I'll give some feedback on the moveset. You're okay with that?
Wait animation - Similar to Pokemon Stadium Wait.
Forward Smash - Raichu stands facing the camera with his tail ready and whips it
around like Zero Suit Samus' F Smash (Slash/Electric)
Up Smash - Raichu hops slightly and puts his tail beneath him to bounce and headbutt
upwards (Normal)
Down Smash - Raichu crouches low to the ground and spins his tail around him on the
ground in one circle. (Trips)
A - Raichu does a simple, basic, quick punch
AA - Raichu kicks upwards into a backflip
AAA - Raichu lands on his tail and lunges forward to kick with both feet (good knockback, little damage)
Forward Tilt - Short punch, does more damage than but similar to A. (Doesn't stop movement, Electric)
Down Tilt - Quick whip of his tail out on front of him.
Up tilt - Raichu jumps higher than with the U-Smash, and headbutts similarly, only doesn't use his tail.
Down Throw - Raichu tosses the opponent below him, ground pounds to hit them behind him and hits with his tail before they get sent flying. (Second hit is a meteor smash)
Forward Throw - Raichu lifts the opponent off of the ground and drops them, doing a spin to face away from them and stepping slightly into the back/foreground to hit them directly with his tail horizontally. (Electric)
Up Throw^ - After tilting up, Raichu will go to fake letting go and spin around. While facing away, he'll wrap his tail around their legs (general lower region to ensure hitting every character) and toss them up as he finishes the spin.
Back throw^ - Raichu does a single backflip, taking the character with them and letting go part way, but then hitting them back the other direction, making the opponent go forward instead. (may cause confusion lol)
F-air - Same as Pikachu's, tail spins behind him as though it's propelling him like a helicopter. (does push character forward a bit, taitbolt spinning has a sweetspot. Can be VERY hard to pull off hitting with the tail, let alone sweetspot) (electric)
N-air - Mid-air roll, similar to Sonic's spin dash style roll.
D-air - Hit downward with both hands (as though you lock your hands together and bash with the end of your fist instead of the knuckles. Like falco's forward smash, only downwards)
B-air - Swings his tail behind him, from low and upwards.
Down Taunt - Nothing's here yet, claim the idea for yourself!
Up Taunt - Pokemon Stadium entrance: bounces on his tail, lands and stretches.
Forward taunt - Nothing's here yet, claim the idea for yourself!
Specials
Down: Thunder (Same as pikachu's only no knockback at all from the strike to prevent spamming easy KO's. Knockback occurs when it strikes raichu. Damage dealt in mid strike can have multiple hits)
Side: Focus Punch (Chargable, powerful punch like Melee Roy's neutral B. Might have an electric effect)
Up: Magnet Rise (Quick rise up and floats temporarily like Peach's hover, slowly descends)
Netural: Charge/Discharge (this will be fun to PSA lol. Raichu builds up energy in a stationary position for a moment, and can hold it. Effect only works if the full charge time is held. While in a charged state, all of the Raichu's electric attacks increase, depending on how much damage he's taken. The base increase is 2%, and will increase them by an extra 1% per 10% of damage that he has on him. So when Raichu is at 40% damage, and uses charge, he will gain a 6% increase in electric attacks. The catch is that while in a charged state, he will be constantly getting hurt. As this will result in his power constantly increasing, but maxing out at a 15% increase, when he is at 130%. It'll become a conflict for the player to risk being more vulnerable gradually overtime and keeping the power, or having a better chance of survival and returning to normal. The charged energy may be discharged as an electric attack)
Final Smash: Warp Discharge
Same as Pikachu's animations occur, but then something entirely different happens. As the Volt tackle ball appears (hopefully I can find a way to edit the graphic/texture of this somehow) it'll remain stationary, and probably have the sound of Samus' final smash charging up for a few moments before the ball will shoot out gigantic sparks of electricity. Now this works the same way the Discharge move does, and for some sort of statistics, I have no idea yet lol. But if the Raichu is at high damage from battle and/or using Charge often, this version of Volt Tackle will also heal the Raichu as it hits, taking damage back from the opponents. This creates a way to pull back the drawback from using Charge. (This idea is Majorly subject to change)
In general, I'd say that, even if you're thinking on using his tail for most attacks, I don't think it's a good idea to do so the way you're doing.
In my opinion, when thinking of Raichu (the anime one), what comes to mind is a physically strong pokémon with bursting electric powers that surpass the one from his previous evolution. Also, at the same time, the idea of attacking with the thinnest part of his body does sound like a waste (depending on how it's used).
