A simple guide to some of Pikachu’s laser counterplay

At low and mid level a lot of Pikachu mains struggle with lasers. Today’s goal is to show you some useful counters for Falco’s different laser mixups in neutral, but first, a preface.

Falco, is a good character, he can force mixups, a lot of mixups. There is no one method to beating lasers. Take laser dashback has counter play. Take laser dash in has counterplay, and everything inbetween is a soft read on what the Falco will do. To interact with lasers well you must be willing to make large commitments in neutral. You will get hit, but you will also get hits. If you don’t make clean decisions, you’ll never win the mixups.

This guide will be in the form first of Pikachu’s counterplay to lasers, what this counterplay covers, and then Falco’s options to beat them.

Take laser ftilt

The simplest Pikachu counterplay to laser shffls and laser laser. Loses to take laser dashback, and is neutral vs laser, laser in place, and laser fadeback dair. It’s useful, but gets predictable and any good Falco will ruin your day. Remember to use this sparingly in a scramble.

Dash in aerial

Against laser into laser if you dash shffl nair, you can hit them before the second laser comes out. This option also works as a call out for laser dashdance. This loses to dair below 35% and generally always loses to laser ac bair. If you’re hit by dair when going for this and below 35% you can land with 4 frames of lag are actionable after. Downsmash and upair are good reactions when hit by dair.

Dash in upair

Against laser into laser and against dash back ac bair, dash in upair is pretty strong. Sends into tumble and forces a knockdown at 0 percent, plus upair still beats dair below 35%. Likely to trade with dair, and strong option in neutral, even when not getting lasered.

Take laser dashback

Only really works against laser aerial, but still a strong tool. When lasered again you’re cornered and generally Falco is at the perfect spacing to follow up. When Falco chooses laser dashdance or other defensive options you’re at less of a disadvantage, but still are giving up positioning.

Take laser retreating upair

A strong alternative to take laser dashback, can force a trade if miss spaced or miss timed. When clipped by weak dair you won’t be sent into tumble or forced to tech until 40% against weak dair, and 35% against clean dair. Against weak nair it won’t send into tumble and force a tech until 64%, strong nair 36%. Usually it will trade with weak dair, but late aerials from falco can force a clean nair.

Shield wd oos

Your evasive maneuvring and whiff punishing doesn’t always have to be away from Falco! Sometimes wavedashing under Falco’s aerials is a smart idea. He goes high, you go low and punish! A lot of Falco’s will autopilot an aerial as soon as you shield, so this works as a good way to punish that habit. Good against laser shffls, bad against retreating dair, other scenarios are neutral, good or bad depending on a variety of factors. Use your best judgment!

Powershield

An old option, but still viable. Pikachu’s powershield isn’t as lenient as some other characters, and he lacks crouch powershield, but it’s still a strong option when it catches Falco off guard.

Jump over laser

If your opponent is only using mid or low lasers, you can jump at them from a distance and throw out upair for a large scanning hitbox, land, and then punish the startup of another laser, or a possible aerial. Strong against low lasers, weak against high lasers. Not always the best option, but occasionally can net you a win in neutral.

Wavedash under laser

Able to setup multiple options, the two most important are wd under grounded option (Axe will occasionally use wd under laser downsmash to get past lasers in neutral). Warning: you cannot wavedash under Falco’s very lowest laser. Every other laser is possible however. This is especially strong against laser into laser, and very weak against laser fadeback dair in place.

And, the Rachman spacing mixup to beat laser dair. Wd under laser, and if the Falco chooses to crossup dair you’re spaced for a perfect upair out of shield. This is a bit harder to setup, and requires a somewhat nuanced understanding of spacing.

Dash in upsmash

Dash in upsmash is good against Approaching aerials, and instant fadeback aerials, loses to dash away turnaround laser, and most of Falco’s retreating options (dashback laser, dashdance). It’s a good call out for Falco’s that don’t run away often, and are trying to apply heavy pressure. At above 40 percent it’s riskier because dair might trade and pop you up, but at low percents the worst thing that could happen is a beneficial trade for Pikachu.

TJolt take laser

A more niche, yet still useful option. If you read your opponent will laser at a certain timing you can tjolt before, take laser and cut the lag down by a large amount. Axe has used this occasionally. Useful on wakeup when Falco’s like to spam laser to gain control of neutral.

Crouch Cancel laser

A strong option to augment the other ones provided. If you react to a laser fast enough you can crouch and cut the hitlag and hitstun frames from 13 to 8. Makes dashing back or dashing in that much faster.

Jump asdi down

A new more niche option. If you are aerial while the laser hits you, you can asdi down (hold down on the control or c stick) and become grounded with up to only 8 frames of lag. If you sdi instead this can go as low as 5 frames.

