Pikmin Throw: Difference between revisions
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==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). | 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. | ||
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 | 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 '' | 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. | ||
===Effects when thrown by color=== | ===Effects when thrown by color=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Color!!colspan=3|Damage per hit!!Effects | !rowspan=2|Color!!colspan=3|Damage per hit!!rowspan=2|Effects | ||
|- | |- | ||
!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 35: | Line 34: | ||
|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. | |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. | ||
|- | |- | ||
|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 | ===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. | |||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
!Damage!!colspan=2|Attacks | !rowspan=2|Damage!!colspan=2|Attacks!!colspan=4|Attacks for each Pikmin in SSBU | ||
|- | |- | ||
!!! | !SSBB!!SSB4!!Red!!Yellow!!Blue!!White | ||
|- | |- | ||
| | | 0-2% || 9 || 11 || 11 || 10 || 11 || 10 | ||
|- | |- | ||
| 3 | | 3-24% || 8 || 11 || 10 || 10 || 10 || 10 | ||
|- | |- | ||
| 25 | | 25-62% || 7 || 10 || 9 || 9 || 9 || 9 | ||
|- | |- | ||
| 63 | | 63-92% || 6 || 9 || 8 || 8 || 8 || 8 | ||
|- | |- | ||
| 93 | | 93-122% || 5 || 8 || 8 || 7 || 8 || 7 | ||
|- | |- | ||
| 123 | | 123-152% || 4 || 7 || 7 || 6 || 7 || 6 | ||
|- | |- | ||
| 153 | | 153-182% || 3 || 6 || 6 || 5 || 6 || 6 | ||
|- | |- | ||
| 183% | | 183-999% || 2 || 5 || 5 || 5 || 5 || 5 | ||
|} | |} | ||
====Attack cycle==== | |||
In ''[[SSB4]]'' and ''[[Ultimate]]'': | |||
* Red/Blue Pikmin attack once every 36 frames. | |||
* White Pikmin attack once every 38 frames. | |||
* Yellow Pikmin attack once every 40 frames. | |||
The attack cycle is only interrupted if the Pikmin is hit, or if the opponent is put into [[hitlag]] by an attack. | |||
===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}}. | |||
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. | |||
{{#widget:YouTube|id=rMo2kRe6lyk}} | |||
==Glitches== | ==Glitches== | ||
Line 71: | Line 86: | ||
===Stickmin=== | ===Stickmin=== | ||
[[File:Stickmin.jpg|thumb|Olimar using his forward tilt with a Pikmin stuck to his hand.]] | |||
'''Stickmin''' is a [[glitch]] in ''Super Smash Bros. 4'' [https://www.reddit.com/r/OlimarMains/comments/72em8z/olialph_new_discovery_stickmin/ discovered by] [[Smasher:Guimodas|Guimodas]] which results in the Pikmin at the front of Olimar's line being attached to his hand. The Pikmin will remain attached for as long as the player wishes, which can lead to many curious effects and situationally useful tricks. Stickmin can be executed by using Pikmin Throw once in the air, then again on the same frame that Olimar is landing on the ground ([https://www.youtube.com/watch?v=bZHE4OeQwpY Stickmin demonstration on YouTube)] . There are several setups which accommodate the timing required for this glitch, the first one discovered being to jump, [[buffer]] Olimar's forward aerial, and buffer Pikmin Throw twice. | |||
A Stickmin remains subject to all the rules of Olimar's Pikmin lineup; it maintains its position in the queue even though it remains attached to Olimar's hand. If Olimar uses it to attack, it will execute the attack while still stuck; this generally reduces the attack's range, but in return, the attack is placed in a location the opponent is unlikely to expect. If Olimar uses an action that grabs the Stickmin, it will be freed and return to normal. This includes Olimar's directional aerials, Pikmin Throw, and [[Winged Pikmin]]. Note that this only applies if the Stickmin is the one grabbed; Olimar can use aerials with his other Pikmin without freeing the Stickmin. It is possible for Olimar to have two Stickmin at once, though the utility of this technique is generally low. | |||
