TotW #1: Thunder and how to use it properly.
Thunder is Pichu's Downward Special, and one of Pichu's most underrated moves. Before I go into it's uses, let me first explain it's mechanics to any of the recently-hatched Pichu's reading this
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Frame Data:
Thunder has a total of 78 frames, with hit-boxes appearing on the 20th, 28th, 36th and 44th frames. With the hit-boxes disappearing on the 60th, 68th, 76th and 84th frames. If Pichu is hit by the Thunder, he receives 69 frames of lag, though his body becomes a large (by Pichu's standards), powerful hit-box on frames 1-9. Pichu will be hit on frame 40 by the Thunder if he is grounded, and frame 53 if he is falling.
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Pichu can avoid being hit by the Thunder if he has some form of horizontal momentum when using the move OR if a platform is in-between Pichu and the attack. If the Thunder DOES hit him, he takes 3% recoil damage.
Now then, onto the part you've all been waiting for:
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Applications:
For starters, hitting yourself with Thunder is almost always a bad idea. The extra frames of lag make it very difficult to get frame advantage even if it hits, and the strong hit-box surrounding Pichu is situational at best. So you are going to want to initiate it from a short hop in most cases (or a moon-walk short hop if you are fancy). Assuming Pichu doesn't get hit, Thunder's final hit-box comes out as Pichu recovers from the lag, allowing him to use it as a VERY safe wall AND to combo off of it.
What does this mean for Pichu? Basically it gives him a tool to slow down the pace of the game. Pichu is a character based entirely around his speed, gimps and juggling/chain-grabs. A typical situation where he will be over-whelmed by the opponent is when he can't control space (as due to limited options, controlling space 100% of the time is the only way he will be able to get a hit in).
When Thunder hits, you are given ample time to do... basically anything. Using your speed, you can set yourself up in the perfect position to hit the opponent and start a juggle while at the same time completely resetting positions! When you hit with a SH Thunder you will presumably be close to your opponent, so the best option at low percents would be too get a grab or up air and work off of that. Alternatively, you can place yourself in the perfect position to respond to their next move, maybe even into another SH Thunder!
You can see a short video demonstrating the basics of this here:
http://www.youtube.com/watch?v=yI3Qb5LcT9o
Edge-Cancelling
Edge-cancelling is when you use your momentum to fall off of a ledge during the ending lag of an attack to cancel it. Due to the high amount of lag on Pichu's Thunder, it is VERY easy to edge-cancel, allowing you to use the above spacing strategy but with much more versatility. Practice edge-cancelling from different platforms on different stages by full or short-hopping into a Thunder and sliding off of them. This is very useful on stages like Pokemon Stadium, Kongo Jungle and Rainbow Ride, where you are given lots of different angles to perform it from.
Extra Damage on Airborne Opponents:
The final, more common use for Thunder is to tack on extra damage on opponents high above you. This will normally be a fast-faller who you have just hit with Up Smash, or a Peach/Jigglypuff recovering high. Use the same strategy of short-hopping it to avoid the extra lag, there isn't really that much else to say about this strategy.
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Remember Pichu's, practice makes perfect! This definitely isn't a move that can or should be spammed, and it might take a while to get the feel for when it is safe to use.
I'll be going over another of Pichu's Specials next week, but until then: Discuss!