Editing Pikmin Throw

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 14: Line 14:


==Overview==
==Overview==
When used, [[Captain Olimar]] throws a {{b|Pikmin|species}} at an enemy, who then latches onto the enemy and slowly racks up damage, similar to the effects of [[Lip's Stick]]. Different Pikmin have different effects when thrown. The move should be used to repel incoming opponents that are charging at Olimar while he is throwing Pikmin (latched-on Pikmin do not cause an enemy to flinch, and so they can continue attacking normally). This may force opponents to have to take time to knock the Pikmin off.
When used, [[Captain Olimar]] throws a {{b|Pikmin|species}} at an enemy, who then latches onto the enemy and slowly racks up damage, similar to the effects of [[Lip's Stick]]. Different Pikmin have different effects when thrown. The move should be used to repel incoming opponents that are charging at Olimar while he is throwing Pikmin (latched-on Pikmin do not cause an enemy to flinch, and so they can continue attacking normally). Olimar's attacks require lots of training to be made effective. However, it may make opponents have to take time to knock the Pikmin off.


Pikmin can be [[reflect]]ed back at Olimar, in which case, they will stick to him. The player can simply use [[Pikmin Order]] to get them off if this happens.
Pikmin can be [[reflect]]ed back at Olimar, in which case, they will stick to him. The player can simply use [[Pikmin Order]] to get them off if this happens.


The less damage the opponent has, the longer time the Pikmin will latch on. Also, Pikmin are unable to latch onto Subspace Emissary enemies; they will instead deal damage as they pass through. A strong attack should be substantial to not only shake off the Pikmin, but usually also kill them, provided that the hitbox covers the part of the character model that the Pikmin has latched onto. Pikmin will not be shaken off by an attack they are immune to (trying to [[Falcon Punch]] a Red Pikmin off one's body will have no effect). In ''[[Super Smash Bros. Ultimate]]'', attacking a latched Pikmin will always cause the attacker to suffer 16 extra frames of hitlag, regardless of whether the Pikmin is killed or not. This, in turn, extends the attacker's hitbox duration, allowing them to catch the Olimar player unawares, should they be too hasty to react to the attacker's option.
The less damage the opponent has, the longer time the Pikmin will latch on. Also, Pikmin are unable to latch onto Subspace Emissary enemies; they will instead deal damage as they pass through. A strong attack is usually enough to not only shake off the Pikmin, but usually also kill them, provided that the hitbox covers the part of the character model that the Pikmin has latched onto. Pikmin will not be shaken off by an attack they are immune to (trying to [[Falcon Punch]] a Red Pikmin off one's body will have no effect). In ''[[Ultimate]]'', attacking a latched Pikmin will always cause the attacker to suffer 16 extra frames of hitlag, regardless of whether the Pikmin is killed or not. This, in turn, extends the attacker's hitbox duration, allowing them to catch the Olimar player unawares, should they be too hasty to react to the attacker's option.


In ''[[Super Smash Bros. 4]]'', Olimar can now use his Pikmin to get items from afar, although this is exclusive to the [[Super Smash Bros. for Wii U|Wii U version]] and returned in ''Ultimate''. Olimar can throw the Pikmin where the item is and the Pikmin will carry the item back to Olimar for him to use. The Pikmin will drop the item at Olimar's feet and the player has to manually pick up the item. They can latch onto and destroy items like the [[Beetle]], even after Olimar picks them up. Among items Pikmin won’t bring back to Olimar are Bob-ombs, Uniras, Soccer Balls, Grass, Warp Stars, Super Mushrooms, Poison Mushrooms, Lightning, Golden Hammers, Mr. Saturns, Cuccos, Sandbags, Super Stars, Smash Balls, heavy items, and completed Daybreaks.
In ''[[SSB4]]'', Olimar can now use his Pikmin to get items from afar, although this is exclusive to the [[Super Smash Bros. for Wii U|Wii U version]]. Olimar can throw the Pikmin where the item is and the Pikmin will carry the item back to Olimar for him to use. They can latch onto and destroy items like the [[Beetle]], even after Olimar picks them up. Among items Pikmin won’t bring back to Olimar are Bob-ombs, Uniras, Soccer Balls, Grass, Warp Stars, Super Mushrooms, Poison Mushrooms, Lightning, Golden Hammers, Mr. Saturns, Cuccos, Sandbags, Super Stars, Smash Balls, heavy items, and completed Daybreaks.


