff The looping hits have larger hitboxes (3.5u/3.5u → 4.2u/4.2u), allowing them to connect better.
    • Change The last hit has less knockback scaling (180 → 160), increasing its combo potential, but reducing its KO potential.
    • Change It hits six times instead of eight with its damage compensated (0.8% (hits 1-7), 3% (hit 8) → 1% (hits 1-5), 3.6% (hit 6)) and its animation has been sped up.
      • Buff This drastically reduces its ending lag (FAF 59 → 44), significantly improving its combo potential to the point it can combo into itself several times at low percents.
      • Nerf However, this shortens the duration of its hitboxes (frames 4-33 → 4-25).
    • Buff It has an altered ending animation, with Pikachu spreading out its limbs while in a more upright position, allowing it to duck under some attacks like certain rising aerials.
  • Up aerial:
    • Buff Up aerial's clean hit deals more damage (5%/4% → 6%/5%) with no compensation on knockback, allowing it to KO at very high percents.
  • Down aerial:
    • Buff Down aerial has gained a clean hit during its first two active frames, which deals more damage (12% → 13%) andmeteor smashes opponents (361° → 270°), with knockback not properly compensated (20 base/84 scaling → 16/86). This allows it to start combos onstage and improves Pikachu's edgeguarding ability.
    • Nerf Due to this clean hitbox being smaller (5.7u → 5.5u), the move's range on startup is reduced.

Throws and other attacks[edit]

  • Grabs:
    • Buff Standing grab has a larger hitbox (3.1u → 4u), slightly increasing its range despite extending slightly less far horizontally (Z2 offset: 8.1u → 7.9u).
    • Nerf All grabs have more startup (frame 6/8/9 (standing/dash/pivot) → 7/11/12) and ending lag (FAF 28/35/33 → 37/45/40).
    • Nerf Dash and pivot grab do not extend as far horizontally (Z2 offset: 9.8u → 9u (dash), 13.4u → 12.7u (pivot)), reducing their range.
    • Change Pikachu grabs the opponent with one hand instead of two.
  • Pummel:
    • Buff Pummel deals more hitlag (3 frames → 12), but has less startup (frame 3 → 1) and significantly less ending lag (FAF 16 → 6), slightly shortening its duration.
    • Nerf It deals less damage (1.9% → 1%).
    • Change When pummeling, Pikachu headbutts the victim as well instead of just using electricity.
  • Forward throw:
    • Buff Forward throw no longer has any hitlag, executing faster as a result.
  • Back throw:
    • Nerf Back throw releases the opponent faster (frame 31 → 26), with its total duration unchanged. This increases its ending lag and shortens the distance Pikachu moves back before throwing, making it less effective for setting up edgeguards, while still giving the opponent enough time toDI.
    • Change The throw's speed is no longer weight-dependent.
  • Up throw:
    • Buff Up throw deals more damage (1% → 3% (hit 1), 3% → 5% (throw), 4% → 8% total) with knockback scaling not fully compensated (150 → 129), granting it KO potential at around 170%.
    • Buff The first hit deals knockback to bystanders, rather than simply damaging them, making the move safer to use indoubles play.
    • Nerf Its increased knockback reduces its combo potential, especially intoThunder.
  • Down throw:
    • Buff Down throw inflicts 9 frames of hitlag on the opponent upon release. While making it easier to DI, this noticeably improves its combo potential despite its increased total duration (FAF 44 → 52).
    • Nerf The first hit is coded to disappear on the same frame it comes out. As a result, the throw deals less damage (8% → 5%) and no longer hits bystanders, but oddly enough, Pikachu and the thrown opponent still experience hitlag from the first hit.
    • Change It launches at a slightly more vertical angle (80° → 83°).
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).
    • Buff It has increased intangibility (frames 1-20 → 1-25).
    • Nerf It has more ending lag (FAF 54 → 56).

Special moves[edit]

  • Thunder Jolt:
    • Buff Thunder Jolt has less ending lag (FAF 58 → 52).
    • Buff The grounded version's late hit has a longer duration (15 frames → 29; total: 82 frames → 96), allowing it to travel across the entireFinal Destination platform. Coupled with the move's lower ending lag, this improves its camping ability.
    • Nerf It has less base knockback (25 → 18 (grounded), 45 → 35 (aerial)).
    • Nerf It has negativeshield damage instead of additional (1 → -2.5/-2/-1.5/-1 (grounded), -1.9 (aerial)), dealing roughly 0.6× of its damage to shields.
  • Skull Bash:
    • Buff Skull Bash deals marginally more damage when uncharged (6.1714% → 6.2%) and has more knockback scaling at all charges (62 → 78).
    • Buff It has less ending lag it if doesn't hit an opponent (FAF 81 → 75).
    • Buff If the move hits an opponent, it causes Pikachu to bounce back in a recoil animation with much less ending lag (FAF 45 → 22), even if the opponent shields it, making it safer to use.
  • Quick Attack:
    • Bug fix Quick Attack no longer hasRCO lag.
    • Buff Pikachu's body no longer stretches as much during the move, which means opponents cannot hit Pikachu by attacking the space above it.
    • NerfQuick Attack cancelling is no longer possible, hindering Pikachu's approach options, especially from the ledge.
    • Change It has an angle indicator to telegraph Pikachu's trajectory. This may help prevent missed directional inputs, but makes Pikachu's movement more predictable.
  • Thunder:
    • Buff Thunder's discharge has more knockback scaling (66 → 77), improving its KO potential.
    • Buff The meteor smash at the cloud dealsset knockback (74 base/60 scaling → 55 base/125 set/60 scaling), allowing it to connect more consistently into the discharge.
    • Change When struck by the bolt, Pikachu glows a bright yellow while flashing a dark tint, much like its depiction in thePokémon anime.
  • Volt Tackle:
    • Change Volt Tackle involves Pikachu dashing forward quickly while surrounded by a ball of electricity. If this initial attack connects, Pikachu traps the opponent in place and speeds around the stage at different angles, racking up damage before launching opponents with an electric blast at the end of the move.
    • Buff Volt Tackle is easier to control, requiring only a single button press rather than having to control Pikachu's slippery movement.
    • Nerf Pikachu can no longer chase down opponents if the initial attack misses, and mayself-destruct if initiated too close to the edge.

