![]() ![]() It has rather slow startup and endlag, but it can be useful as a recovery option. The longer it is held for, the further it will go, and more damage it will deal, doing about 40% at full charge. Pichu charges up and fires straight forward at an enemy. It is used as a ranged poking tool, as well as an approach option for Pichu, and can even be used to edgeguard an opponent attempting to recover.Įach time Pichu uses this move, it will inflict damage to itself, which can add up quickly, so don't be too careless with it. If used from the air, it falls down diagonally, eventually changing into the grounded version after touching down. Pichu's neutral special sends a jolt of electricity along the ground, which will travel forward along the surface. It can be comboed into from a down tilt, which when used near the ledge, sets up an early KO. Pichu's down air has a meteor hitbox on it, making it great for edgeguarding. Pichu's up air has very quick startup, and is mainly used as a combo extender for sending opponents upward. It can be used as an out of shield option, and as an edgeguarding tool. Pichu's back air also has quick startup and a long lasting hitbox. Pichu's entire body will have a hitbox, so its long lasting hitbox can be used to punish opponents who jump out of shield. Pichu's forward air has quick startup, good range, and a lingering hitbox. Its quick startup makes it great for breaking out of combos and edgeguarding. Pichu's neutral air is extremely quick, with only 3 frames of startup, making it a great out of shield punish, as well as shield presuring move. (← or → Opposite of the direction you are facing + A while airborne) (Hold ← or → in the direction you are facing + A while airborne) Pichu's down smash is its fastest smash attack, and its long lasting hitbox covers both sides of Pichu, making it great for covering a roll. Pichu's up smash is very fast, and covers the area from Pichu's back side to front side, so it is useful as an anti-air. ![]() Pichu's forward smash has heavy knockback, and a long lasting hitbox, which can be used to beat out an opponent's approach if you have a read on their movement. It also functions as a combo starter and poking tool, and is -4 on shield, making it very safe. Like up tilt, down tilt is a quick move with little endlag. ![]() The hitbox covers Pichu's backside and top to send opponents upward, making it great as a combo starter and get-off-me tool. Pichu's up tilt has quick startup and very little endlag. Beware that this move will deal self damage to Pichu, so while it is a good close range move, you shouldn't use it too recklessly. Pichu's forward tilt is quick, and gains great knockback as the opponent takes more damage. Pichu's dash attack comes out quick and has decent range, so it is mainly used as a quick whiff punish, or to catch landings. Instead, it is mainly used for jab locks and ledgetrapping. Pichu's jab comes out extremely quick, but it doesn't have a jab combo, and it doesn't make the opponent flinch long, so it is not the best get-off-me tool. ![]()
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