Lucario vs Pikachu

Pikachu Matchup (Lucario)

Lucario vs Pikachu

In Lucario vs Pikachu, the plan is to stop chasing the low profile on the ground, survive through shield punishes and landing traps, and cash out on Pikachu's light weight with aura-powered bair and up throw.

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Matchup Summary (Win Condition and Game Plan)

Pikachu’s low profile, Thunder Jolt, Quick Attack, and fast aerial pressure make it very easy to disrupt Lucario’s midrange preparation. If Lucario shows raw Aura Sphere charge or linear movement too often, Pikachu can turn that straight into burst damage and edgeguards, and Lucario’s light weight plus readable Extreme Speed angles make those offstage situations especially dangerous.
That said, Pikachu’s grounded commitments and several aerials still have clear stop points. Jab, forward tilt, up tilt, dash attack, every smash, nair, fair, bair, uair, dair, Neutral B, grounded Up B, and Down B are all punishable on shield, with OOS Dair (7f) as the core answer and Grab (10f) or OOS Fair (10f) backing it up. Once Lucario gets that one clean shield punish, the reward can roll directly into landing traps and corner pressure.
On the other hand, down tilt and Side B are not consistently punishable, and Thunder Jolt is better treated as a positioning constraint than a projectile to swat on reaction. Aura Sphere works better here as a cue that forces Pikachu to jump or shield than as a shot you must land directly, because trying to chase the low profile through the ground usually plays into Pikachu’s pace.
The kill plan is more stable through aura-backed bair, up throw, up smash, and ledge traps than through center-stage hard reads. Do not overextend offstage just to challenge Quick Attack’s route; it is stronger to keep squeezing the landing and ledge options onstage until Pikachu’s light weight gives way.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldLucario OOS Candidate MovesBarely Missed Moves
Jab2-12/-13
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Up Smash (+3)
Forward Tilt6-14/-15/-13
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (+2)
  • OOS Bair (+3)
Up Tilt7-13
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (+2)
  • OOS Bair (+3)
Down Tilt7-4
  • None
  • OOS Dair (+3)
Dash Attack6-11
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (+2)
  • OOS Uair (+2)
Forward Smash15-29
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Up Smash10-24
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Down Smash8/11/14/17/20/23-39
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Neutral Air3/9/15/21-7
  • OOS Dair (7f)
  • Grab (+3)
  • OOS Fair (+3)
Forward Air11…-10/-9
  • OOS Dair (7f)
  • Grab (+1)
  • OOS Fair (+1)
Back Air4/8/12/16/20/24-12
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Up Smash (+3)
Up Air4-11/-11
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (+2)
  • OOS Uair (+2)
Down Air14-16
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Neutral B19-20
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Side B18/18-11 to -2
  • None
Up B15/29-33
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Down B13/**-26
  • OOS Dair (7f)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (13f)
  • OOS Uair (13f)
  • Up Smash (15f)
  • OOS Bair (16f)
Grab7
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Do not chase the low profile directly on the ground. Use shield and Aura Sphere feints to force Pikachu into jump or shield first, then attack the landing spot.
  • After shielding jab, forward tilt, up tilt, dash attack, every smash, nair, fair, bair, uair, dair, Neutral B, grounded Up B, or Down B, take the immediate punish with OOS Dair (7f) or Grab (10f).
  • Do not swing into every down tilt, Side B, or Thunder Jolt. Hold ground with walking shield, then turn the second contact into fair, bair, or up throw instead of forcing the first one.
  • At kill percent, stay disciplined onstage and finish with aura-backed bair, up throw, up smash, and ledge traps rather than overchasing Quick Attack offstage.

Actions to Avoid

  • Running after Pikachu’s low profile on the ground and eating both Thunder Jolt and burst approaches head-on.
  • Locking into Aura Sphere charge at midrange and giving Quick Attack or aerial burst a predictable starting point.
  • Trying to challenge every down tilt, Side B, and Thunder Jolt immediately and trading position for unnecessary risk.
  • Chasing too far offstage and getting clipped by Quick Attack route changes or offstage aerials before your own recovery is safe.

Reference Links

Related Pages