Attacks make by a Stickmin have minimal range compared to their normal execution, making them impractical for many situations. But there are some specific cases where it becomes advantageous: | |||
#Down smash. If the Stickmin is on the same side of Olimar as the move's second Pikmin, the area where both can hit the opponent at once is much larger. | |||
#Down throw. All of Olimar's throws release the opponent closer to Olimar when executed by a Stickmin, but down throw is the most useful case, allowing combos to last to much higher percents. | |||
#Edgeguarding with up smash. The hitbox of a Stickmin's up smash is behind and below Olimar and lasts for a fair amount of time, making it a powerful way to cover most opponents attempting to grab the edge. | |||
It should also be noted that holding a Stickmin means it cannot lag behind Olimar and fall out of his lineup, a problem that Purples tend to have. | |||
[[Category:Glitches (SSB4)]] | |||
===Bigmin=== | ===Bigmin=== | ||
'''Bigmin''' is a glitch in ''Ultimate'' involving Olimar's Pikmin and [[Mother Brain]]. To perform the glitch, Mother Brain needs to be summoned from an Assist Trophy by Olimar's opponent. While Mother Brain is growing, Olimar must use | [[File:Bigmin.gif|thumb|Pikmin growing in size on Mother Brain]] | ||
'''Bigmin''' is a glitch in ''Ultimate'' involving Olimar's Pikmin and [[Mother Brain]]. To perform the glitch, Mother Brain needs to be summoned from an Assist Trophy by Olimar's opponent. While Mother Brain is growing, Olimar must use Pikmin Throw on the Mother Brain as it expands. If done correctly, the Pikmin will increase in size along with Mother Brain as it expands ([https://www.youtube.com/watch?v=SJQ0sZIjSoY Bigmin demonstration on YouTube)]. This glitch is only cosmetic, and the Pikmin will return to normal size when they come off of Mother Brain. | |||
[[Category:Glitches (SSBU)]] | [[Category:Glitches (SSBU)]] | ||
{{clrr}} | |||
==Instructional quotes== | ==Instructional quotes== | ||
{{InstructionalQuotes | {{InstructionalQuotes | ||
|ssbbchar=Olimar | |||
|ssbbdesc=Throw Pikmin out to do your bidding. If it hits its mark, the Pikmin will cling and cause damage. | |ssbbdesc=Throw Pikmin out to do your bidding. If it hits its mark, the Pikmin will cling and cause damage. | ||
|ssb4-3char=Olimar | |||
|ssb4-3desc=Thrown Pikmin cling to foes and deal damage. | |ssb4-3desc=Thrown Pikmin cling to foes and deal damage. | ||
|ssbuchar=Olimar | |||
|ssbudesc=Throws Pikmin. Most Pikmin stick to opponents, but Purple Pikmin slam them. | |ssbudesc=Throws Pikmin. Most Pikmin stick to opponents, but Purple Pikmin slam them. | ||
}} | }} | ||
Line 87: | Line 116: | ||
==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | ||
{{CustomSet|Olimar|Side|name1=Pikmin Throw|desc1=Throw your Pikmin. Most colors will stick to opponents, but purple Pikmin will slam them.|name2=Sticky Pikmin Throw|desc2=Throw Pikmin that are harder to shake off, but their attacks do less damage.|name3=Tackle Pikmin Throw|desc3=All Pikmin will behave like | {{CustomSet|Olimar|Side|name1=Pikmin Throw|desc1=Throw your Pikmin. Most colors will stick to opponents, but purple Pikmin will slam them.|name2=Sticky Pikmin Throw|desc2=Throw Pikmin that are harder to shake off, but their attacks do less damage.|name3=Tackle Pikmin Throw|desc3=All Pikmin will behave like purple Pikmin: they'll slam into opponents instead of sticking.}} | ||
# '''Pikmin Throw''': Default. | # '''Pikmin Throw''': Default. | ||
# '''Sticky Pikmin Throw''': Pikmin do slightly less damage per hit, but will stay latched onto opponents for longer and attack faster, thus dealing more damage overall. However, Pikmin are not thrown as far. | # '''Sticky Pikmin Throw''': Pikmin do slightly less damage per hit, but will stay latched onto opponents for longer and attack faster, thus dealing more damage overall. However, Pikmin are not thrown as far. | ||
# '''Tackle Pikmin Throw''': As said in the description, all non-purple | # '''Tackle Pikmin Throw''': As said in the description, all non-purple Pikmin now act like purple Pikmin, by ramming into opponents and dealing damage. | ||
==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 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. | ||