Update history[edit]

Pikachu was slightly buffed via game updates. Its grab game was slightly improved, thanks to a faster pummel and larger grabboxes. The only nerf it has received isThunder Jolt's shield damage being slightly decreased as part of a near-universal nerf to projectiles. Its shield size was also increased as a part of a near-universal buffs to shields.

While Pikachu does fare marginally better since the launch ofUltimate, the changes it received were very minor overall, and as a result, patch changes have not noticeably affected perceptions of Pikachu's viability as a very powerful character.

Super Smash Bros. Ultimate2.0.0

  • Buff Pummel deals less hitlag (14 frames → 12), shortening its duration.

Super Smash Bros. Ultimate3.0.0

  • NerfThunder Jolt deals less shield damage (1 → -2.5/-2/-1.5/-1 (grounded, clean/mid/late), -1.9 (aerial)).

Super Smash Bros. Ultimate3.1.0

  • Buff Standing grab has bigger hitboxes that are positioned more favourably, noticeably improving its previously very poor range.

Technical changelist

ChangeOld valueNew value
Grab hitbox radiusgrounded opponents: 3.1u, airborne opponents: 1.55u4.0u, 2.0u
Grab Y1 and Y2 offsets5.0u (both, all hitboxes)5.9u
Grab Z1 and Z2 offsetsgrounded opponents: 4.0u (Z1)/7.4u (Z2), airborne opponents: 2.45u (Z1)/8.95u (Z2)4.9u/7.9u, 2.9u/9.9u

Super Smash Bros. Ultimate7.0.0

  • Buff Overall shield size has been increased.

Super Smash Bros. Ultimate9.0.0

  • ChangeForward aerial's looping hits launch slightly more inward with their upper hitboxes (310°/290° → 290°/280°), causing it to connect more reliably if Pikachu is moving downward or relatively slowly, but less reliably if moving too fast upward and/or forward.

Moveset[edit]

