Pikachu (SSB16)

Pikachu is a playable character in Super Smash Bros. OC 2016. Pikachu is the very first Pokemon to be added into the game due to it being one of the main mascots of Pokemon. Pikachu is also alot more brighter how he is in SSB4.
==Attributes==
Pikachu's most salient feature, as with its appearances in previous Smash Brothers games, is his speed. Pikachu also has good specials, excellent smash attacks, tilts and decent grabs. Pikachu is a fairly small target, but this comes at the price of being the 4th lightest character (making him easily be knocked off-stage by a strong smash-attack). Pikachu's best game is played on the ground, at a medium range, where his smash attacks can be used to the fullest. Pikachu's up-smash is one of the fastest in the game, with decent power to boot, and is excellent for KOs while his down-smash holds for multiple hits and has a high priority, functioning as a panic button of sorts for close encounters. The side smash is a good tool for edgeguarding and KOs off the side, though its range is shorter than in Brawl. Perhaps Pikachu's main strength is his ability to combo and chain-grab when the foe is at moderate- to low-percent damage. His Forward Throw is a good combo starter, as it can lead directly into a short-hopped Fair, and it may also be used as a chain grab. His Down Throw can be used as a semi-chain grab on some characters as well. Thanks to L-canceling, his Fair can be a high-priority offensive move against grounded foes and can combo into other moves on hit.
However, Pikachu's main problem is his abysmal ability to approach and being one of the easiest characters in the game to KO due to his significantly light weight. His Thunder Jolt is very slow and almost every character can outrun it. Quick Attack is now useless for approaching due to its shorter distance so it has to rely on Skull Bash (which is most reliable way to approach) but it is very predictable and very easy to shield.
==Moveset==
Attack 	Name 	Damage 	Description
Neutral Attack 	 	1% 	Does a very quick headbutt with negligible damage and knockback. Can be used rapidly if the A button is held, allowing it to deal more damage and potentially trip opponents.
Side Tilt 	 	9% 	Plants itself on its upper paws and kicks its lower paws in front of its body. The move has increased knockback when angled up, but has a chance to trip when angled down.
Up Tilt 	 	5% 	Swings its tail above its body in an arc. A very fast attack with low base knockback and scaling, which can reliably set up into its aerials.
Down Tilt 	 	6% 	Sweeps its tail in front of itself. Is very quick in terms of both startup and ending lag. Has a chance of tripping opponents.
Dash Attack 	 	10% 	Jumps forwards, headbutting. Very laggy and easily punished if whiffed, but has high knockback, allowing it to KO near the edge at very high percentages.
Side Smash 	 	18-15% 	Rears back, then ejects an attached jolt of electricity from its cheeks while leaning forwards. In terms of knockback, this move is far stronger when hit inside the jolt, and is weakest when hit with Pikachu's cheeks during startup.
Up Smash 	 	14% 	A quick backflip while using its tail to attack. This move is slightly stronger when hit close during startup.
Down Smash 	 	2-3% 	Spins around in place repeatedly whilst surrounded with electricity. A multi-hit move with decent power but punishable ending lag.
Neutral Ariel 	 	8.5%, 5.5% 	Curls up in a ball and repeatedly somersaults. Extremely fast startup with good horizontal knockback, making it a good aerial finisher or a useful edgeguarding move. Can be auto-cancelled when performed alongside a non fast-fell short hop, otherwise high landing lag.
Forward Ariel 	 	1-7%, 3% 	Does a constant forward aileron roll while surrounded by electricity. The move consists of multiple hits, with the final one dealing decent horizontal knockback. The first few hits have little landing lag, which can potentially set up into a grounded move or grab.
Back Ariel 	 	0.8%, 3%, 4% 	Spins in a manner similar to its down smash, but without electrical effects, hits on both sides of Pikachu. The move consists of multiple hits, with the final one dealing decent knockback. Has high ending lag and very high landing lag if not used alongside a full hop
Up Ariel 	 	4% 	Swiftly swings its tail above itself in an arc. Extremely quick with low knockback, this move can combo into itself or set up into a neutral aerial. Can be auto-cancelled when performed alongside a non fast-fell short hop, otherwise some landing lag.
Down Ariel 	 	12% 	Does a constant downwards aileron roll while surrounded by electricity. A lingering single hit with decent horizontal knockback, this move can be auto cancelled in a short hop. If Pikachu lands during the attack's duration it causes a small shockwave to appear around him, which deals little damage at the cost of high landing lag.
Forward Throw 	 	2% 	Places the opponent on its back and shocks them, sending them forward. A multi-hit move. Can set up running up smashes and neutral aerials at very low percentages.
Back Throw 	 	9% 	Does backwards somersaults with the opponent, then flings them behind itself. Best used near the edge to put the opponent into an edgeguarding situation.
Up Throw 	 	1-3% 	Places the opponent on its head, then headbutts them upward. Does not have many followup options and does low damage, with a down throw usually being a better option.
Down Throw 	 	3% 	Places the opponent on the ground, then jumps on them. Consists of multiple hits. Can set up neutral and up aerials at very low percentages.
Neutral Special	Thunder Jolt	3% 	Fires a jolt of electricity forward. Pikachu's main projectile, and a very useful move for keeping onstage opponents at bay and threatening offstage recoveries. Travels forward whilst bouncing along the ground, and can also travel up walls, below the edge, and along ceilings. If used in the air, it will travel diagonally down instead. Disappears after about 3 seconds.
Side Special 	Skull Bash 	10% 	Charges and, when the B button is released, fires itself forward like a missile. When fully charged or close to fully charged, it has KO power. Primarily used as a recovery move, as it gains a lot of horizontal distance (especially when charged) and does not leave Pikachu helpless. On the ground, it has high landing lag and is very punishable.
Up Special 	Quick Attack	2-3% 	Moves at warp speed in two directions that can be selected via the control stick. Pikachu's main recovery move, and a quick, unpredictable move at that. The second warp is optional, but if used, the direction must be at least 45 degrees different than the first direction to work. Leaves Pikachu helpless when used in the air.
Down Special 	Thunder 	15% 	Causes a large thunderbolt to come down on itself. The move is laggy in general, though the shockwave around Pikachu does very high damage and knockback. The bolt itself does moderate vertical knockback, allowing the Thunderspike technique, though this is very difficult to land. The move also has a meteor smash hitbox near the thundercloud that sends opponents straight down, allowing potential combos, though landing it in a favourable position for this is difficult.
Final Smash 	Volt Tackle 	1%-8% (Spark)	Pikachu transforms into a ball of lightning and flies around the stage.
===Taunts===
*Up: Huddles down and surrounds itself in electricity as if charging up, saying "Piiiiii!"
*Side: Faces the player and waves twice with its left paw, then its right, saying "Pika Pika!"
*Down: Rolls on its back, saying "Pikaaaahh!"
===On-Screen Apperance===
*Emerges from a Poké Ball, then briefly surrounds itself in electric sparks.
===Idle Poses===
*Scratches its right ear.
*Looks right, then left, twitching its ears.
===Victory Poses===
*Jumps up and somersaults, then spins around once before happily facing the camera.
*Twitches its ears, then scratches its right ear.
*Lies sideways on the ground, sleeping.
==In Competitive Play==
===Match ups===
==Alternate Costumes==
==Trivia==