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Pichu (from Pokemon)
created by YochiThMaster333
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Based on my MvC2 Plusle, I decided to make one of the two Smash Bros characters who skipped two games after its debut,
and yes, it was Pichu. When I originally made this Pichu, I originally meant to NOT include recoil damage, but later on
I added it as an option in config file.
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Update history:
v1.5b (Released June 13, 2026 (files dated 2025)):
- Fixed a small issue in .cmd file regarding Quick Attack (this is the version I sent to SpriteClub btw)

v1.5 (Released November 11, 2024):
- Changed his internal name from "New Pichu" to just "Pichu" to maximize compatibility with characters whose triggers only
  have "Pichu" and not "New Pichu".
- Fixed an issue when Pichu's Thunder Jolt collides with Pikachu's Thunder Jolt and still have a visual glitch where
  Pichu got some "Electrified" effect. This is because those Pichu's projectiles have default hit priority, which is lower
  than Pikachu's Thunder Jolt's priority.
- While Vs. Steve and Alex (Minecraft Default Skins) victory quote was added, I forgot to add the code of triggering it.
  It was later fixed.

v1.4a (Released January 27, 2024 MSK):
- Fixed a small oversight with aerial Up-Back direction of MvC2 Pichu's Quick Attack where it used Up-Forward
  animation instead.

v1.4 (Released January 26, 2024 MSK):
- Added more directions for Quick Attack's second attack (including diagonal ones)
- Added an option to enable recoil damage for Thunder Jolt, Quick Attack, Skull Bash, and Discharge
- Added new palettes, notably those that are based on its appearance in its game debut on Game Boy (Color) and its Super
  Smash Bros Melee colors
- AI Redone using parts of Gumhoy's AI Template for certain state overrides
- Super Thunder's projectile spawn interval has been increased from every 5 frames to every 10 frames
- Some other code alterations (though Combo Announcer is still a little bit broken, like combo from Helper-based
  projectiles only count if you landed a hit during any of the normals, Skull Bash, and/or Quick Attack. Whoever made
  this template forgot to make Combo Announcer work when Helper-based projectile lands a hit)
- Improved readme file style

v1.3 (Released August 20, 2023):
- Added shocked animation
- Tried to minimize the debug flood every time it changes to any physical attack
- Changed Quick Attack's command from 236, a/b/c to 623, x/y/z
- Replaced Winane's AI with MUGEN 1.0's AILevel trigger

v1.2:
- Changed Hyper Portrait
- Reattributed Discharge field as a normal attack (originally it was a projectile)
- Swapped crouching light kick and crouching medium kick animations (because what was 2a has Pichu turning and kicking,
  and if there was no PosAdd, it would be useless, while what was 2b has Pichu attacking with its tail and has lesser
  range)
- Added PosAdd to the what was crouching light kick (i.e. crouching medium kick since v1.2) and crouching heavy kick

v1.1b:
- Fixed an issue where standing variant of Discharge can't be cancelled into Super Thunder

v1.1:
- Added two new soundpacks (they can be enabled by editing .def file):
-- Pichu-Melee.snd: replaces Pichu's Super Smash Bros Ultimate voice with the one from Super Smash Bros Melee
-- Pichu-classic.snd: replaces Pichu's voice with its classic cries from main Pokemon RPG games
- It's now possible to cancel from Quick Attack into Hyper Combo and from Discharge into Super Thunder
- Added extra follow-up move to Quick Attack and the follow-up attack command was simplified
- Added aerial variant of Discharge move
- Added Midnight Bliss
- Added more palettes
- Added more victory quotes
- Some AI adjustments

v1.0 (Released September 11, 2022):
**FIRST RELEASE**
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Gameplay:
This Pichu uses 6-buttons, and of course, I tried to replicate its moveset from Super Smash Bros. series, except for Volt
Tackle, since replicating it completely would be hard, and I decided to not replicate the same move from one Pikachu
version that does not look like SSF1 Pikachu. I also originally decided to not add recoil damage when using any electric
move, but since v1.4, it can be enabled (it is disabled by default). And I also planned to replace Agility (the move that
does not damage the enemy but has recoil damage when using) with Quick Attack, because I felt like Agility is pretty much
pointless in more conventional fighting games (M.U.G.E.N included, unless Super Smash Bros mod by K.Y-Shanxi has been
installed), even though neither of these moves can be learnt by Pichu in his home games (except for one game,
Pokemon Legends: Arceus, because it can learn Quick Attack move here but not Agility)
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Movelist below uses Numpad Notation:
https://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games#Numpad_(Eastern)
For example, 6 becomes F, 4 becomes B, and so on.
Buttons encased in square brackets (like this: [6]) should be held down.
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Moves:
Throw - [6]+z or [4]+z (close)