For a gallery of Pikachu's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackHeadbutt (ずつき)1.4% (near), 1.2% (mid), 1% (far)Quickly headbutts forward. While it has minimal startup lag by coming out on frame 2 and can jablock, it cannot combo into itself easily due to opponents falling out of the move easily when spammed and being able to punish Pikachu for the move. Other moves such as down tilt or dash attack are better options since Pikachu does not have a finisher for its jab.
Forward tiltDouble-Footed Kick (りょうあしげり,Both-Feet Kick)10%An electrified double kick performed from thebaby freeze, a variation of the freeze breakdancing move. It deals more damage when angled upward, and the lower anglessemi-spike. Deals moderate knockback; the unangled version KOs Mario around 155% at the edge of Final Destination.
9%
8%
Up tiltTail Attack (しっぽアタック)5%An overhead tail swipe, starting from behind Pikachu. An excellent combo starter, comboing into itself at low percents and into Pikachu's aerials at low to mid percents. It's a great combo tool, but not such a good anti air.
Down tiltTail Sweep (あしばらい,Leg Sweep)6%Lays down and sweeps its tail in front of itself. It has good horizontal reach and very low ending lag, making it somewhat spammable. It can cause tripping at low percents and sets up for tech situations at mid-high percents.
Dash attackRunning Headbutt (ジャンプずつき,Jump Headbutt)11% (clean), 6% (late)A battering ram. The early hitbox deals solid damage and good knockback, allowing it to KO middleweights around 135% on Final Destination. It also has a fairly low startup lag (frame 6), and the early hitbox lasts deceptively long. Additionally, it is decently safe on shield due to having a high shieldstun multiplier, although it can still be punished by quick out-of-shield options. However, the late hitbox has no KO potential at any reasonable percent, and the high ending lag prevents either hit from comboing.
Forward smashThundershock (ショートでんげき,Short Volt Attack)15% (early),18% (clean),12% (late)Rears its head back before leaning forward and releasing a large orb of electricity in front of it, leaving a trail of electricity. The early hit comes out on frame 15, the sweetspot on frame 17 and the late hit on frame 20. The center of the ball deals the most damage and knockback, having high horizontal KO potential. The trail does the second most damage and the least knockback, and the tip does the least damage and second most knockback. It has good range, with a hitbox close to the size of Pikachu. The uncharged sweetspot KOs Mario around 80% at the edge of Final Destination, although the early hit doesn't KO until 105% and the late hit until 100%, giving the attack several sourspots and making it very inconsistent. It also has a long duration and noticeable ending lag (25 frames, when counting the latest hit), making it very easy to punish if shielded or dodged. Pikachu can end a jab lock with forward smash, although it'll only sweetspot on various chararcters, and depends on whether they're facing up or down. Note that it'll always sweetspot Luigi, Sheik, Bayonetta, Steve and Pyra/ Mythra.
Up smashTail Somersault (しっぽサマーソルト)14% (early, body),13% (early, tail),11% (clean),7% (late)An overhead tail swipe. Unlike Pikachu's up tilt, it starts in front of it and has good vertical KO potential. The early hit comes out somewhat quickly (frame 10) and lasts until Pikachu's tail goes above it, after which the clean hit lasts until the tail goes behind it. The early hit's sweetspot is located on Pikachu's body and can be comboed into with falling nair. The early sweetspot KOs middleweights around 115% on Final Destination, while the early sourspot KOs around 125%. The late hit, however, does minimal damage and knockback.
Down smashElectric Flower (ねずみはなび,Mouse Fireworks)2% (hits 1-5),3% (hit 6)Charges its tail with electricity before spinning it around, shocking opponents. It has the least damage potential out of all its smash attacks, dealing only 13%. It KOs middleweights around 95% at the edge of Final Destination with no DI, and deals good horizontal knockback. It also has the least startup out of all its smash attacks, coming out on frame 8, but its 42 frames of ending lag make it very punishable if used poorly. As well as up smash, neutral aerial can combo into this move to confirm a KO.
Neutral aerialPikachu Shock (ピカチュウショック)1.8% (hits 1-3),3.5% (hit 4)Poses while charging itself with electricity, shocking nearby opponents. It hits 4 times, with the final hit having weak knockback. It is one of Pikachu's most versatile tools; being useful for breaking out of combos due to its very fast startup (frame 3), and a generously low amount of ending lag (17 frames). It's notorious for its ability to be fastfalled to drag the opponent down and extend combos, and being a very quick out-of-shield option at frame 6. It can be fastfalled to combo into all of its tilts, grab, and both up and down smash due to its low ending lag. Like all of Pikachu's other aerials, it canautocancel in ashort hop.
Forward aerialElectric Drill (でんげきドリル,Volt Attack Drill)1.4% (hits 1-5),4.8% (hit 6)Spins forward with an electrically charged head, shocking opponents. Moderate startup lag at frame 11 and hits 6 times. Has low landing lag, and extremely low ending lag (15 frames), the lowest of Pikachu's aerials, making it an effectivespacing option, but has two very small looping hitboxes, which are very close to Pikachu's head and don't use the auto-link angle and, unlike Pichu's version, the hits don't always connect properly because they don't launch at the auto-link angle. The multiple hits and long duration make it an effective short hop aerial to pressure the opponent's shield and possibly shield poke. Due to its lenient amount of ending lag, it is an excellent combo and edgeguarding option and can combo into grab sometimes, or connect into a dash attack to kill at high percents.
Back aerialGlider (グライダー)1% (hits 1-5),3.6% (hit 6), 4% (landing)Spins around horizontally in a skydiver position, hitting multiple times, with a pose at the end to launch foes. Very fast, coming out on frame 4 with a long active duration and very low ending lag (18 frames) and can hit all around Pikachu, but its below average knockback makes it unreliable for KOing until very high percentages and has poor range, only hitting opponents close to Pikachu. To compensate, it is a great combo starter and, at low percents, it can combo into itself multiple times. It can drag down opponents and has a landing hitbox.
Up aerialTail Chop (しっぽはたき,Tail Duster)6% (clean, tail),5% (clean, tip),4% (late)An overhead tail swipe, starting from behind Pikachu. Extremely fast, coming out on frame 4, with very low ending lag (19 frames) as it autocancels and is interruptible at frame 27. It is useful for juggling or comboing into itself and other aerials at low-mid percents. The move has a strong hitbox behind and above Pikachu, which will send the opponent upwards, and a small weak hitbox in front of it which combos into itself and forward air.
Down aerialElectric Screw (でんげきスクリュー,Volt Attack Screw)13% (clean),12% (late), 4% (landing)Points down and spins its head downwards, launching opponents. The clean hit lasts for two frames and is a powerfulmeteor smash, while the late hit has good horizontal knockback. It has low ending lag with 22 frames of vulnerability, but it's the highest of Pikachu's aerials. Also has a landing hitbox.
GrabGrab (つかみ)Reaches out. Pikachu will have a scared look if it misses. Fast but has low range.
PummelGrab Electric Shock (つかみでんきショック)1%An electric headbutt. Despite its weak power, its electric effect and hitlag multiplier grant it higher hitlag on average, giving it only average speed. As a result, it is one of the worst pummels in the game.
Forward throwElectric Throw (でんきなげ)2% (hits 1-5)Lays the opponent on its tail and shocks them. It's Pikachu's most damaging throw, but too weak to KO and not fit for combos either, thus having little utility outside its high damage output or throwing the opponent offstage.
Back throwSubmission (じごくぐるま,Hell Wheel)9%Rolls backward before launching the opponent with a tomoe nage, a throw used in judo. Very good for setting up edgeguards, as it has high base knockback and the animation means opponents near the center will end up being launched near the edge, but it is unimpressive as a KOing option as it only starts KOing middleweights around 165% at the edge of Final Destination. May be based onSubmission, a Fighting-type move that Pikachu could learn in Generation 1 games.
Up throwHeading (ヘディング)3% (hit 1), 5% (throw)Heaves the opponent onto its head and headbutts it upwards. A good low percent combo throw. Has decent knockback growth, making it Pikachu's best KOing throw, as it KOs opponents at around 170%. However, its KO setup with Thunder is less consistent due to its higher knockback. Can combo into Thunder at high percents.
Down throwHip Press (ヒッププレス)5%Lays the opponent on the ground and performs asenton. A good combo starter comboing into every aerial from low to mid percents, allowing Pikachu to start combos. The move has a hitbox that gets deleted on the same frame it's activated due to an oversight.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Spins its tail around itself while getting up.
Floor attack (back)
Floor getups (back)
 7%Spins its tail around itself while getting up.
Floor attack (trip)
Floor getups (trip)
 5%Spins its tail around itself while getting up.
Edge attack
Edge getups
 9%Swings its tail in an overhead arcing motion while climbing up.
Neutral specialThunder Jolt6% (clean), 5% (mid), 4% (late), 4.8% (aerial)Shoots a ball of electricity. A very useful projectile, as it deals good damage and moves quickly, helping Pikachu to control the neutral game. When it hits the stage or a platform, it sticks to it, looping across it until its lifespan is over or it hits the bottom of asoft platform. This allows Pikachu to run alongside it to approach, cover many grounded options, and help it get out of the corner.
Side specialSkull Bash6.2% (uncharged), 10% (uncharged smash input), 21.4% (fully charged)Charges up before launching forward at a high velocity. It can be charged to increase damage, knockback, and distance. Useful for horizontal recovery and can sweetspot the ledge, but leaves Pikachu vulnerable due to being fairly slow, and the hitbox being within its hurtbox. If inputted like a smash attack, it immediately starts with some charge.
Up specialQuick Attack2% (hit 1), 3% (hit 2)Zips upward at high speeds, dealing damage to opponents on contact. It can be angled; if angled in a different direction after the first time it is used, Pikachu will use it again. It covers great distances and can be unpredictable if used well, but Pikachu goes into freefall after using it. It's also an approach option, but doesn't true combo into anything. Pikachu also cannot use the Quick Attack cancelling technique fromSmash 4.
Down specialThunder15% (shockwave), 8% (thunderbolt), 6% (thunderbolt meteor)Calls down a bolt of lightning from the sky. If the bolt strikes Pikachu, it will create an electric explosion around itself, dealing massive knockback and granting Pikachu intangibility for 10 frames. If an opponent is struck near the top of the bolt or at the cloud, they're launched down into Pikachu and will get hit by the discharge as well; otherwise, they're launched upwards. Has high endlag if the bolt doesn't strike Pikachu. The thunderbolt becomes active on frame 13, but there is a long gap before the discharge, and thus, it's easy to attack Pikachu before the thunderbolt hits it and is very vulnerable to counters. The projectile comes out on frame 2, and can be used to break combos.
Final SmashVolt Tackle0.3% (6 hits during startup), 1% (initial hit), 1.5% (loop), 20% (launch)Surrounds itself with electricity before dashing forwards. If it connects, Pikachu will barrage the opponents caught with repeated strikes in this form before launching them.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump height
Value791.98 – Initial dash
2.039 – Run
1.3020.1320.00750.9570.01 – Base
0.09 – Additional
0.0951.55 – Base
2.48Fast fall
335.5 - Base
17.12 -Short hop
35.5

