CaptainEllipsis
Graphic/Character Designer
Not a fan of the current Pichu, so I completely revamped him (literally everything besides Ftilt, side-B, and two taunts)
Definitely looking for feedback on this build, so please feel free to yell at me about stuff below .
[cheaply made tas video]
[changelog]
Goal: Fast weak paced juggler/trickster with a unique aerial game. Ground combo game is dependent on tilts-to-air with only smashes as killmoves. Healing is encouraged greatly, due to his low weight and self-damaging nature.
General
----
Low traction, low shield traction
somewhat heavy (gravity), however dies around at the same time as Jigglypuff
Landing Lag
Uair: 15
Fair: 15
Bair: 15
Dair: 25 (varies, depending on if you hold A or not)
Nair: 10
-----
Specials
-----
Down-B: Thunder Wave, 10% self-damage
-two hitboxes, one large one, that stuns
-or one small sweetspot that acts as a killmove.
-Pichu retains aerial horizontal momentum when he uses it
-Not cancelable into any B moves, however can be jumped/attacked out of, during the fall.
Neutral: Thunder jolt: same as before, 1 self damage. slightly faster
-hover in place, 5% damage, hits 5A (90) with 1.5 hitlag.
Agility: no hitbox
-no landlag, cannot go in the same direction twice
-this is his main mobility option
Skull bash: Same, because who wouldn't want to charge it
-----
Aerials
-----
Holding A during aerials, inverts the hitbox trajectory, at the cost of self damage
-the idea is to fool with your opponent's DI, and create unique combos at the same time
Nair: Natural feeling nair, somewhat weak.
-7% sweetspot, 5% on sourspot. Hold: can do a total of 18%, but usually about 11%.
-(hold) multi hitting, drags opponents with him (3%, self), ending hit that hits somewhat forward.
Uair: basic juggle uair. 4%
-closer to melee Pikachu's, in which it depends on which frame you hit, for the trajectory
-sometimes hits up, sometimes forward, etc
Fair: standard one hitter, weak, hits forward
-9%, 4% on sourspot
-(hold)hits backwards, same properties(3% self)
Bair: somewhat harder hitting, but not a ko move.
-Damage 7%, 9% on hold
-(hold) because it hits IN it's fantastic for edgeguarding. 3% self damage
Dair: Drags opponents downards, on dair landing another hitbox that pops up/in.
-7% normal, 10% hold
-(Hold) drastically increases speed downwards, and halts horizontal momentum, Meteor Smash. potentially a killmove, hits once. Landing hits away, somewhat strong and takes a little longer. (7%,3% on landing). can grab edges if you're close enough.
-if you miss, you're basically dead, but if you hit, it cancels into B moves he keeps momentum on neutral and side, so you're dead anyway
-the idea is so you can save yourself with an up-B should you hit. #yolo
\\Grounded Standard Attacks//
jab: 1%, does not trip
dtilt: hits in/up. 4%. TC's into utilt at most %'s
utilt: electric gfx that has a weak disjointed hitbox above him
-Electric spot does 2%, initial headbutt does 4, second headbutt does 2%
-initial hit should hit into it.
-electric sweetspot hits forward, very weak, but surprisingly good at edgeguarding against spacies?
ftilt: same, only trips on low
dash attack: same as normal, hits forward-up
-7%
-may combo into itself at low%, should you decide NOT to DI.
=----------=
Smashes
=----------=
ALL smashes only self damage for a total of 10, IF they miss.
(kill%'s tested on Mario, from the center of FD)
Usmash: strongest, kills around 80% hits vertical[done]
-still self damages on sourspot
-gfx indicates sourspot now
Fsmash: second strongest, kills around mid 90. [done]
-range increased as well
-1% self damage per multihit that doesn't connect
-5% on final hit, should it miss
Dsmash: weakest smash, kills around early 100's
-only self damages after sourspot vanishes.
