

Like nair, it has multiple hits, but longer endlag than nair in favor of better range. Pikachu's back air also has a quick startup, coming out in 4 frames. It barely has any endlag, making it a good poking tool if spaced properly (-10/-9 on shield), and its startup is not too slow, so it is good for edgeguarding. Pikachu's forward air has good range and deals good damage. Other than the final hitbox, it only barely knocks back opponents, which makes it a great combo starter. It has very short range, but the hitbox covers Pikachu's whole body, making it a good move to use for breaking out of combos, or when landing. Neutral Air is Pikachu's fastest aerial, coming out in only 3 frames, or 6 when combined with jumpsquat as an out of shield option. (← or → Opposite of the direction you are facing + A while airborne)ĭown Air (Landing, on grounded opponents) (Hold ← or → in the direction you are facing + A while airborne) It does have noticeable endlag, so if an opponent reads it, they might be able to punish it. Its long lasting hitbox makes it good for punishing a roll. Down Smashĭown Smash is Pikachu's fastest smash attack. Pikachu's tail doesn't gain invulnerability during the attack, so it won't beat out certain attacks, but it is good for catching a jump or a landing. Pikachu's up smash is pretty quick, coming out in 10 frames. With it's long lasting hitbox, this move can be used for ledgetrapping as well. Pikachu's forward smash has good range as well as knockback. It can also trip opponents, allowing Pikachu to set up a jab lock. With decent range, and the fact that it is -5 on shield, Pikachu's down tilt is a decent poking option.

It will send opponents upward, and combos into itself as well as aerials, depending on percent. Pikachu's up tilt is quick, and is mostly used as a combo starter. It can KO opponents at higher percents (150%+). Pikachu's forward tilt is a fast attack that can be angled up or down, with the upward angled version dealing the most damage. While the move is -12 on shield, it is very hard for opponents to punish in most cases, especially if the late hitbox hits.

It is mostly used as a way to catch opponents' landings, or for a KO at later percents. Pikachu's dash attack has a quick startup, and deals good damage and knockback. However, it can be used for ledge trapping, and for jab locks, making it a decent tool in Pikachu's kit. The move itself will just make an opponent flinch briefly, so it isn't the best combo breaker either. Pikachu doesn't have a jab combo, but instead can cancel some of the endlag on his jab to use it repeatedly, though this will not combo. Pikachu's jab is extremely fast, coming out in just 2 frames. As neutral air is Pikachu's fastest option, it is the go to in most cases for punishing unsafe attacks. Pikachu has good out of shield options, with three of his aerials coming out at frame 7 or faster. Pikachu Frame Data and Moveset Best Out of Shield Options Move ・Individual moves deal somewhat low damage See Our Tier List Here! Pikachu's Strengths and Weaknesses Strengths Therefore, Pikachu is a solid character, but best reserved for advanced players who are willing to put in the time to learn all of the character's combos and nuances. Pikachu is also very lightweight and prone to dying early, and can sometimes struggle to KO if the player misses their confirms. While Pikachu has several powerful attributes, its recovery is somewhat hard to use, and it is unsafe on shield. Pikachu's specials are all useful as well, giving Pikachu a projectile, KO options, as well as a great recovery. It also has a small body which can help it avoid getting comboed and dodge projectiles. Smash Ultimate Pikachu boasts excellent speed and frame data, allowing it to utilize a wide variety of combos on its opponent.