Announcer call[edit]

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The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Emerges from aPoké Ball, then briefly discharges electricity around itself.
  • Pikachu's on-screen appearance

    Pikachu's on-screen appearance

Taunts[edit]

  • Up taunt: Charges up its cheeks with electricity and glares at the screen, saying "Piii..."
  • Side taunt: Waves at the screen with one paw, yelling "Pika Pika!"
  • Down taunt: Lies on the ground, curls and rolls around, saying "Pikaaa...!"
  • Pikachu's up taunt.

    Pikachu's up taunt.

  • Pikachu's side taunt.

    Pikachu's side taunt.

  • Pikachu's down taunt.

    Pikachu's down taunt.

Idle poses[edit]

  • Scratches its right ear.
  • Stands up straight, then looks left, and then right, twitching its ears.
  • Pikachu's first idle pose.

    Pikachu's first idle pose.

  • Pikachu's second idle pose.

    Pikachu's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionPi - ka - chu!Pi - ka - chu!Pi - ka Pi - ka Pi - ka - chu!Pi - ka -- Pi - ka - chu!Pi - ka Pi - ka Pi - ka - chu!
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionPi - ka Pi - ka Pi - ka Pika - chu!Pi - ka Pi - ka Pi - ka - chu!NTSC
Pi - ka Pi - ka Pikaaaa - chu!PAL
Pi - ka -- Pi - ka - chu!Pi - ka - chu!

