Matchup Summary (Win Condition and Game Plan)
Pichu reaches first contact very quickly with a tiny hurtbox, fast aerials, Thunder Jolt, and Quick Attack, but the matchup is never only about speed. Pichu is the lightest character in the game and keeps paying recoil damage, so Ness does not need to force the pace recklessly. Holding center and making every touch count is already a winning plan.
PSI Magnet is one of the biggest matchup-specific tools here because it cuts off Thunder Jolt pressure while letting Pichu spend recoil for almost no reward. Once Pichu is forced to approach on more predictable angles, the table shows that Jab, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Back Air, Down Air, Neutral B, and Down B are all punishable by OOS Nair (8f), Grab (10f), Up Smash (10f), or better, so careless burst options should always cost Pichu hard.
The main trap is trying to swing back immediately after every blocked Down Tilt, Neutral Air, or Up Air. Those are the scrappy spots where Pichu’s size and lingering movement make direct answers whiff. It is more stable to jump back, drift with Nair, and catch the next landing or horizontal escape rather than forcing a huge punish on the first beat.
For stocks, Ness’s ledge game matters more than center-stage guesses. Yo-yo, Back Air, and PK Thunder body hit cover Quick Attack routes and the exposed ledge snap well enough that repeated ledge pressure usually kills before Pichu can reset neutral, especially once recoil damage is already on the board.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Ness OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 2 | -11 |
|
|
| Forward Tilt | 5 | -11 |
|
|
| Up Tilt | 7 | -10 |
|
|
| Down Tilt | 7 | -4 |
| |
| Dash Attack | 6 | -20 |
|
|
| Forward Smash | 16/19/22/25/28/31 | -16 |
| |
| Up Smash | 9 | -21 |
| |
| Down Smash | 8/11/15/19/23 | -21 |
| |
| Neutral Air | 3 | -4/-4 |
| |
| Forward Air | 10/14/18/22 | -10/-10 |
|
|
| Back Air | 5/11/15/19/26/30 | -16/-16 |
| |
| Up Air | 4 | -8 |
|
|
| Down Air | 14 | -16 |
| |
| Neutral B | 18 | -29/-30 |
| |
| Side B | 17 | -20 to +3 |
|
|
| Up B | ** | — | ||
| Down B | 9 | -27 |
| |
| Grab | 6 | — | ||
| Dash Grab | 8 | — | ||
| Pivot Grab | 9 | — |
Win Condition Checklist
- Show PSI Magnet against Thunder Jolt to cut off ranged pressure, keep center stage, and make Pichu take recoil without getting control for free.
- After blocking Jab, Forward Tilt, Up Tilt, Dash Attack, any smash attack, Back Air, Down Air, Neutral B, or Down B, punish with OOS Nair (8f), Grab (10f), Up Smash (10f), or the best available option every time.
- After blocking Down Tilt, Neutral Air, or Up Air, do not force an immediate heavy swing. Jump back or drift with Nair, then catch the next landing or sideways escape instead.
- At the ledge, use yo-yo, Back Air, and PK Thunder body hit to cover Quick Attack routes and the ledge snap, then convert Pichu’s light weight and recoil into an early stock.
Actions to Avoid
- Repeatedly throwing PK Fire or other big grounded swings at Pichu’s tiny hurtbox and getting whiff-punished before neutral ever stabilizes.
- Swinging hard after every blocked Down Tilt, Neutral Air, or Up Air and letting Pichu’s drift and size make the punish miss.
- Trying to solve Thunder Jolt only by jumping over it and taking chip that PSI Magnet could have erased.
- Chasing too deep offstage, losing track of Quick Attack’s route change, and throwing away a winning ledge position.