Pikaman/Ria Corst's version

''This creepy-looking humanoid Pikachu is a grappler, having a wide array of throws at its disposal, but with no full-circle motions in sight, going no further than quarter-circles. The unconventional button layout takes a while to get used to and comboing is achieved mainly through juggling than chaining attacks together.''

Gameplay


Pikaman is a five-button character with the fundamentals of a three-button character, having three main attack buttons, a button that activates a grab and a button for Specials that use Power (likely intended to be Hypers, but they're attributed as Specials). What makes the character somewhat hard to play as at first is the mapping of the buttons, where the light attack is, the medium attack is and the heavy attack is ; pikaman's regular Specials are assigned to these three buttons, though each Special is only activated by one of the three buttons, with the exception of 突進, which differs depending on whether  or  is pressed. changes depending on the directional button held at the time, with + activating an axe kick that can be charged for more power and unblockable properties, and + (while in the air) activating a stomp that OTGs.

Comboing is not something pikaman is incapable of doing, but simply chaining attacks together is not the best way to get the most out of its combos. A fair amount of its attacks throw the opponent upwards, even if it's only a small amount, setting up nicely for a series of powerful juggles, however, due to pikaman's less-than-diverse moveset, juggles are usually performed through the same cycle of attacks repeated until the opponent's juggle points go below a certain value. Many of pikaman's attacks deal large amounts of damage on their own, so when used in a juggle combo, they are capable of taking out heavy chunks of the opponent's Life, though because pikaman's damage dampening is far too effective, the attacks may deal more damage individually than a juggle combo does overall.

Pikaman has an interesting feature in the form of a small bar at the bottom left of the screen known as the overdrive gauge; for the most part, it does nothing, though by pressing +, pikaman enters overdrive mode (地上オーバードライブ) where the opponent's velocities are lessened during their hit states, allowing pikaman to juggle them even easier than before, though this only lasts until the gauge empties, where the mode cannot be activated again until it fills up, which it does over time. An untrue OHKO Special Attack (again likely intended to be a Hyper) can be activated during overdrive mode, providing pikaman's Power is maxed out and the overdrive gauge is at less than or equal to half.

Pikaman does not have a custom A.I., so it uses the default provided by M.U.G.E.N. Although the default A.I. has no concept of comboing or juggling, pikaman's raw power may give it the edge over characters that also use the default A.I.

Stats

 * Life: 1000
 * Power: 2000
 * Attack: 100
 * Defence: 100

Trivia

 * Pikaman has palette-based coding for when any of the palettes ranging from 7 to 12 are chosen, though because pikaman only has six palettes, these palette modes cannot be used.
 * Pikaman can gain Power by moving forward.