Victory poses[edit]

  • Left: Backflips, spins, and faces the screen with a happy expression. This resembles its "character chosen" animation inSuper Smash Bros.
  • Up: Looks up with a surprised expression as its ears perk. It then scratches its right ear and smiles.
  • Right: Sleeps while muttering "Piii...ka."
A small excerpt of the title theme ofPokémon Red, Blue, Yellow, and Green Versions, a track which would go on to become thePokémon main theme and the title theme for the entire series.
  • PikachuVictoryPose1SSBU.gif
  • PikachuVictoryPose2SSBU.gif
  • PikachuVictoryPose3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Pikachu players (SSBU)

Tier placement and history[edit]

Ever since the game's demo, Pikachu was considered a strong and viable character. This is due to several favorable adjustments, such as its new and potent neutral aerial, as well as its strengths, including its ability to pancake (crouch under) a lot of moves, its strong recovery and zoning options, and it possessing some of the bestzero-to-death combos in the game. As a result, some players argued that Pikachu was one of the best characters in the game, an outlook that only improved followingnerfs to the early metagame's best characters, as well as strong performances fromESAM prior to and immediately following the online metagame.

However, Pikachu noticeably lacked the results other contenders for best in the game had. ESAM largely spearheaded Pikachu's results for the first few years of the game's competitive lifespan, and despite seeing high highs, he was often brought down by mediocre results. For example, ESAM saw a career-defining victory overMkLeo atGlitch 8.5 - Konami Code, but underperformed at most of his other majors in 2021. The post-pandemic metagame also saw the rise of a couple of other Pikachu players such asH4,Neeroz, andShinyMark. These results, however, were often countered with the players' inconsistency or a lack of results from outside their region. As a result, perOrionRank's character rankings, Pikachu was has never been ranked higher than 23rd on the character rankings, and in fact languished between 32nd and 49th in the first few years of the post-pandemic metagame. Furthermore, Pikachu's position in the post-pandemic metagame became less secure due to the increase in strong players at top level play as well as new metagame standards, with more people preferring to use characters who have easier time racking up damage and KOing, such asSteve andKazuya.

As such, for most of competitive play up to the first tier list's release, opinions on Pikachu have varied greatly between regions. Some players, particularly in North America, believe Pikachu's theoretical strength made up for its underwhelming representation, while others, particularly inJapan, believe Pikachu is overrated due to its mediocre results and representation compared to other top- and high-tier characters. The clashing opinions were reflected on the first tier list, where Pikachu is ranked 13th; it is notably the character with the greatest standard deviation in their tier list voting, being ranked in the top 5 in Latin America, and top 10 in the United States and Canada, but conversely was not even ranked in the top 25 in Japan.[1]

Following the first tier list, Pikachu's overall representation remained rather stagnant: although ShinyMark eventually began traveling more and became a notable top level threat, on the other hand, ESAM's activity remained low, while the results he did have were worse than before. With no other Pikachu players within the top 150 by the end of the year, opinions on Pikachu mellowed out a bit, and as such, it fell 4 spots to 17th on the second tier list, ranking in the A tier. However, these opinions reignited with ShinyMark's performances in 2024, especially after he won a slew of noteworthy events, including the supermajorS Factor 11. ShinyMark's rise into the top 20 and his victories over many Japanese players convinced many in the west that Pikachu was still an incredibly strong character. As such, the character then rose 3 spots to 14th on the third tier list, now ranking right at the end of the S- tier.

Classic Mode: I Choose You![edit]

Pikachu fights against other Pokémon on various Pokémon stages, withPoké Balls as the only available item. Excluding Mewtwo, the opponents are ordered by their National Pokédex number. The title is a reference toAsh Ketchum's signature catchphrase in thePokémon anime, which doubles as thetitle of the first episode and the20th movie.

RoundOpponentStageMusicNotes
1Pokémon Trainer (SSBU)Pokémon TrainerSaffron CityPokémon Gym/Evolution - Pokémon Red / Pokémon Blue
2Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (SSBU)Jigglypuff (x6)Pokémon Stadium 2Road to Viridian City - Pokémon Red / Pokémon BlueHorde Battle (3 at a time).
The presence of 6 Jigglypuff likely references how the player can have at most 6 Pokémon on their team in thePokémon games.
3Pichu (SSBU)Pichu (SSBU)Pichu (x2)Prism TowerPokémon Gold / Pokémon Silver MedleyLikely a reference to thePichu brothers from thePokémon anime.
4Lucario (SSBU)LucarioSpear PillarBattle! (Dialga/Palkia) / Spear Pillar
5Greninja (SSBU)GreninjaKalos Pokémon LeagueBattle! (Wild Pokémon) - Pokémon X / Pokémon Y
6Incineroar (SSBU)IncineroarPokémon StadiumThe Battle at the Summit!
Bonus Stage
FinalMewtwo (SSBU)Mewtwo, thenMaster HandFinal DestinationPokémon Red / Pokémon Blue Medley(Mewtwo)
Master Hand(Master Hand)
AMaxim Tomato appears after defeating Mewtwo.

Credits roll after completing Classic Mode. Completing it as Pikachu hasRoad to Viridian City - Pokémon Red / Pokémon Blue accompany the credits.

