08-
Pikachu

Last Updated:
April 14th, 2021

Notes on the Young Link vs Pikachu MU

Attributes

Air Acceleration: 0.1 (#9)

Air Speed: 0.957 (#65)

Fall Speed: 1.55/2.48 (#53)

Dash Speed: 1.98 (#30)

Run Speed: 2.039 (#20)

Walk Speed: 1.302 (#13)

Weight: 79 (#78)

Wall Jump: Yes

Wall Cling: No

Crawl: Yes

Jumps: 2

Win Conditions

Pikachu's Win Conditions:
Pressure with Thunder Jolt to get a close quarters combat option (landing aerial, Grab) and combo Young Link, then edgeguard or ledgetrap. Capitalize on edgeguards. Create hit advantage/positional advantage by clanking projectiles/Thunder Jolt approaches. Mix in bait and punish playstyle and camping.

Young Link’s Win Conditions:
Stay one step ahead of Pikachu's pressure option selection and punish optimally. Mix up options vs Thunder Jolt approaches. Hold stage control in advantage state/ledge trapping to prevent Pikachu from reversing with Quick Attack. When Pikachu is at kill %s, use FAir as a safe, comparatively disjointed kill move. SDI/DI Pikachu setups optimally.

Out of Shield

*Note: Pikachu's pancake (lowering hurt box when landing) makes punishing this character more difficult, potentially causing out-of-shield punishes to whiff. Keep in mind how staleness affects shield safety and read-based out-of-shield options.

Jab (-12):
NAir (Frame 7)
GSA (Frame 9)

FTilt (-13):
GSA (Frame 9)
USmash (Frame 10)

UTilt (-13):
GSA (Frame 9)
USmash (Frame 10)

DTilt (-5):
Unpunishable
(Safe on shield)

Dash Attack (-12):
GSA (Frame 9)
USmash (Frame 10)

FSmash (-29):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
FSmash (Frame 26)

USmash (-24):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)

DSmash (-39):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
FSmash (Frame 26)

NAir (-7):
Unpunishable
(Pancake)


FAir (-9/-10):
NAir (Frame 7)
GSA (Frame 9)

BAir (-12):
GSA (Frame 9)
USmash (Frame 10)
(Beware of pancake)

UAir (-11):
NAir (Frame 7)
GSA (Frame 10)

DAir (-14):
GSA (Frame 9)
USmash (Frame 10)

Thunder Jolt (-20):
Unpunishable
(Projectile usage)

Skull Bash (-11 to -2):
Unpunishable
(Bounceback)

Quick Attack (-33):
Unpunishable
(Crosses up)

Thunder (-26):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
FSmash (Frame 26)

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Thunder Jolt, Aerials, Tilts, Grab, Quick Attack


  • Kill Moves: Dash Attack, Thunder, Smash Attacks, FAir, FTilt


  • Kill Confirms: NAir > USmash/DSmash, UThrow > Thunder, UAir Bridges, Landing FAir > DA


  • Thunder Jolt is a multipurpose tool for Pikachu. In neutral, it is best used while landing (from a full hop, usually) and drifting forwards with it. This creates a projectile approach. Thunder Jolt is also rather fast and is active for 95 frames.


  • It forces the opponent to choose an option to avoid getting hit by it, which Pikachu can punish (eventually, once the opponent has acquired that information).


  • Platforms are vital in alleviating Thunder Jolt pressure.


  • Options vs Thunder Jolt include: NAir clank, Bomb clank, Roll, Jump, shield, run under the Thunder Jolt (Pikachu can only act on the last 4 frames of his full hop if he does falling Thunder Jolt). Boomerang at specific angles. Aim to place Boomerang slightly in front of Pikachu.



  • Boomerang will always clank with Thunder Jolt, and Fire Arrow occasionally flies over Thunder Jolt.


  • Short hop rising Boomerang over Thunder Jolt is an inconsistent answer. Pikachu can clank, shield, or win with Dash Attack.


  • Pikachu’s high air acceleration allows his rising cross-up aerials to be viable mix-ups on shield. Angle shield up on rising FAir/BAir to avoid shield pokes.


  • Other than using Thunder Jolt, Pikachu can start long combos with his multihit NAir (lightning loops), Quick Attack > UTilt, and BAir (displaces offstage in an awkward position).


  • Pikachu prioritizes Grab off shield pressure at low %s.


  • Bomb at a distance can be an anti-projectile approach combined with NAir. Thrown from a distance to damage Pikachu, and then NAir to clank the grounded Thunder Jolt. It’s a safety net of sorts.


  • Fire Arrows are awkward to hit vs Pikachu and Thunder Jolt, however, Fire Arrow with short hops are strong for disrupting Thunder Jolts at a range.


  • Boomerang has reliable use in neutral to cover Thunder Jolt airspace, but is susceptible to clanks.


  • NAir clanks with Thunder Jolt and can trade/win aerials. It’s the best option for aerial pressure in the corner, and can sometimes trade with Quick Attack. Extremely strong option in this MU.


  • Pressure Pikachu at a distance, usually just outside Young Link’s deadzone to make use of projectiles.


  • FAir when Pika is at kill %s is a viable neutral option, as it outranges and is high reward.


  • Pivot Grab is an easy to space option vs Pikachu’s landing aerials due to their low range.


  • UTilt can outrange Pikachu in the air with his attacks, serving as a viable anti-air mix-up.


  • Quick Attack is a strong movement or escape option from pressure. It has a hitbox, shrinks Pikachu’s hurtbox, and is extremely safe on shield. The only counterplay is to catch on to their Quick Attack habits. It’s better to shield than take chip damage from it.


  • It can be used to initiate/escape close quarters combat.


