Pikmin Throw: Difference between revisions

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We have templates for that. Or you can come back later and fix it... and remove your sticky note while your at it
m (→‎Piklag: it's technically possible without, whoops)
m (We have templates for that. Or you can come back later and fix it... and remove your sticky note while your at it)
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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 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.
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 ''[[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 ''[[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.
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===
<!--Values for Pikmin Throw in Ultimate is possibly incorrect; Pikmin Throw should be labbed for damage values.-->
{|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!!
!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]].
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|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%||4.6%||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.
|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.
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{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
!Damage!!colspan=2|Attacks!!colspan=4|Attacks for each Pikmin in SSBU
!colspan=2|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
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