Character unlock tree[edit]

Pikachu's Classic Mode character unlock tree includes the following characters in order:

  1. Villager
  2. Shulk
  3. R.O.B.
  4. Mega Man
  5. Isabelle
  6. Mr. Game & Watch
  7. Pichu

Each character can be unlocked by clearing Pikachu's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default toMario's character unlock tree, starting withSonic.

Role inWorld of Light[edit]

Finding Pikachu in World of Light

Pikachu was among the fighters summoned to the cliffside to fight an army ofMaster Hands.

During the opening cutscene, Pikachu was present on the cliffside whenGaleem unleashed his beams of light. While attempting to run away, Pikachu was noticed bySonic, who slowed down for Pikachu in an attempt to save it. However, both of them were vaporized and placed under Galeem's imprisonment along with the rest of the fighters, except forKirby.

Pikachu can later be found stuck on an island that can only be accessed by falling into the current of a waterfall, then the player must confront the spirit ofEsna before they can battle to awaken it.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
08
Pikachu SSBU.png
Pikachu
Attack
Attack
3,300Pokémon Stadium (Ω form)Main Theme - Pokémon Red & Pokémon Blue (Melee)

Spirits[edit]

Pikachu's default fighter spirit can be obtained by completingClassic Mode as Pikachu. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Pikachu in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its Pikachu Libre outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork inUltimate.

Additionally, Pikachu makes an appearance in a few support spirits.

  • 407. Pikachu

    407.Pikachu

  • 408. Pikachu Libre

    408.Pikachu Libre

  • 562. Detective Pikachu

    562. Detective Pikachu

  • 1,298. Partner Pikachu

    1,298. Partner Pikachu

In Spirit Battles[edit]

Conditions in italic aren't listed on the Spirit Battle preview screen.

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
46
SSBU spirit Mouser.png
MouserSuper Mario SeriesPikachuPikachu (SSBU)
Grab
2,000Mushroom Kingdom II (Battlefield form)•Item:Bob-omb•The enemy is easily distracted by items
•The enemy starts the battle with a Bob-omb
Boss Theme - Super Mario Bros. 2
73
SSBU spirit Honey Queen.png
Honey QueenSuper Mario Series•GiantPikachuPikachu (SSBU) (140 HP)
Neutral
3,300Mario Galaxy•Item:Beehive•Timedstamina battle (1:00)
•The enemy is giant
Gusty Garden Galaxy
160
SSBU spirit Zinger.png
ZingerDonkey Kong SeriesPikachuPikachu (SSBU)
Shield
1,800The Great Cave Offensive (Ω form)•Item:Unira•The enemy's throwing-type items have increased powerStickerbush Symphony
308
from the game's files
Little MouserYoshi SeriesPikachuPikachu (SSBU)
Shield
1,700Yoshi's Island•Item: Throwing Types•The enemy's throwing-type items have increased power
•The enemy has increased move speed
Flower Field
332
SSBU spirit Rick.png
RickKirby SeriesPikachuPikachu (SSBU)
KirbyKirby (SSBU)
Grab
4,100Green Greens•Hazard: Ice Floor•The floor is frozen
•The enemy starts the battle with aFire Flower
•The enemy has increased move speed
Planet Popstar
349
SSBU spirit Moley.png
MoleyKirby Series•GiantPikachuPikachu (SSBU)
Grab
2,200The Great Cave Offensive (Battlefield form)•Item:Pitfall•The enemy is giantSqueak Squad Theme
427
SSBU spirit Alolan Raichu.png
Alolan RaichuPokémon SeriesPikachuPikachu (SSBU)
Attack
4,100Tortimer Island (Battlefield form)•Hazard: Zap Floor•The floor is electrified
•Only certain Pokémon will emerge from Poké Balls (Alolan Raichu)
Battle! (Trainer) - Pokémon Sun / Pokémon Moon
555
SSBU spirit Mimikyu.png
MimikyuPokémon SeriesPikachuPikachu (SSBU)
Grab
3,700Luigi's Mansion•Sudden Damage•You take serious damage
•Only certain Pokémon will emerge from Poké Balls (Mimikyu)
Main Theme - Luigi's Mansion (Brawl)
556
SSBU spirit Tapu Koko.png
Tapu KokoPokémon SeriesPikachuPikachu (SSBU)
Shield
9,600Temple (Battlefield form)•Hazard: Zap Floor•The floor is electrified
•The enemy's electric attacks have increased power
•Only certain Pokémon will emerge from Poké Balls (Tapu Koko)
Battle! (Island Kahuna)
562
SSBU spirit Detective Pikachu.png
Detective PikachuDetective PikachuPikachu TeamPikachu (SSBU)×4
Neutral
4,100Gamer (Book stacks layout, hazards off)N/A•Defeat the main fighter to win
•Timed battle (1:30)
Shop
881
SSBU spirit Elec Man.png
Elec ManMega Man SeriesPikachuPikachu (SSBU) (140 HP)
Grab
4,400Wily Castle (Battlefield form)•Hazard: Zap Floor•The floor is electrified
•The enemy's electric attacks have increased power
Stamina battle
Guts Man Stage
1,046
Great Zapfish
Great ZapfishSplatoon Series•GiantPikachuPikachu (SSBU)
Shield
9,800Prism Tower (Ω form)•Hazard: Zap Floor•The floor is electrified
•The enemy's electric attacks have increased power
•The enemy is giant
Splattack! (Remix)
1,198
wrestler
Reporter & WrestlerRhythm Heaven SeriesNorth America
Rhythm Paradise SeriesPAL
PikachuPikachu (SSBU)
Shield
4,100Boxing Ring (Battlefield form)•Assist Trophy Enemies (Yuri Kozukata)
•Easy to Launch
•You are easy to launch
•Hostile assist trophies will appear
Title Theme - Punch-Out!! (Wii)Wrestler
1,298
SSBU spirit Partner Pikachu.png
Partner PikachuPokémon SeriesPikachuPikachu (SSBU) (150 HP)
Mii BrawlerMii Brawler (SSBU) (Moveset1113, SSB T-shirt) (100 HP)
Attack
8,000Saffron City•Sudden Final Smash
•Item:Poké Ball
•The enemy will suddenly have a Final Smash when the enemy's at high damage
•The enemy's electric attacks have increased power
Stamina battle
Main Theme - Pokémon Red & Pokémon Blue (Melee)
1,309
SSBU spirit Morgana.png
MorganaPersona SeriesPikachuPikachu (SSBU)
•GiantIncineroarIncineroar (SSBU)
Grab
11,500Mementos (hazards off)•Hazard: Heavy Wind•Defeat the main fighter to win
•Dangerously high winds are in effect after a little while
•Reinforcements will appear during the battle
Last Surprise
1,371
SSBU spirit Morpeko.png
MorpekoPokémon SeriesPikachuPikachu (SSBU)
Grab
2,000Boxing Ring•Metal Shift
•Item:Food
•The enemy will occasionally turn metal
•The enemy's electric attacks have increased power
•The enemy favors special moves
Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon
1,426
SSBU spirit Olivia.png
OliviaPaper Mario SeriesPikachuPikachu (SSBU)
MarioMario (SSBU)
•TinyBowserBowser (SSBU)
Shield
3,700Paper Mario•Defense ↑
•Attack Power ↑
•Item:Bob-omb
•The enemy has increased attack power when the enemy's at high damage
•The enemy has increased defense when the enemy's at high damage
•The enemy favors air attacks
•Reinforcements will appear after an enemy is KO'd
Battle! - Paper Mario: Color Splash
1,468
SSBU spirit Palico.png
PalicoMONSTER HUNTER SeriesPikachuPikachu (SSBU)Pikachu (SSBU)Pikachu (SSBU)
Shield
1,600Distant Planet (Battlefield form)•Item:Pitfall•The enemy favors side tilt attacks
•The enemy is easily distracted by items
•The enemy starts the battle with a Bob-omb
Proof of a Hero ~ 4Version