|Throws|
pummel: 1%, lots of hitlag, regains 0.5%/hit
All very weak, basic throws
(too lazy to add)
//Misc:\\
Crouching: restores 2.5% every 30 frames
-can't heal if he's under 20
Up Taunt: Charge
-After completing the animation (~180 frames), hit up taunt again, to restore 25%
-this can only be done over 50%
-electric gfx indicate a charge has been stored (but only activates over 50%)
-Can be canceled anytime with shield, however he will not keep the charge
General
----
Low traction, low shield traction
somewhat heavy (gravity), however dies around at the same time as Jigglypuff
Landing Lag
Uair: 15
Fair: 15
Bair: 15
Dair: 25 (varies, depending on if you hold A or not)
Nair: 10
-----
Specials
-----
Down-B: Thunder Wave, 10% self-damage
-two hitboxes, one large one, that stuns
-or one small sweetspot that acts as a killmove.
-Pichu retains aerial horizontal momentum when he uses it
-Not cancelable into any B moves, however can be jumped/attacked out of, during the fall.
Neutral: Thunder jolt: same as before, 1 self damage. slightly faster
-hover in place, 5% damage, hits 5A (90) with 1.5 hitlag.
Agility: no hitbox
-no landlag, cannot go in the same direction twice
-this is his main mobility option
Skull bash: Same, because who wouldn't want to charge it
-----
Aerials
-----
Holding A during aerials, inverts the hitbox trajectory, at the cost of self damage
-the idea is to fool with your opponent's DI, and create unique combos at the same time
Nair: Natural feeling nair, somewhat weak.
-7% sweetspot, 5% on sourspot. Hold: can do a total of 18%, but usually about 11%.
-(hold) multi hitting, drags opponents with him (3%, self), ending hit that hits somewhat forward.
Uair: basic juggle uair. 4%
-closer to melee Pikachu's, in which it depends on which frame you hit, for the trajectory
-sometimes hits up, sometimes forward, etc
Fair: standard one hitter, weak, hits forward
-9%, 4% on sourspot
-(hold)hits backwards, same properties(3% self)
Bair: somewhat harder hitting, but not a ko move.
-Damage 7%, 9% on hold
-(hold) because it hits IN it's fantastic for edgeguarding. 3% self damage
Dair: Drags opponents downards, on dair landing another hitbox that pops up/in.
-7% normal, 10% hold
-(Hold) drastically increases speed downwards, and halts horizontal momentum, Meteor Smash. potentially a killmove, hits once. Landing hits away, somewhat strong and takes a little longer. (7%,3% on landing). can grab edges if you're close enough.
-if you miss, you're basically dead, but if you hit, it cancels into B moves he keeps momentum on neutral and side, so you're dead anyway
-the idea is so you can save yourself with an up-B should you hit. #yolo
\\Grounded Standard Attacks//
jab: 1%, does not trip
dtilt: hits in/up. 4%. TC's into utilt at most %'s
utilt: electric gfx that has a weak disjointed hitbox above him
-Electric spot does 2%, initial headbutt does 4, second headbutt does 2%
-initial hit should hit into it.
-electric sweetspot hits forward, very weak, but surprisingly good at edgeguarding against spacies?
ftilt: same, only trips on low
dash attack: same as normal, hits forward-up
-7%
-may combo into itself at low%, should you decide NOT to DI.
=----------=
Smashes
=----------=
ALL smashes only self damage for a total of 10, IF they miss.
(kill%'s tested on Mario, from the center of FD)
Usmash: strongest, kills around 80% hits vertical[done]
-still self damages on sourspot
-gfx indicates sourspot now
Fsmash: second strongest, kills around mid 90. [done]
-range increased as well
-1% self damage per multihit that doesn't connect
-5% on final hit, should it miss
Dsmash: weakest smash, kills around early 100's
-only self damages after sourspot vanishes.
|Throws|
pummel: 1%, lots of hitlag, regains 0.5%/hit
All very weak, basic throws
(too lazy to add)
//Misc:\\
Crouching: restores 2.5% every 30 frames
-can't heal if he's under 20
Up Taunt: Charge
-After completing the animation (~180 frames), hit up taunt again, to restore 25%
-this can only be done over 50%
-electric gfx indicate a charge has been stored (but only activates over 50%)
-Can be canceled anytime with shield, however he will not keep the charge
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