{{ | {{clr}} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
File:Pikmin Throw SSBB.jpg|Olimar using Pikmin Throw on {{SSBB|Diddy Kong}} in ''[[Brawl]]''. | |||
Pikmin Throw.png|Pikmin Throw in {{forwiiu}}. | Pikmin Throw.png|Pikmin Throw in {{forwiiu}}. | ||
Olimar Side Special SSB4.jpg|In {{for3ds}}. | Olimar Side Special SSB4.jpg|In {{for3ds}}. | ||
Pikmin Throw SSB4.jpeg|Pikmin Throw in {{forwiiu}}. | Pikmin Throw SSB4.jpeg|Pikmin Throw in {{forwiiu}}. | ||
Olimar SSBU Skill Preview Side Special.png|Pikmin Throw as shown by | Olimar SSBU Skill Preview Side Special.png|Pikmin Throw as shown by the Move List in ''[[Ultimate]]''. | ||
</gallery> | </gallery> | ||
==Names in other languages== | |||
{{langtable | |||
|ja={{ja|ピクミン投げ|Pikumin Nage}} | |||
|en=Pikmin Throw | |||
|fr=Lancer de Pikmin | |||
|es=Lanzamiento de pikmin | |||
|de=Pikmin-Wurf | |||
|it=Lancio Pikmin | |||
|nl=Pikmin Gooien | |||
|ru={{rollover|Бросок пикмина|Brosok pikmina|?}} | |||
|ko={{rollover|피크민 던지기|Pikeumin Deonjigi|?}} | |||
|zh_cn={{rollover|投掷皮克敏|Tóuzhí Píkèmǐn|?}} | |||
|zh_tw={{rollover|投擲皮克敏|Tóuzhí Píkèmǐn|?}} | |||
}} | |||
==Trivia== | ==Trivia== | ||
*In ''Brawl'', Pikmin Throw | *In ''Brawl'', Pikmin Throw does not change pitch upon Olimar growing or shrinking. | ||
*In ''SSB4'' and ''Ultimate'', | *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. | |||
{{Special Moves|char=Olimar}} | {{Special Moves|char=Olimar}} |
Latest revision as of 12:58, September 21, 2024
Pikmin Throw | |
---|---|
Olimar tossing a Red Pikmin in Ultimate. | |
User | Olimar |
Universe | Pikmin |
Article on Pikipedia | Throw |
Pikmin Throw (ピクミン投げ, Throw Pikmin) is Olimar's side special move.
Overview[edit]
When used, Captain Olimar throws a Pikmin 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.
Pikmin can be reflected 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.
In Super Smash Bros. 4, Olimar can now use his Pikmin to get items from afar, although this is exclusive to the 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.
Effects when thrown by color[edit]
Color | Damage per hit | Effects | ||
---|---|---|---|---|
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. |
Yellow | 2% | 1.1% | 2% | When thrown, travels slower and in a higher arc than other Pikmin, which can make it easier or harder to land a hit. Deals electric damage when latched. |
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. |
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[edit]
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.
Damage | Attacks | Attacks for each Pikmin in SSBU | ||||
---|---|---|---|---|---|---|
SSBB | SSB4 | Red | Yellow | Blue | White | |
0-2% | 9 | 11 | 11 | 10 | 11 | 10 |
3-24% | 8 | 11 | 10 | 10 | 10 | 10 |
25-62% | 7 | 10 | 9 | 9 | 9 | 9 |
63-92% | 6 | 9 | 8 | 8 | 8 | 8 |
93-122% | 5 | 8 | 8 | 7 | 8 | 7 |
123-152% | 4 | 7 | 7 | 6 | 7 | 6 |
153-182% | 3 | 6 | 6 | 5 | 6 | 6 |
183-999% | 2 | 5 | 5 | 5 | 5 | 5 |
Attack cycle[edit]
- Red/Blue Pikmin attack once every 36 frames.
- White Pikmin attack once every 38 frames.
- Yellow Pikmin attack once every 40 frames.
The attack cycle is only interrupted if the Pikmin is hit, or if the opponent is put into hitlag by an attack.
Piklag[edit]
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 back aerial far more easily through Piklag, as well as perform more elaborate drag-down combos with 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.
Glitches[edit]
There is a glitch where when fighting a boss, throwing the Pikmin at it may have some Pikmin hit it, while 1 or 2 Pikmin latch on then fall down. The Pikmin that latched on the boss will never get to hit.
