Use thunderjolt out of a full hop to create spacing and neutralize your opponents attack/approach, then rush behind your thunderjolt and follow up with a combo/arial string. Learn how to navigate the stage with it. I personally really struggle with killing, so would appreciate all help! You can spam it at first to practice, then eventually it will become second nature as an option in your gameplay. Racking up damage with pikachu is easy, but it's hard to finish off the opponent. Although it can be a decent mix up and is hard to punish out of shield, it leads to nothing good 95% of the time. And in doubles bc it's funny to watch bk's fly off stage from a predictable move hehhe. A few kill confirms to practice: fsmash (~90%), dsmash (~110%), ftilt (~120%), dtilt>dair at edge of stage (~70%), dair/down throw>thunder (~135%), dtilt>walk>utilt>full hop thunder (~120%), offstage bair (~110%). Although it can be a decent mix up and is hard to punish out of shield, it leads to nothing good 95% of the time. Really get a feel for recognizing opportunities to start these combos, and have a few strings embedded in your gameplay for certain damage percentages. Off stage bair can gimp and stage spike an opponet fairly easily. Obviously those are great kill options, but knowing ALL of Pichu's kill confirms, at what %, at what part of the stage and being able to recognize/create opportunity to land a kill confirm is all crucial. Punishable if spammed.
If I notice an opponent is charging smash attacks as a ledge guard option, I'll use agility to land right behind them for the punish. Share resources, ask for tips, post replays for critique and engage in discussion to improve in Smash. Been learning pichu the last couple days because of his combo game. Another obstacle to overcome in being consistent with your MU's is really understanding your kill options. In summary, a good overall strategy with Pichu entails: Racking up % with true combos and aerial strings [creating spacing and neutralizing with thunderjolt, rushing then arial string, spot dodging>combo starter, grab>combo starter, etc. For both kill confirms and combo starters in neutral, I found that learning how to master the use of spot dodging opened up SO MUCH opportunity for both. I find that most of my kills are with off stage down b however. This subreddit is for discussing Super Smash Bros. But you can do 3-4 thunders back to back offstage before recovering, depending on initial height. CrazyHand is the sub for you! For instance, nair covers basically all of the ledge get up options - ledge roll, ledge attack, and *ledge jump [*requires full hop/double hop nair, you'll need a good read]. Learn how to time that out, and learn which characters' up specials/recoveries you can and cannot exploit [ex: can't spike K Rool's or Wii Fit Trainer's recovery]. Pichu's dair [meteor spike] can kill at ~40% offstage. Interested in helping others grow?
Dair is also pretty easy to land, and if you don’t hit the sweet spot it still has a decent knock back and damage. I posted this as a response in another thread, but figured it would be good to share on its own.
Most important aspect of a good offstage game is keeping count of your jumps and mastering Pichu's recovery - I recommend going into training mode and practicing going below the viewable stage threshold and recovering out. Please read the rules before submitting content. I recently picked up Pichu as my main because he's so much fun to play with, but had a really hard time producing consistent results at first. Off stage thunder cloud spikes if you can position it correctly. -avoid using skullbash in neutral (side special). You can spam it at first to practice, then eventually it will become second nature as an option in your gameplay.
In summary, a good overall strategy with Pichu entails: Racking up % with true combos and aerial strings [creating spacing and neutralizing with thunderjolt, rushing then arial string, spot dodging>combo starter, grab>combo starter, etc. I'm no pro by any means, this is just my experience with Pichu. For example, at ~0%-20% you can use down throw>SH uair>fast fall>FH uair>fair. Also, one thing to note is that CPUs don’t DI up throw>thunder, so depending on the character, it kills around 100%, New comments cannot be posted and votes cannot be cast.
Watch the different animations. My nairs always are just barely not reaching and getting punished for landing right in front.
Have Pichu join the player's party in World of Light.With the exception of the third method, Pichu must then be defeated on Pokémon Stadium 2. Because if you go in trying to hammer out a combo that doesn't connect, you'll likely go hit for hit and miss out on an opportunity to put your opponent in kill %range, so make it a habit. I'm sure you've watched combo vids on youtube - learn these, perfect these, utilize these and account for DI. also trying to not going for standalone nair's at low %s since there's little to no knockback.
