Pikachu vs Sonic

Sonic Matchup (Pikachu)

Pikachu vs Sonic

Pikachu vs Sonic is won by using Thunder Jolt and movement to force the approach first, then converting anti-airs, landings, and ledge pressure instead of relying on shield punishes against spin.

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Matchup Summary (Win Condition and Game Plan)

This matchup slips away if Pikachu keeps waiting to shield punish every spin action, because Sonic’s speed and the plus frames on Side B let him keep the initiative and punish the first impatient swing.
The win condition is to force Sonic to move first with Thunder Jolt, low-profile movement, and short dash stops, then convert anti-airs and grabs into repeated landing traps with uair and bair.
The table shows that jab, the tilts, Dash Attack, every smash attack, Fair, Bair, Uair, Dair, Neutral B, Up B, and Down B can all be punished on shield by nair, uair, bair, grab, or Up Smash. Side B is the exception because it stays plus, so that option must be handled by tracking Sonic’s drift and landing instead of swinging immediately.
For kills, do not tunnel on one raw finisher. Keep floating Sonic high with Thunder Jolt and uair, then close the stock at the ledge by catching jump with bair and roll or neutral getup with Up Smash.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldPikachu OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (+1)
  • Up B (+2)
Jab 22-16
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (+1)
Jab 34-26
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Forward Tilt6/8-20
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Up Tilt6(7)/13-20
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Down Tilt6-15
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (+2)
Dash Attack5-38
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Forward Smash18-19
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Up Smash14…-29
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Down Smash12-34
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Neutral Air6-5/-6/-7
  • None
  • OOS Nair (+1)
  • OOS Bair (+2)
  • OOS Uair (+2)
Forward Air5/7/9/11/13/15-14/-14
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (+1)
  • OOS Dair (+3)
Back Air13-10/-11
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
Up Air5/14-11/-9
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (+1)
  • Up Smash (+1)
Down Air17-17/-18
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Neutral B17—82-22 to -16
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (+1)
Side B17+6 (hop)+8 (grounded, no charge)+11 (grounded, full charge)+11 (aerial, any)
  • None
Up B4-7
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (+3)
  • Up Smash (+3)
Down B15/17/19/21-33
  • OOS Nair (6f)
  • OOS Bair (7f)
  • OOS Uair (7f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Fair (14f)
  • Up B (15f)
  • OOS Dair (17f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Use Thunder Jolt and small movement feints to make Sonic commit to Side B or Down B first instead of running into him directly.
  • When you block jab, the tilts, Dash Attack, the smash attacks, Fair, Bair, Uair, Dair, Neutral B, Up B, or Down B, punish with the OOS options from the table.
  • After blocking Side B, do not force a button. Track the drift, landing, and escape path and touch him on the next beat.
  • Once Sonic is airborne, keep juggling with uair and threaten Up Smash on the landing so he cannot reset the pace for free.
  • At the ledge, pin movement with Thunder Jolt, cover jump with bair, and catch roll or neutral getup with Up Smash or grab.

Actions to Avoid

  • Treating every blocked Side B like a guaranteed punish and getting clipped by Sonic’s advantage afterward.
  • Chasing Sonic forward nonstop and feeding into retreating spin movement.
  • Fishing too hard for raw Up Smash or Thunder at kill percent and giving Sonic obvious whiff punishes.
  • Throwing out Quick Attack follow-ups recklessly and letting Sonic read your landing or recovery path.
  • Following too deep offstage and letting Spring plus bair reverse the ledge situation.

Reference Links

Related Pages