If a player throws some types of Pikmin into a certain area (like Red, Blue, and White Pikmin towards the blocks in Green Greens or Mushroomy Kingdom stage 1-2), the Pikmin will get stuck and spin on, then soon die. The player cannot whistle them back.
Stickmin[edit]
Stickmin is a glitch in Super Smash Bros. 4 discovered by Guimodas which results in the Pikmin at the front of Olimar's line being attached to his hand. The Pikmin will remain attached for as long as the player wishes, which can lead to many curious effects and situationally useful tricks. Stickmin can be executed by using Pikmin Throw once in the air, then again on the same frame that Olimar is landing on the ground (Stickmin demonstration on YouTube) . There are several setups which accommodate the timing required for this glitch, the first one discovered being to jump, buffer Olimar's forward aerial, and buffer Pikmin Throw twice.
A Stickmin remains subject to all the rules of Olimar's Pikmin lineup; it maintains its position in the queue even though it remains attached to Olimar's hand. If Olimar uses it to attack, it will execute the attack while still stuck; this generally reduces the attack's range, but in return, the attack is placed in a location the opponent is unlikely to expect. If Olimar uses an action that grabs the Stickmin, it will be freed and return to normal. This includes Olimar's directional aerials, Pikmin Throw, and Winged Pikmin. Note that this only applies if the Stickmin is the one grabbed; Olimar can use aerials with his other Pikmin without freeing the Stickmin. It is possible for Olimar to have two Stickmin at once, though the utility of this technique is generally low.
Attacks make by a Stickmin have minimal range compared to their normal execution, making them impractical for many situations. But there are some specific cases where it becomes advantageous:
- Down smash. If the Stickmin is on the same side of Olimar as the move's second Pikmin, the area where both can hit the opponent at once is much larger.
- Down throw. All of Olimar's throws release the opponent closer to Olimar when executed by a Stickmin, but down throw is the most useful case, allowing combos to last to much higher percents.
- Edgeguarding with up smash. The hitbox of a Stickmin's up smash is behind and below Olimar and lasts for a fair amount of time, making it a powerful way to cover most opponents attempting to grab the edge.
It should also be noted that holding a Stickmin means it cannot lag behind Olimar and fall out of his lineup, a problem that Purples tend to have.
Bigmin[edit]
Bigmin is a glitch in Ultimate involving Olimar's Pikmin and Mother Brain. To perform the glitch, Mother Brain needs to be summoned from an Assist Trophy by Olimar's opponent. While Mother Brain is growing, Olimar must use Pikmin Throw on the Mother Brain as it expands. If done correctly, the Pikmin will increase in size along with Mother Brain as it expands (Bigmin demonstration on YouTube). This glitch is only cosmetic, and the Pikmin will return to normal size when they come off of Mother Brain.
Instructional quotes[edit]
instruction booklet | Throw Pikmin out to do your bidding. If it hits its mark, the Pikmin will cling and cause damage. | |
case foldout | Thrown Pikmin cling to foes and deal damage. | |
Move List | Throws Pikmin. Most Pikmin stick to opponents, but Purple Pikmin slam them. |
Customization[edit]
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Pikmin Throw | 2. Sticky Pikmin Throw | 3. Tackle Pikmin Throw |
---|---|---|
"Throw your Pikmin. Most colors will stick to opponents, but purple Pikmin will slam them." | "Throw Pikmin that are harder to shake off, but their attacks do less damage." | "All Pikmin will behave like purple Pikmin: they'll slam into opponents instead of sticking." |
- Pikmin Throw: Default.
- Sticky Pikmin Throw: Pikmin do slightly less damage per hit, but will stay latched onto opponents for longer and attack faster, thus dealing more damage overall. However, Pikmin are not thrown as far.
- Tackle Pikmin Throw: As said in the description, all non-purple Pikmin now act like purple Pikmin, by ramming into opponents and dealing damage.
Origin[edit]
In Pikmin, if Olimar is unable to 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.
Gallery[edit]
Olimar using Pikmin Throw on Diddy Kong in Brawl.
Pikmin Throw in Super Smash Bros. for Wii U.
Pikmin Throw in Super Smash Bros. for Wii U.
Pikmin Throw as shown by the Move List in Ultimate.
Names in other languages[edit]
Trivia[edit]
- In Brawl, Pikmin Throw does not change pitch upon Olimar growing or shrinking.
- 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.