Pikmin Throw: Difference between revisions
Fixed spelling of the word "maneuverability"
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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 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. | 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. |