Agility

Agility is 's up special move in Super Smash Flash 2.

Overview
When performed, Pichu quickly dashes in a straight in one of eight directions of the player's input, contorting its shape as it does so, similarly to 's Quick Attack. Like with Quick Attack, Pichu can immediately follow with a second dash, though it cannot be in the same direction as the first dash. If an opponent is in the path of Pichu during the attack, they will take 3% electric damage from the first dash and 8% from the second, with minor knockback. The move travels slightly farther but more slowly than Quick Attack, making it a more effective but more easily punishable recovery move, though it also leaves Pichu helpless afterward. Unlike Quick Attack, each dash deals about 1% recoil damage to Pichu.

When performed with Discharge, in which Pichu has accumulated at least 50% damage, Pichu releases a large burst of electricity that deals 8% electric damage and strong knockback after each dash, increasing the move's KO potential. Additionally, the first dash instead deals 2% recoil damage and the burst of electricity deals 4% recoil damage.

Origin
Agility is a status Psychic-type move introduced in the Generation I Pokémon games, Pokémon Red and Blue. When used, it increases the user Pokémon's Speed stat by 2 stages. As the maximum amount of stat changes is six stages, the move can be used up to three times before any further uses will have no effect, going from doubling, to tripling, and then quadrupling a Pokémon's original speed stat value.

In the Pokémon games, Pichu cannot legitimately learn Agility, but its first evolution stage, Pikachu, can learn this move by leveling up in any game. Additionally, despite not being an Electric-type move, Pichu still takes damage when using it in SSF2.

Trivia

 * The effects used for the burst Pichu releases with Discharge when performing this move are the same as those used when the Poké Ball version of Pichu in this game uses Thunder Wave.
 * Prior to Beta 1.2, Pichu would lose the ability to perform a second dash when Discharge is activated, instead becoming helpless after the burst is released. This was likely changed as to not hamper the move's recovery potential.