Matchup Summary (Win Condition and Game Plan)
Corrin’s forward air, up air, and side B can drag you all the way to the ledge if they connect at tip range, but jab, tilts, and dash attack are easier for Pichu to punish with up smash or up air after shield, and once the matchup reaches close-range scrambles, Pichu’s speed takes over.
After using Thunder Jolt to stop ground approaches, Pichu can create a stable flow by forcing whiffed sword swings with low-profile entries, then extending from neutral air and grab into ledge trapping.
For kills, it is more consistent to keep stacking back air, Thunder, and aerial chases at the ledge to remove jump escapes than to swing smash attacks wildly in center stage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pichu OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -19/-18 |
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| Jab 2 | 4 | -22 |
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| Jab 3 | 6 | -20/-19 |
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| Rapid Jab | 12/16/20… | ** | ||
| Rapid Jab Finisher | 3 | -32 |
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| Forward Tilt | 8 | -16 |
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| Up Tilt | 7 | -19 |
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| Down Tilt | 5 | -17 |
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| Dash Attack | 12/14/16/18/20/23 | -22 |
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| Forward Smash | 12/17 | -26/-26/-22 |
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| Up Smash | 13 | -31/-29/-28 |
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| Down Smash | 13 | -27/-28/-25 |
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| Neutral Air | 6 | -7/-7 |
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| Forward Air | 9 | -4 |
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| Back Air | 13 | -8/-9 |
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| Up Air | 7 | -5 |
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| Down Air | 12… | -21 |
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| Neutral B | 17—47 | ** | ||
| Side B (1) | 4 | -6 |
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| Side B (2) | 10 | — | ||
| Up B | 18… | — | ||
| Down B | 7 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- After Thunder Jolt, do not instantly jump; read Corrin’s forward-air placement first, then switch between ground approaches and grab.
- After stopping jab, tilts, or dash attack, turn the stock around with oos up air or up smash and move straight into a juggle.
- Once self-damage starts to pile up later in the game, prioritize ledge carries and ledge trapping over raw damage extension to secure an earlier kill.
Actions to Avoid
- Repeating the same forward jump height and walking straight into forward air and up air walls.
- Letting fear of side B push you into shielding too much and surrendering both grab and ledge trap starts.
- Continuing center-stage brawls while self-damage piles up and getting taken out first by Corrin’s up tilt or up air.