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
295
SSBU spirit Gandrayda.png
GandraydaMetroid Prime SeriesDark SamusDark Samus (SSBU)
PikachuPikachu (SSBU)
Attack
1,800Frigate OrpheonN/A•Take your strongest team into this no-frills battleMultiplayer - Metroid Prime 2: EchoesGandrayda's electric powers
340
SSBU spirit Kracko.png
KrackoKirby SeriesKing DededeKing Dedede (SSBU)
PikachuPikachu (SSBU)×2
Grab
3,500Skyworld (clouds only)N/A•Defeat the main fighter to winBoss Theme Medley - Kirby SeriesKracko's lightning attack, or various enemies summoned by Kracko (e.g.Waddle Doos)
482
SSBU spirit Raikou, Entei, & Suicune.png
Raikou,Entei, &SuicunePokémon SeriesGreninjaGreninja (SSBU)
IncineroarIncineroar (SSBU)
PikachuPikachu (SSBU)
Shield
9,900Suzaku Castle•Hazard: Lava Floor•The floor is lavaPokémon Red / Pokémon Blue MedleyRaikou
734
SSBU spirit Dribble & Spitz.png
Dribble & SpitzWarioWare SeriesWarioWario (SSBU)
PikachuPikachu (SSBU)
Grab
4,000Saffron City•Uncontrollable Speed•All fighters move faster and can't stop quickly after a little while
•The enemy favors side specials
WarioWare, Inc.Spitz
1,306
SSBU spirit Phantom Thieves of Hearts.png
Phantom Thieves of HeartsPersona SeriesJokerJoker (SSBU)
PikachuPikachu (SSBU)
Captain FalconCaptain Falcon (SSBU)
Zero Suit SamusZero Suit Samus (SSBU)
ChromChrom (SSBU)
SheikSheik (SSBU)
Grab
13,300Mementos (Haru Okumura background, hazards off)•Sudden Final Smash
•Item:Daybreak Parts
•The enemy will suddenly have a Final Smash when the enemy's at high damage
•Reinforcements will appear during the battle
Wake Up, Get Up, Get Out ThereMorgana
1,334
SSBU spirit Great Sabrecub.png
Great SabrecubDRAGON QUEST SeriesPichuPichu (SSBU) (60 HP)
•GiantPikachuPikachu (SSBU) (120 HP)
Attack
2,900Gaur Plain (Ω form)•Item:Soccer Ball•Defeat the main fighter to win
Stamina battle
•The enemy shields often
Marching through the FieldsGreat Sabrecat
1,362
SSBU spirit Kyo Kusanagi.png
Kyo KusanagiTHE KING OF FIGHTERS SeriesCaptain FalconCaptain Falcon (SSBU)
PikachuPikachu (SSBU)
Donkey KongDonkey Kong (SSBU)
Attack
9,500King of Fighters Stadium•Jump Power ↓•The enemy's explosion and fire attacks have increased power
•Reinforcements will appear after an enemy is KO'd
•All fighters have reduced jump power
ESAKA!! - KOF 2002 UMBenimaru Nikaido