I actually liked a lot some parts of your moveset, but unfortunately I'm not satisfied with most of it. They don't seem to show the true power of Raichu.
On the specials:
I don't like the charging idea much. I think it's just not needed. The Magnet Rise idea sounds good on theory, but let's picture that on a practical way. It wouldn't look good. Raichu knocked offstage and simply comes back
flying. Out of the blue. Also, it'd be more of a recovery move, no attacking or strategy friendly.
Now to the things I liked on your moveset:
Well, Thunder NEEDS to be there. I just think it's too powerful for a special. Lt. Surge's Raichu wrecked the whole gym with a
Thunderbolt. Imagine what would Thunder do!

The Focus Punch idea is pretty cool. So are other stuff like your Nair, Dtilt, etc.
I would like you to take a read on the moveset I posted. I made it on a Smash forum on creating characters back in 2008.
On an overview, I'd say this Raichu is a Heavyweight but decently agile fighter (like Snake). He uses mostly Physical moves, that pack a punch, and tail moves, that are weak but fast (though some tail moves have a sweetspot on the thunder tip, like Marth's blade. His electrical moves are also strong. In comparison to Pikachu, he is slightly stronger and slower.
------------Specials--------B - Thundershock: Raichu launches a shock downwards, just like Pikachu's, but it moves decently slower and has more knockback.
Side B - Brick Break: Raichu punches forward. Can be charged, allowing him to move forward with his move and use it as a recovery (Like Ike's Side-B). If fully charged, breaks a shield in one hit. Even without charging it's a strong hit in shields (Like Marth's neutral B).
Up B - Quick Attack: Same as Pikachu, but travels a slightly shorter distance (like a comparison of Fox and Falco's Up-Bs in Melee). It also carries the opponent with him if he's in the way.
Down B - Counter: Raichu prepares itself and, when hit, immediately hits back the opponent with DOUBLE the damage it takes. By the way, Raichu will take the hit normally (taking damage and knockback), but the opponent will also take the attack, two times stronger. Does NOT work with projectiles. It's a high risk, high return move (though I'd say it's more high risk, so use with care).
------------Grab/Throws--------Grab - Tail Whip: Raichu launches his tail on the opponent, pulling him closer (Like Link's/Samus's/Ivysaur's grab). While it's tail wraps the opponet, Raichu can pummel the opponent with kicks.
BackThrow: Raichu spins around, spinning the tail that holds his opponent, and throws the oponent. Pretty much Mario's Back throw, but much more stylish.
UpThrow: Slams the opponent on the ground with the tail without releasing him, then throws him up.
DownThrow: Slams the opponent on the ground with the tail, releasing him, then slams the tail on him.
------------Jab/Pummel--------A - (Jab): Simple punch.
AAA combo: A punch from each hand, a kick with the right leg, and tail whips repeatedly from there on. The kick is the strongest, pretty much like Capt. Falcon's knee on his jab combo. The tail whips are like Diddy's.
------------Tilts--------U-Tilt: Upward tail whip. Sweetspot on the tip of the Tail, just like Marth.
F-Tilt: Tail whip forwards. Sweetspot on the tip of the Tail, just like Marth.
D-Tilt: Crouched Tail whip forwards, like Marth's. Sweetspot on the tip of the Tail, just like Marth.
--------------Smash Attacks-------Up Smash: Upward tail whip like Pikachu's Up Smash. Sends diagonally upwards. But has sweetspot on the tip of the Tail, just like Marth. If the sweetspot hits, we have a stun like with Zelda's Fair, and the knockback is directly upwards, like Pikachu's.
Side Smash - Thunderbolt: Pikachu's Side smash. Combo hits (like Pichu's in Melee) but in the end, the result is the same as Pikachu's.
Down Smash - Body Slam: Hits the floor making a dust cloud on each side. Strong single hit. Could be with the belly or like Jiggly's D-Smash.
-------Aerial attacks------UAIR: Upward tail whip like Pikachu's UAIR
FAIR: Forward punch (like Sheik's FAIR)
DAIR: Luigi's Dair.
BAIR: Ness's Bair (two legs Kick).
NAIR: Luigi's Nair (or the one from your moveset, Sonic/Pikachu's NAIR).
--------------Final Smash------------ThunderThunder comes from the heavens and hits Raichu, causing a huge Smart Bomb-like electric explosion. The explosion's size is about Giga Jiggly's size.