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TopicAnyone Wanna Smash?
HannibalBarca3
05/13/20 1:54:22 AM
#154:


anttttt posted...
my only problem with pichu is that the risk vs reward is skewed. he's obviously still a high tier character but there's no real reason to use him over pikachu who's easily a top 3 fighter

if i had to choose any reverts it'd just be a reduction on thunder jolt's damage so he can't be camped so hard. forcing pichu to approach is a good way to get free damage without even hitting him
Oh yeah the difference between Pichu and Pikachu is actually crazy. Not only in obvious things having a weight difference of 17 units and self damage but also hurtbox (https://twitter.com/Tilted_as_fuck/status/1217512840753491969), hitboxes and range:
https://ultimateframedata.com/pichu.php
https://ultimateframedata.com/pikachu.php
in particular the hitbox on skull bash is atrocious and Pichu's overall range is abysmal, being able to freely use tjolt and having a hitbox on quick attack completely changes a lot of MUs and other things.

As for tier placement and exactly how good Pichu is, that I do not know. I've only really been playing the character for 2-3 weeks but the guys I've been talking to are pretty pessimistic about him. Like they think the character is upper mid tier that's only going to slide down. I know RFang, PGR Pichu player, thinks Pichu has 21 potential losing MUs and sits in the low end of high tier, he thinks most people don't know the MU and don't SDI/DI accordingly.

I think adjusting Pichu's hitboxes, making him slightly faster since he's not actually fast like people think since he sits at 25th in run speed, 30th initial dash, 45th air speed and while he has pretty good air acceleration and fall speed the developers gave him the same fast fall multiplier he had in melee so he has almost the exact fast fall speed as a floatier Pikachu and Mewtwo at 45th. Less recoil damage since Pichu will take somewhere between 100% and 200% in self damage depending on how campy the opponent plays. Giving Pichu a reliable kill option, doesn't have to be to the same level of pre-patch ftilt but given how poorly Pichu's moves scale in knockback, most of the cast won't die to bair, ftilt, fair, dash attack until 150+% if they stay center stage, and how easily most of the cast kills him off stray aerials and tilts I think it would be fair. Make his recovery being less prone to being 2 framed since it puts you offstage and you take damage for trying to make it back.

Those, imo, sound like fair adjustments that won't put Pichu back to pre-patch levels but would help the character out since he's suppose to be a glass cannon that's probably more glass than cannon at this point.

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