Learn how to navigate the stage with it. If they have their back towards the edge they will probably DI towards the center so do a down throw which puts them directly into your thundercloud at the right percents. Press question mark to learn the rest of the keyboard shortcuts. Here's a little write-up for you. You can also gimp opponents who are recovering offstage with thunderjolt - use against characters with exploitable recoveries [basically any Fire Emblem character, Ganon, Any Link, Little Mac etc]. ], Pressuring opponent off stage for early kill options [looking for the opportunity to dair offstage and creating that opportunity by keeping opponent off stage with nair edge guard/ledge trap], Uncovering opportunity for onstage kills [fsmash/dsmash, spot dodge>ftilt, and bair for most kills; can always use thunder with a good read]. Clear Classic Mode with Pikachu or any character in its unlock tree, being the last character unlocked. Fast fall forward air has hit boxes that trap the oppenent if you land before your final blow. Ultimate and sharing related content. Dash attack can kill at a decent percent. It took a ton of research, analysis and practice to maximize Pichu's strengths without exploiting his weaknesses. It took a ton of research, analysis and practice to maximize Pichu's strengths without exploiting his weaknesses. Don't burn your double jump! Thanks for the write up my dude. Again, this is just from my experience and these are things that personally helped my gameplay. Example: spot dodge>dtilt for a combo starter and spot dodge>ftilt for kill confirms. Learn how to time that out, and learn which characters' up specials/recoveries you can and cannot exploit [ex: can't spike K Rool's or Wii Fit Trainer's recovery]. Whoops, should be uThrow to thunder at ~135%. If pikachu does a front flip, you just used your last jump.
Not sure if this is what you're looking for, since most of those aren't too easy to land correctly. Running [not jumping] offstage, then full hopping into Thunder can be an awesome off stage option if used sparingly [exploitable when spammed]. But yes, definitely kill confirm depending on DI - but it happens so fast, so kinda hard to DI out of it. Fsmash/dsmash/ftilt is an easy stock for opponents who spam ledge hop, ledge attack, or for an opponent who tends to hang on the ledge past their invincibility frames [again, spot dodging into one of these options is a safe bet to avoid being punished from a misread]. awesome write up for all the pichu mains out there. But hopefully you can get something out of this! Again, this is just from my experience and these are things that personally helped my gameplay. You'll piss people off, but you can get kills at like 10% lol. Play VS. matches, with Pichu being the 34th character to be unlocked. You can literally ftilt like 5 frames after landing an aerial. From ~30%-70% my bread and butter is down throw>FH uair>fair. Press J to jump to the feed. Knowing which combos you can land at certain % is key for maintaining a consistent damage output.
CrazyHand is the sub for you! Lightening loops are a good combo option too (bair>fast fall>uptilt), My big issue right now is his lack of horizontal range. And in doubles bc it's funny to watch bk's fly off stage from a predictable move hehhe.
unfortunately it's one of the trade-offs lol. New comments cannot be posted and votes cannot be cast, More posts from the SmashBrosUltimate community. A lot of the time I would be kicking ass racking up massive %'s on opponents, but could never seal the stock and would in turn lose a stock @ 80% trying to land fsmash/dsmash [lol]. New comments cannot be posted and votes cannot be cast.
], Pressuring opponent off stage for early kill options [looking for the opportunity to dair offstage and creating that opportunity by keeping opponent off stage with nair edge guard/ledge trap], Uncovering opportunity for onstage kills [fsmash/dsmash, spot dodge>ftilt, and bair for most kills; can always use thunder with a good read]. That’s why you’d typically want to jump [full hop/short hop just to time out thunder hit box] after running off stage. 2. Thunder's cloud can kill of the top of the stage if not sweet spotted.
Press question mark to learn the rest of the keyboard shortcuts. -agility [up special] can be an awesome tool for mixing up your neutral, and for escaping an opponent to reset stage control.
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You can literally ftilt like 5 frames after landing an aerial. From ~30%-70% my bread and butter is down throw>FH uair>fair. but on a pure nair, it helps to hold shield as if you were doing it out of shield, so you're only punishable for like 5 frames before you go back into shield. Off stage thunder cloud spikes if you can position it correctly. Obviously those are great kill options, but knowing ALL of Pichu's kill confirms, at what %, at what part of the stage and being able to recognize/create opportunity to land a kill confirm is all crucial.
Here's a little write-up for you.
Caveat: lot of landing lag and exploitable during the animation. For instance, nair covers basically all of the ledge get up options - ledge roll, ledge attack, and *ledge jump [*requires full hop/double hop nair, you'll need a good read]. use a move that has relative knockback [like SH late nair]>run up to the idiot who missed their tech>jab>walk>jab>fsmash. Pichu's offstage game, edge guarding and ledge trapping is insane - you just need to practice your options and learn how to maximize your coverage. Most important aspect of a good offstage game is keeping count of your jumps and mastering Pichu's recovery - I recommend going into training mode and practicing going below the viewable stage threshold and recovering out. Don't worry, you can make it back the edge with some accurate quick attacks, or you can side b into the wall (given there is one) and wall jump off it it. Running [not jumping] offstage, then full hopping into Thunder can be an awesome off stage option if used sparingly [exploitable when spammed].