===Effects when thrown by color===
===Effects when thrown by color===
<!--Values for Pikmin Throw in Ultimate is possibly incorrect; Pikmin Throw should be labbed for damage values.-->
{|class="wikitable"
{|class="wikitable"
!rowspan=2|Color!!colspan=3|Damage per hit!!rowspan=2|Effects
!Color!!colspan=3|Damage per hit!!Effects
|-
|-
!SSBB!!SSB4!!SSBU
!!!SSBB!!SSB4!!SSBU!!
|-
|-
|Red||2%||1.1%||2%||No special characteristics other than dealing [[flame]] damage, so the latched character should avoid passing too close to a [[Blast Box]].
|Red||2%||1.1%||2%||No special characteristics other than dealing [[flame]] damage, so the latched character should avoid passing too close to a [[Blast Box]].
Line 34: Line 35:
|Blue||2%||1.1%||2%||Can survive in water, such as in select areas within the [[Subspace Emissary]] or in stages that include water.
|Blue||2%||1.1%||2%||Can survive in water, such as in select areas within the [[Subspace Emissary]] or in stages that include water.
|-
|-
|White||6%||3.7%||4.7%||Deals [[darkness]] damage, around triple the amount of other Pikmin, and can easily rack up 30% damage or more if allowed to do so. Travels very fast and very far when thrown; easier to land a hit but also easier to toss off the stage by accident.
|White||6%||3.7%||4.6%||Deals [[darkness]] damage, around triple the amount of other Pikmin, and can easily rack up 30% damage or more if allowed to do so. Travels very fast and very far when thrown; easier to land a hit but also easier to toss off the stage by accident.
|-
|-
|Purple||6%||6.5%||6%||Instead of latching onto opponents, Purple Pikmin simply ram into them and deal damage once. Low knockback but enough to flinch and mix-up a character expecting to run through Olimar's attack unencumbered. Can be used to [[gimp]] opponents off-stage.
|Purple||6%||6.5%||6%||Instead of latching onto opponents, Purple Pikmin simply ram into them and deal damage once. Low knockback but enough to flinch and mix-up a character expecting to run through Olimar's attack unencumbered. Can be used to [[gimp]] opponents off-stage.
|}
|}


===Number of Pikmin attacks===
===Number of Pikmin Attacks===
After a Pikmin (excluding Purple Pikmin) latches onto an opponent, the total number of times the Pikmin will attack depends on the opponent's percentage of damage. In ''Brawl'' and ''SSB4'' all types of Pikmin will attack the opponent a set number of times depending on their percentage of damage. In ''Ultimate'' the number of attacks varies with both the opponent's percentage of damage and the type of Pikmin thrown.
After a Pikmin (excluding Purple Pikmin) latches onto an opponent, the total number of times the Pikmin will attack depends on the opponent's percentage of damage. In ''Brawl'' and ''SSB4'' all types of Pikmin will attack the opponent a set number of times depending on their percentage of damage. In ''Ultimate'' the number of attacks varies with both the opponent's percentage of damage and the type of Pikmin thrown.


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
!rowspan=2|Damage!!colspan=2|Attacks!!colspan=4|Attacks for each Pikmin in SSBU
!Damage!!colspan=2|Attacks!!colspan=4|Attacks for each Pikmin in SSBU
|-
|-
!SSBB!!SSB4!!Red!!Yellow!!Blue!!White
!!!SSBB!!SSB4!!Red!!Yellow!!Blue!!White
|-
|-
| 0-2% || 9 || 11 || 11 || 10 || 11 || 10
| 0-2% || 9 || 11 || 11 || 10 || 11 || 10
Line 74: Line 75:


