Editing Pikmin Throw
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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 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. | ||
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]] | 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]]. 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=== | ||
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===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 | 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 maneuvrability 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}}. | ||
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. | ||
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==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 | 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 are thrown in a straight line and, at the apex of the throw, slam on the ground. | ||
{{clr}} | {{clr}} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
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==Trivia== | ==Trivia== | ||
*In ''Brawl'', Pikmin Throw | *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 | *From ''SSB4'', onwards Pikmin Throw is Olimar’s only special move that deals damage. | ||
{{Special Moves|char=Olimar}} | {{Special Moves|char=Olimar}} |