  • It additionally clanks with projectiles.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing (How do I escape this situation?):


  • Wait and Punish. Pikachu has to commit to something to push his advantage. Thunder Jolt doesn’t apply as much pressure without an approach.


  • Pikachu’s FThrow sets up for tech chases on platforms.


  • Pikachu’s DTilt is -5 and quick. It also sets up tech chases. Make a read on the option after DTilt.


  • When Pika DThrows DI Away when near the ledge and out center stage to avoid UAir bridges.


  • Dash Attack is a fast burst option with killpower. It’s great at punishing projectiles.


Landing (How do they cover it? What are my best options):


  • Pika UAir is disjointed. It’s unfavorable to challenge it.


  • Thunder is a projectile that starts high above Pikachu and drags you down into him, which kills. This is his callout tool, as it requires him to figure out the exact spot you’ll be in when landing, and at the right time too.


  • Pikachu can confirm into Thunder with DThrow, but Young Link can always escape with DI (in or away) and mashing directional airdodge.

  • Pikachu can pressure landings with DTilt/FTilt/FSmash/Grab.


  • Land away from Pikachu with the help of platforms.


Offstage (How Do I Escape This Position And What Do I Look Out For?):


  • Thunder Jolt doesn’t have knockback, but it can take your jump. It also rides along walls and ledges.


  • Thunder has a spike hitbox on the cloud.


  • Pikachu can edgeguard with FAir (which beats Boomerang), DAir (which spikes), or BAir (stage spikes).


  • When using ASA, space carefully to avoid getting hit by FAir.


  • When delaying the reel in with tether, the swoop downwards can help avoid DAirs that are placed slightly above ledge. Pikachu can intercept tether recoveries with BAir as well.


  • SDI up and in on FAir offstage.


Ledge:


  • Pikachu’s aerials don’t have much killpower; his best aerial for covering jump is FAir.


  • Pikachu’s FSmash is disjointed and hits ledge from roll distance.


  • Ledge jump NAir can clank with Thunder Jolt.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Quick Attack trivializes corner pressure vs Pikachu. Any standard pressure could turn into a loss of stage control from one Quick Attack. It's better to hold stage control.


  • If you parry the second hit of Quick Attack, there is a 24 frame window to punish, assuming you know where they’ll end the move.


  • Thunder Jolt can also be used for landing/escaping the corner as a projectile approach.


  • Other options for Pikachu to land or escape the corner include NAir, DAir, FAir, and Dash Attack.


  • Pivot Grab is an easy to space option vs Pikachu’s landing aerials due to their low range.


  • UTilt can outrange Pikachu in the air with his attacks, serving as a viable anti-air mix-up.


Offstage:


  • If the opponent locks into Skull Bash, NAir is a consistent response.


  • Quick Attack is unrealistic to edgeguard deep offstage, and it can get around 2-frames by snapping the ledge slightly above it.


  • The best way to beat it is to NAir it near the ledge, trying to intercept a high recovery or a recovery to the ledge. They can always delay their Quick Attack though, so you’ll have to nail the timing.


  • If Pikachu is forced to Quick Attack straight up to the ledge, you can intercept with T-Spike.


  • Pikachu will likely use FAir from ledge jump forwards.


  • None of Pikachu’s ledge options really stand out as great until you get to Quick Attack. Once again, it’s a great option for escaping disadvantage. Whether it be from a double jump or ledge jump backwards, Quick Attack just lets him zip to center stage.


  • Standing near the ledge can bait this option.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: N/A

Note: Easy, FTilt Reaches farthest.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt ASA %s: 102, 89


  • FD FThrow Ledge %s: 161, 142


  • FD Milkshake %s: 91-127, 81-104


  • SDI Away from BAir.


  • Pikachu Kill Throws: UThrow.


  • SDI NAir left or right to mix up the side on which Pikachu has to Grab, or SDI up to force different fast fall times.


  • DI Dash Attack down and away.


  • Young Link can always avoid UThrow > Thunder with DI out + mashing directional airdodge, but this can be read and punished.


  • Pikachu’s NAir has 4 hits, BAir has 7 hits (and a landing hitbox).


  • Pikachu has a Frame 2 Jab.


  • Pikachu’s DTilt > Jab lock on Young Link starts at 78%.


  • Don’t GSA oos on rising bair, Pikachu can punish with NAir.


  • Young Link BAir is inconsistent vs Pikachu.

Stages

  • Battlefield:
    Good. The platform layout hurts Pikachu's neutral and combo game. Platforms interrupt Thunder and Thunder Jolts that hit platforms wrap around it. This makes the effective space where Pikachu can projectile approach extremely limited.


  • Final Destination:
    Instaban. No platforms gives Pikachu full strength on Thunder and Thunder Jolts in neutral. Thunder Jolt is a large part of Pikachu’s neutral, so giving it full strength is not worth it.


  • Smashville:
    Indifferent. Thunder Jolts loop around and contest the platform. Gives Pikachu platform extensions, but engaging Pikachu/playing around a grounded Thunder Jolt is easier.


  • Town & City:
    Bad. Same reasons as FD/Kalos. Large side zone to ledge width, as well makes recovering harder.


  • Lylat Cruise:
    Indifferent. Pikachu’s combos will always extend offstage. Less Thunder Jolt pressure, but more volatile. Fire Arrows are easier to land.


  • Pokemon Stadium 2:
    Great. Same reasons as BF + less downsides compared to BF (not forced to ledge as often).


  • Kalos Pokemon League:
    Indifferent. Side platforms help our disadvantage, but wall-riding Thunder Jolts enhance his ledge trapping and edgeguarding even further. Side platforms also help Pikachu’s disadvantage as well as advantage through combo resets.


  • Yoshi’s Story:
    Indifferent. Not a common stage in this MU there are usually better options for either player in this MU.

Sets & Resources


Reference Images