Pikachu’s Defense against Falcon arts

Falcon is pretty good at killing Pikachu off a grab. He’s got tech chases off dthrow, uair combos and uair knee strings on uthrow, and can kill consistently at high percents. I’m gonna teach you how to live as long as possible.

Remember though, although these methods may get you less damage, or out of certain situations, it was better not to have been grabbed at all. You’re not perfect, you will mess up the execution on these at least occasionally, and you don’t want to die last stock when it could have been avoided.

Low Percents

Your best option when below 35% when landing on stage is to mix up between down and away di, and up and away di. With this di you’re forcing Falcon into a mixup. Either you hold down and use a tech option (tech in place, tech away, tech in), or you can hold up and away and double jump. If you choose to tech Falcon has a potent tech chase on Pikachu. If you choose to double jump Falcon can regrab Pikachu out of the animation, and as the percentage decreases you will have to lower the di angle to not get grabbed out of the air.

At 10% if you hold up and away di you can land without Falcon being able to grab you out of the air, but at 35% you will need to hold straight away so be careful to correct your di as time passes! Although it will be rather hard for Falcon to tell the to di apart, so if you struggle with this it’s not completely unreasonable to keep up and away di.

When choosing double jump di, buffer jump using tap jump on your control stick. You have a four frame window to input a dj. Time it right before you hit the ground. It’s tight, but very doable.

Falcon choosing to cover tech chase correctly
Falcon choosing to cover tech chase incorrectly

Mid Percents (36-98)

Starting at 36 percent Falcon can choose to true combo from upthrow into upair. The correct choice to deal with Falcon uthrow for a lot of characters is what’s known as Armada di. Hold up and then on their first hit hold down and away di in order to escape. Without their momentum from first dashing to hit di away it’s harder for characters like Falcon or Mario. Let’s see what the Falcon discord has labbed to deal with this.

Pikachu fucking dies

Our only solution is to Armada di, but also to sdi the follow up. This might sound intimidating to newer players, but it is far less intimidating than you think. In addition you don’t have to tech the landing. If you hit a right before hitting the ground you can actually go into normal landing!

Pikachu lives 🙂

However, this is still a mixup (sort of it depends). If Falcon does downthrow and you di in, he can connect knee. You have two options, except that your a fallible human being, you read the Falcon, and you read wrong, and get hit by knee, or if you’re fast enough you can react to upthrow. Doing a quick reaction time test on my monitor I can average 179ms reaction to a color shift. Although melee animations aren’t as obvious as color changes, you can train yourself to react to upthrow vs downthrow.

If Falcon is only attempting downthrow, of course do down and away di consistently. But if your Falcon likes to upthrow or choose between the two options you can di for upthrow and switch to downthrow on reaction (256.6ms reaction test subtracting crt and wii input lag puts this at around a required 196ms reaction speed), or di for downthrow and switch to upthrow on reaction (A more manageable 298.8ms reaction time transfering to 238.8 in game). Both options have their own merits and demerits. Upthrow can true kill you if you di away by comboing into more upthrows or into knee, but knee can kill you right out on bad di.

Especially on small stages though Knee is more threatening as a kill option. If you want to be the absolute most optimal player though, I’d di for downthrow as the reaction is easier.

High Percents (98+)

Hold down and away di, and then when hit switch to survival di (up and very slightly in). If done perfectly Pikachu can live to 150 percent off a downthrow from the center of FD. If Falcon ever chooses to upthrow instead you can attempt to jump out of their fullhop upair attempt, but if they are frame perfect it will connect.

Past 150+ Percent

You are probably dead. unless being throw on stage from the edge of FD there isn’t really any di you can do to survive past this point. Pray that the Falcon messes up their dthrow upair (which is possible), but if they’re perfect there’s not much you can do.

Ganon Pikachu chaingrab escape

Closer to four (Pikachu)Closer to four (Ganon)
Able to escape37%41%
Ganon’s throwing rightward

Di to go straight up requires you hold up and away, the top right notch of your gcc is pretty close, but slightly up from that is optimal.

The best method to jump to get out in time is to use tap jump for the four frame buffered window to escape.

The exact coordinates on your gamecube controller are X:0.6250 Y:0.7625

Using this it’s not too incredibly difficult to escape. You have a four frame input window. Good luck!

Pikachu tailflips on Marth

Low percent no di and up di

No di
Up di

Mid percent no di and up di

No di
Up di

High percent no di and up di

No di
Up di

Peach down throw on fast-fallers

FoxFalcoFalcon
Down smash119%92%55%
Regrab148%129%94%
Nair148%129%93%
Percents before throw where true combos occur

Important to note:
This is only assuming Peach has the port closer to one, and is probably some amount easier with other ports. I haven’t tested yet, but I probably will eventually. For now it’s safe to assume these follow ups are true on every port, at this di, but might be easier when the port priority is reversed.

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