Alternate costumes[edit]

Palette swap (SSBU)
Pikachu (SSBU)Pikachu (SSBU)Pikachu (SSBU)Pikachu (SSBU)Pikachu (SSBU)Pikachu (SSBU)Pikachu (SSBU)Pikachu (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • This is the first time Pikachu was not the firstPokémon character to be explicitly announced for a newSmash title, withMewtwo being confirmed before it.
  • Pikachu's pose in its official artwork resembles itsfront sprite in Generation IIIPokémon games.
  • In the E3 demo of the game, Pikachu's portrait used its in-game model as opposed to its official artwork. This was also the case withLink,Mario andVillager.
  • Pikachu'salternate costume featuring goggles has been removed and returned toPichu, who was the original owner of said palette swap inMelee.
  • Pikachu, compared to the other starters, has the least number of characters in its unlock tree, having only seven characters as opposed to the standard eight.
  • Pikachu is one of the few characters in the entire roster to have different facial expressions when attempting different types of grabs and missing them, being its standing grab (a scared expression) vs. its dash grab (a rather irritated expression) vs. its pivot grab (neutral expression).
  • Due to its new Pikachu Libre costume and another one of its alternate costumes, Pikachu is now the only member of theOriginal 12 to change sex between costumes, as well as the first of the Original 12 to technically be a different character in one of its costumes.
  • It is possible that Pikachu's stock icon is a reference to the Pokémon's 20th Anniversary emblem, which features a simplified Pikachu face formed from the starter Pokémon, including Pikachu, from Generation I to Generation VI.
  • On theSound Test, Pikachu's voice clips are ordered differently from other non-DLC characters, as they all are ordered by the abbreviations of their internal codenames.Roy shares a similar distinction, but with a few minor adjustments.
    • Additionally, both of its victory lines are displayed while they should be omitted due to identical voice clips already existing (both of Pikachu's victory quotes come from its jumping and sleeping voice clips).

References[edit]

  1. ^UltRank’s First Official SSBU Tier List. Note: the standard deviation is noted in the "Analysis" section, while the placements by region are noted in the "Regional Differences" section


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Pokémon (universe)Pokémon universe
FightersPikachu (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Jigglypuff (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Pichu (SSBM ·SSBU) ·Mewtwo (SSBM ·SSB4 ·SSBU) ·Pokémon Trainer (SSBB ·SSBU) ·Squirtle (SSBB ·SSBU) ·Ivysaur (SSBB ·SSBU) ·Charizard (SSBB ·SSB4 ·SSBU) ·Lucario (SSBB ·SSB4 ·SSBU) ·Greninja (SSB4 ·SSBU) ·Incineroar (SSBU)
BossRayquaza
StagesSaffron City ·Pokémon Stadium ·Poké Floats ·Pokémon Stadium 2 ·Spear Pillar ·Unova Pokémon League ·Prism Tower ·Kalos Pokémon League
ItemsPoké Ball ·Master Ball
Poké Ball PokémonAbomasnow ·Abra ·Arceus ·Articuno ·Beedrill ·Bellossom ·Bewear ·Blastoise ·Bonsly ·Celebi ·Chansey ·Charizard ·Chespin ·Chikorita ·Clefairy ·Cyndaquil ·Darkrai ·Dedenne ·Deoxys ·Ditto ·Eevee ·Electrode ·Entei ·Exeggutor ·Fennekin ·Fletchling ·Gardevoir ·Genesect ·Giratina ·Gogoat ·Goldeen ·Groudon ·Gulpin ·Hitmonlee ·Ho-Oh ·Inkay ·Jirachi ·Keldeo ·Koffing ·Kyogre ·Kyurem ·Latias & Latios ·Lugia ·Lunala ·Manaphy ·Marill ·Marshadow ·Meloetta ·Meowth ·Metagross ·Mew ·Mimikyu ·Moltres ·Munchlax ·Onix ·Oshawott ·Palkia ·Piplup ·Porygon2 ·Pyukumuku ·Raichu ·Raikou ·Scizor ·Snivy ·Snorlax ·Solgaleo ·Spewpa ·Starmie ·Staryu ·Suicune ·Swirlix ·Tapu Koko ·Togedemaru ·Togepi ·Torchic ·Unown ·Venusaur ·Victini ·Vulpix ·Weavile ·Weezing ·Wobbuffet ·Xerneas ·Zapdos ·Zoroark
EnemiesChandelure ·Cryogonal ·Gastly ·Koffing ·Petilil
OtherCharmander ·Cresselia ·Dialga ·Porygon ·Registeel ·Reshiram ·Team Rocket ·Zekrom ·List of Pokémon
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate