Matchup Summary (Win Condition and Game Plan)
This matchup swings on whether Pikachu keeps making Chrom’s sword miss with low profiling, Thunder Jolt, and Quick Attack movement, or whether Chrom stays patient on the ground and pushes Pikachu to the ledge with raw range.
Pikachu’s small hurtbox, fast movement, and strong edgeguarding punish Chrom heavily for jumping too much or overcommitting in the air. At the same time, Pikachu’s actual range is short, and many of his shield touches are still punishable if Chrom stays composed and plays for grounded control instead of immediate retaliation.
The frame table shows that Jab, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Fair, Bair, Uair, Dair, Neutral B, Up B, and Down B all lose to OOS Uair (8f), OOS Nair (9f), Grab (10f), or Up B (10f). Smashes, Neutral B, Down B, and landing aerials in particular should always be taken back so Pikachu cannot pressure shield for free.
By contrast, Down Tilt, Neutral Air, and shallow Side B are not stable punish spots. Swinging right away there often lets Pikachu slip under the response or reset with Quick Attack. When the punish is not real, Chrom should dash shield, step back, and place the next sword hit on the landing or lateral escape point instead.
For kills, the default should be ledge containment, not deep edgeguards. Cover jump, neutral getup, roll, and Quick Attack landing points with bair, up smash, forward tilt, and Up B punishes. Going far offstage usually turns the game back into Pikachu’s strongest phase, while Chrom’s best wins here come from keeping the fight onstage and at the ledge.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Chrom OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 2 | -12/-13 |
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| Forward Tilt | 6 | -14/-15/-13 |
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| Up Tilt | 7 | -13 |
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| Down Tilt | 7 | -4 |
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| Dash Attack | 6 | -11 |
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| Forward Smash | 15 | -29 |
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| Up Smash | 10 | -24 |
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| Down Smash | 8/11/14/17/20/23 | -39 |
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| Neutral Air | 3/9/15/21 | -7 |
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| Forward Air | 11… | -10/-9 |
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| Back Air | 4/8/12/16/20/24 | -12 |
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| Up Air | 4 | -11/-11 |
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| Down Air | 14 | -16 |
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| Neutral B | 19 | -20 |
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| Side B | 18/18 | -11 to -2 |
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| Up B | 15/29 | -33 |
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| Down B | 13/** | -26 |
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| Grab | 7 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Do not let low profiling dictate the pace. Use dash shield and retreating steps to build space first, then hit the next lane with grounded sword range.
- Punish Jab, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Fair, Bair, Uair, Dair, Neutral B, Up B, and Down B with OOS Uair (8f), OOS Nair (9f), Grab (10f), or Up B (10f) whenever they hit shield.
- Do not force immediate punishes on Down Tilt, Neutral Air, or shallow Side B; cover the next landing or sideways escape instead.
- Do not jump over every Thunder Jolt. Hold stage with shield movement and make Pikachu choose a more committal entry angle.
- Finish stocks at ledge by narrowing jump, neutral getup, roll, and Quick Attack end points into bair, up smash, forward tilt, or Up B punishes.
Actions to Avoid
- Do not answer every Thunder Jolt with a big jump and give Pikachu the aerial or edgeguard situation he wants.
- Do not swing after every shallow Down Tilt or Neutral Air and let Pikachu duck under the response or reset with Quick Attack.
- Do not chase too deep offstage and turn Chrom’s weak recovery into Pikachu’s favorite phase.
- Do not fish for oversized center-stage kill swings just because Pikachu is light and hard to pin down.