Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.

Pikmin Throw

From SmashWiki, the Super Smash Bros. wiki
Revision as of 14:49, May 6, 2008 by Phred (talk | contribs)
Jump to navigationJump to search

Pikmin Throw is Pikmin & Olimar's Side Special Move. Captain Olimar throws a Pikmin at an enemy, then the Pikmin latches onto the enemy and slowly racks up damage, similar to the effects of Lip's Stick Different Pikmin have different effects when thrown, such as additional throwing damage from a blue Pikmin, a curved trajectory from a yellow Pikmin, and knockback and damage instead of damage over a long period only.

The Pikmin Throw is Olimar's most-often used attack (other than Pikmin Pluck, obviously). However, the fact that only Purple Pikmin have any knockback makes this move difficult to master. It 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. Purple Pikmin are the exception, knocking the enemy away and interrupting any attacks currently winding up.) Olimar's attacks require lots of training to be made effective.

Pikmin can be reflected back at Olimar, in which case, they will stick to him. Simply use Pikmin Order to get them off if this happens.

The less damage the opponent have, the longer time the Pikmin will latch on. Also, Pikmin are unable to latch onto Subspace Emissary enemies. A strong attack is usually enough to not only shake off the Pikmin, but usually also kill them.

In Pikmin, if Olimar wasn't able to direct the Pikmin to something, he could alternatively throw them to what he wanted them to interact with. Thrown at enemies, the Pikmin would cling to them and attack. Not very strong by themselves, the key to the Pikmin's power was to overwhelm enemies with large numbers of them.



Template:Pikmin & Olimar Special Moves