And then I joined DeviantART and lost track of all my YouTube projects, however I have since finished the moveset, and so I've decided to upload the raw text version here so that people can enjoy it and see once and for all that PICHU DOES NOT SUCK!
So without further ado, I present Pichu's new moveset, enjoy!
(and if anyone from Nintendo reads this feel free to use any part, or even the whole thing for Super Smash Bros 4, I don't even care if you don't credit me for it as long as you make Pichu a playable character in SSB4)
Ability: Static: As Pichu's damage get's higher it's electric attacks get stronger, also certain non-electrical A moves gain added electrical effects based on Pichu's damage. At high damage if Pichu is attacked the attacker (assuming there not using a projectile attack) will gain a very small amount of electrical damage, when Pichu's Static is at full power it is possible for characters to occasionally get 1% damage just from running past Pichu (or visa versa), Static power max's out at around 90 -110% damage
Up B: Quick Attack (tweaked): Works like in SSBM however Pichu will only get damage from the 2nd dash, The 1st dash of this attack go's as far as it did in SSBM and if it hits someone they will take 1% damage and that's it. The 2nd dash creates a very small electrical discharge briefly at the start of the 2nd dash, if someone is hit by the discharge they will take a small and the amount of electrical damage and knockback based off Pichu's static. But if someone get's hit by the 2nd dash they will only take 1% damage
Basic B: Thundershock: Same as in SSBM except it does a maximum of 1% damage 2 Pichu each time it's used and occasionally it doesn't damage Pichu (1/6 chance), it's range and power are based off of Pichu's static (At Minimum static: Range: 3/4 of Pikachu's basic B, Damage/knockback: same as Pikachu Basic B / At Max Static: Range 3/4's more thin Pikachu's that of basic B, Damage/knockback: 2.5X to 3X then that of Pikachu's Basic B)
Side B: Pain Split: Pichu starts charging up power for up to 2 and a half seconds, if Pichu unleashes the attack before it's fully charged Pichu will trip and the attack will fail, once fully charged the charge can be held up to 1 additional second before Pichu unleashes the attack automatically. when a fully charged the attack version of the attack is unleashed Pichu will preform a very short range ramming attack (the exact range depending on Pichu's current static level with a higher amount of static making the attack slightly easier to hit with), if it hit's an opponent Pichu will emit a brief flash of light from it's body and it's current damage will be halved while the opponent will receive damage equal to the amount Pichu healed and will be briefly stunned for about a second afterwards. If the attack misses Pichu will take 1% damage. (Does no knockback)
Down B: Endure: Pichu will brace for an attack, if Pichu is attacked the damage Pichu would take is reduced to 3/4's of what it would normally take and knockback would be negated, on top of that Pichu would then give off an Electrical discharge damaging anyone nearby Pichu (damage and knockback given as well as the size of the discharge would be routhly equal to 1/4 of the damage Pichu would have normally received multiplied by the amount of static Pichu has built up (at extremely low static the multiplication factor would by 0.5 to 0.8 while at max static it would be up to 3)
Final Smash: Ukulele Time: Pichu pulls out it's Ukulele from "Pokemon Ranger: Guardian Signs" and starts playing it emitting small electrified music sound-waves (similar to the one's made by Donkey Kong's Final Smash but yellow) from it, anyone hit by one of these sound waves will receive 5% electric damage and be briefly stunned (exactly how long is based on the opponent's damage and Pichu's static level). As the FS goes on Pichu starts gradually playing the ukulele faster and making the sound waves bigger and stronger thus causing more damage (going up to 19 - 23% per hit). this will last for about 30 seconds or so (during which Pichu is invincible, and will be able to walk slowly across the stage as it plays the ukulele and perform a very small jump) after which Pichu will finish its Final Smash with a quick cord unleashing a large electric shock wave (the size of which would very slightly based on Pichu's static level) causing 20% damage and high knockback to anyone hit by the attack. The sound waves would range from being a little smaller then one of the failed sound waves from Donkey Kong's Final Smash to being just slightly smaller then the length of SSBB's version of Final Destination, with the final shock wave being slightly bigger than that. Pichu will also heal 1% damage for every hit the attack makes.
A moves: Pichu's A moves are mostly quick non-electrical physical strikes with decent damage (some of which will cause small amounts of extra electrical damage (which do not damage Pichu) when Pichu's static get's high enough) which are good for quickly racking opponent's damage gauge up. Pichu also has a few electrical attacks here and there (most of which cause anywhere from 1-2 % damage each to Pichu) the power of which is determined by Pichu's current static level. Most of Pichu's Smash attacks involve electricity in some way shape or form and cause up to 4% damage to Pichu based on how long the attack was charged for and if it hit anyone or not. A few of Pichu's SSBM A moves also return only tweaked to take advantage of Pichu's new Static ability
(Idea inspired by by smashkote) Extra Moves: Each character would have a few extra or secret moves that can be performed under special circumstances
Extra Move 1: Thunder Wave: When at max static (or near max static) if you hit A while Pichu's running Pichu will use Thunder Wave sending out a small wave of electricity in front of Pichu while stunning any opponents hit for a bit as well as doing a small bit of damage. There is no lag whatsoever after using this move but Pichu can't use it again until it is idle for at least a second and a half afterwards
Extra Move 2: Ladder Shock: If Pichu passes by someone climbing a ladder the person (while climbing it or just by passing by the person) when at high static the person climbing the ladder will be shocked taking a small amount of damage and let go of the ladder going into special fall.
Up Taunt: Pichu's standing up taunt from SSBM (will cause 1% & no knockback (medium static) to 2% & very very low knockback (Max static) damage per second to anyone coming in contact with Pichu during the taunt)
Down Taunt: Pichu's Ground taunt from SSBM (starting at 25% maximum Static briefly electrifies ground causing 1% damage to anyone going through electrified area (amount of time if lasts are based off of current static)
Side Taunt: Takes a small nap allowing Pichu to heal 1% damage every second taunt lasts about 2 to 6 seconds but can be ended early if A or B button is pressed during the nap (if you do this Pichu is still vulnerable for about a half second to 1 second afterwards)
Kirby Hat: Same as in SSBM
Snake: Hay Otacon what's this thing that looks like Pikachu?
Otacon: Oh! That's a Pichu! It's the Pre-evolved form of Pikachu!
Otacon: As Pokemon gain experience from battle and get older their bodies undergo a metamorphosis called evolution to transform into a more developed form.
Snake: So it's basically a weaker version of Pikachu.
Otacon: Er, well not necessarily.
Because it's body isn't fully developed yet it's electricity isn't controlled as much and can shock people just by touching them. Also it's fast and coupled with it's small size it can be a difficult target to hit. So do not underestimate it!
Snake: Ok, I get it, I won't let my guard down.