Thunder Jolt - 236, x/y/z
^ Projectile velocity varies with button pressed
^ Can be performed in air

Quick Attack - 623, x/y/z
^ The a/b variant goes horizontally forward. The c variant goes vertically upward and best used when you hit the opponent
  with 2c.
^ Hold any direction key to travel that direction for one more time
^ Can be performed in air

Skull Bash - 214, a/b/c
^ Distance travelled and damage varies when the button was released after charging
^ Can be performed in air

Thunder - 214, x/y/z
^ Projectile position varies with button pressed
^ Can be performed in air

Super Thunder - 214, x+y/y+z/x+z (uses 1 power bar)
^ Can be performed in air

Discharge - 236, a+b/b+c/a+c (uses 1 power bar)
^ Can be performed in air
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Things I'm really aware of:
- The AI code is not perfect, but I tried.
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What need to do:
- Probably remake it outside MvC2 style because at least two people told me to steer clear of MvC templates and try to
  be more original (i.e. try to mix the hitsparks, gameplay mechanics, etc). But what if I still want to make characters
  that play like in MvC2? Well, they would think I'm milking that gameplay style
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FAQ:
(For other questions, please visit here: https://sites.google.com/site/yochismugensite/faq)
Q: Will you ever do Pikachu?
A: If I can find or draw any perfect sprites, I would do the Pikachu. But, like I said before, using sprites from other
   Pikachu characters would be too risky, especially that Pikachu version who uses 4 attack buttons (x,y,z,c) gameplay.
   Maybe I've could to try to make Pikachu using Pichu as base, but the problem is that using/milking that MvC2 template
   further would instead make people think that I'm really milking it.

Q: Pichu in Smash Bros had Agility instead of Quick Attack, why you would put the latter here?
A: Because I think Quick Attack is a better move for Pichu than Agility since the Pichu can't learn the latter in its
   home games and it's pretty much useless in traditional fighting games (MUGEN is a fighting game engine of that type),
   and Quick Attack CAN actually damage the opponent. And yes, I know, Pichu can't learn Quick Attack in main games
   either, except for Pokemon Legends: Arceus.

Q: Can I make PotS- or OHMSBY-style edit out of this creation?
A: While I do allow any recreations of this (as long as no code was reused, only sprites and animations), for PotS- and
   OHMSBY-style edits/recreations, the answer is no. These styles are imitated by many, and I feel like PotS- and
   OHMSBY-styles are about to get overused (or they are overused) in the same way as MvC templates. And don't expect me
   to see the PotS-style or OHMSBY-style templates. The only imitators of such styles I support are Jmorphman (PotS),
   KarmaCharmeleon (also PotS), and Resentone (OHMSBY).

Q: But what about vore edits?
A: I'm not allowing any vore edits either. I am right now against vore, so I HIGHLY recommend to steer clear of making
   vore edits in MUGEN. If you make vore edit of my stuff, you will be contacted to cease and desist the vore edit
   you're/'ve working/worked on.
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Contact:
Email: bigyochiman@gmail.com
MFG: http://mugenguild.com/forum/profile/yochithmaster333-85837
MFFA: http://mugenfreeforall.com/index.php?/profile/7183-yochiisc00lest333/
Youtube: https://www.youtube.com/channel/UCk6oHhP2OcpOWUGUMOo6poQ
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Credits:
Elecbyte - for making MUGEN
Nintendo - for publishing Pokemon Games
The Pokemon Company - for publishing Pokemon Games
Game Freak - for making Pokemon and Pichu
MugenFan98/TimsterProductions98 - for making MvC2 character template
Acey and IMT - for making SMvC EoH character template, where I originally used Guard Push code from
(MF98's template came without guard push and AI, sadly) before I changed with my attempt at replicating this mechanic
Kong (oh god) - for ripping some sprites from Marvel vs Capcom 2 (despite his coding efforts (or lack of), he still
does good sprite ripping)
DanielProKun15 - for making FelixMario-style Pichu sprite in first place (that I had to update it to have some better
body details and replaced head with better one)
RobbyDude - the original sprites of Thunder Jolt that were edited by me (because I can't just use sprites from one
specific character without asking first)
gabrielwoj, Random Talking Bush - the guys who extracted Pichu's voice from SSBM and SSBU respectively
Mysticus, redblueyellow - the guys who extracted Pokemon Black & White Pichu cries
Gumhoy - for making parts of AI template (actually parts for state overrides)
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