===Piklag===
===Piklag===
Starting in ''SSB4'', Pikmin that are latched onto an opponent apply 2 frames of [[hitlag]] every time they attack. This helps Olimar overcome his slow maneuverability by slowing down an opponent's actions with Pikmin, making their approach more reactable in the process. As Olimar does not suffer hitlag during his smash attacks and throws, Piklag also extends the window of time in which he can perform a combo; for example, in ''Ultimate'', Olimar's second jab can confirm {{mvsub|Olimar|SSBU|back aerial}} far more easily through Piklag, as well as perform more elaborate drag-down combos with {{mvsub|Olimar|SSBU|neutral aerial}}.
Starting in ''SSB4'', Pikmin that are latched onto an opponent apply 2 frames of [[hitlag]] every time they attack. This helps the Captain overcome his slow manoeuvrability by slowing down an opponent's actions with Pikmin, making their approach more reactable in the process. As Olimar does not suffer hitlag during his Smash attacks and throws, Piklag also extends the window of time in which he can perform a combo; for example, in ''Ultimate'', Olimar's second jab can confirm {{mvsub|Olimar|SSBU|back aerial}} strictly through Piklag.


During hitlag, a Pikmin's attack cycle normally stops with the opponent; with attacks that possess [[electric]] properties, however, a Pikmin will ignore the extra hitlag and continue their attack cycle. This makes Yellow Pikmin excellent abusers of Piklag, as all of their attacks cause enough hitlag to trigger Piklag at least once whilst the opponent suffers [[hitstun]], furthering its combo-enabling potential.
During hitlag, a Pikmin's attack cycle normally stops with the opponent; with attacks that possess [[electric]] properties, however, a Pikmin will ignore the extra hitlag and continue their attack cycle. This makes Yellow Pikmin excellent abusers of Piklag, as all of their attacks cause enough hitlag to trigger Piklag at least once whilst the opponent suffers [[hitstun]], furthering its combo-enabling potential.
Line 123: Line 124:
==Origin==
==Origin==
[[File:PikminThrowOrigin.jpg|thumb|Art of Olimar throwing a Pikmin from ''Pikmin''.]]
[[File:PikminThrowOrigin.jpg|thumb|Art of Olimar throwing a Pikmin from ''Pikmin''.]]
In ''{{b|Pikmin|game}}'', if Olimar is unable to [[Pikmin Order|direct]] the Pikmin to something, he could alternatively throw them to what he wanted them to interact with. Thrown at enemies, the Pikmin will damage them. Most Pikmin types attack by clinging onto enemies and hitting them repeatedly with their stems, but a few types instead slam into enemies without normally clinging on, like Purple Pikmin. Due to not being very strong by themselves, the key to the Pikmin's power was to overwhelm enemies with large numbers of them. Often, throwing Pikmin onto a creature's back is a safer alternative, not only avoiding attack but sometimes dealing additional damage or even killing weaker enemies outright. Additionally, differently colored Pikmin have different traveling arcs: Yellow Pikmin can be thrown the highest, whereas Purple Pikmin are thrown in a straight line and, at the apex of the throw, slam on the ground.
In ''{{b|Pikmin|game}}'', if Olimar is unable to [[Pikmin Order|direct]] the Pikmin to something, he could alternatively throw them to what he wanted them to interact with. Thrown at enemies, the Pikmin will cling to them and attack. Due to not being very strong by themselves, the key to the Pikmin's power was to overwhelm enemies with large numbers of them. Often, throwing Pikmin onto a creature's back is a safer alternative, not only avoiding attack but sometimes dealing additional damage or even killing weaker enemies outright. Additionally, differently colored Pikmin have different traveling arcs: Yellow Pikmin can be thrown the highest, whereas Purple Pikmin have the shortest distance because of their mass.
{{clr}}
{{clear}}
 
==Gallery==
==Gallery==
<gallery>
<gallery>
Line 151: Line 151:


==Trivia==
==Trivia==
*In ''Brawl'', Pikmin Throw does not change pitch upon Olimar growing or shrinking.
*In ''Brawl'', Pikmin Throw uniquely won’t change pitch upon growing or shrinking.
*In ''SSB4'' and ''Ultimate'', Yellow Pikmin make a unique sound with smash attacks and Pikmin Throw.
*In ''SSB4'' and ''Ultimate'', yellow Pikmin make a unique sound with smash attacks and Pikmin Throw.
*From ''SSB4'' onwards, Pikmin Throw is Olimar's only special move that deals damage.
*From ''SSB4'', onwards Pikmin Throw is Olimar’s only special move that deals damage.


{{Special Moves|char=Olimar}}
{{Special Moves|char=Olimar}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)