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| ==Moveset== | | ==Moveset== |
| :''Notes: The "d" below is a multiplier based on the {{h1|difficulty|Difficulty_scaling}} value. Final damage is rounded down to the nearest whole number. The move names are fan-made in the absence of an official source.''
| | *Rapid Punch - Similar to [[Kirby]]'s neutral attack, this move hits multiple times and can trap Smashers. The number of punches never changes, so a player can attack from behind once it's started. While it deals barely any knockback, it can rack up damage very quickly, especially on higher difficulties. |
| {|class="wikitable"
| | *Triple Combo - Similar to [[Mario]]'s combo, a Big Primid will punch, kick, and then follow up with a push, with each hit coming out very slowly. The first two hits deal no knockback, while the third hit deals strong knockback, enough to KO at high percentages. |
| !Name!!Damage!!Description
| | *Faceplant - Similar to [[King Dedede]]'s dash attack, the Big Primid trips and slides forwards, dealing high damage with very powerful knockback. |
| |-
| | *Smash Punch - A Big Primid's smash attack. This move involves the Big Primid winding up and launching a powerful punch with massively powerful knockback, enough to KO the player under 50%. This is the strongest of the Big Primid's attacks, and one of the strongest attacks among SSE enemies. However, the wind up sequence is very long, resulting in very slow start-up lag. This makes it relatively easy to avoid, but its very long reach can catch a distracted player off guard, with heavy results. Despite its looks, it does not do fire damage. |
| |Double Combo<!--Punch > Kick-->
| | *Spear Jump - While Big Primids can jump onto platforms, they can also crouch down for a second and launch themselves upwards while spinning, damaging characters with strong knockback that are in the way. The Big Primids jump at a slight angle when using this attack instead of straight up, in the player's general direction. |
| |8 + 3.0d (punch)<br>9 + 3.2d (kick)
| | *Stomp - If a player is knocked down in the floor, the Big Primid will jump and attempt to stomp them, causing heavy damage and knockback. The Big Primid makes a commemorative pose after the attack, even if it misses. |
| |Unlike a regular Primid's triple combo, a Big Primid only uses a punch and a kick. The first hit deals low fixed [[knockback]], while the second hit deals moderately strong enough knockback to KO at very high percentages. A Big Primid will sometimes perform a kick without punching first.
| | *[[Sex kick]] - Like a normal Primid, a Big Primid may also jump and try to do a sex kick. This attack rarely hits, however, as it has a rather small hitbox toward the center of the Big Primid's body. |
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| |Smash Punch<!--HardPunch-->
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| |15 + 3.4d
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| |A Big Primid's smash attack. This move involves the Big Primid winding up and launching a powerful punch with massively powerful knockback, enough to KO the player under 50%. This is the strongest of the Big Primid's attacks, and one of the strongest attacks among SSE enemies. However, the wind up sequence is very long, resulting in very slow start-up lag. This makes it relatively easy to avoid, but its very long reach can catch a distracted player off guard, with heavy results. Despite its looks, it does not do fire damage. It deals an additional 20% damage to [[shield]]s.
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| |Rapid Punch<!--RushHold > Rush-->
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| |2 + 0.8d
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| |Gets into a {{iw|wikipedia|boxing}} stance before performing a [[rapid jab]]. Always fires 11 punches even if no target is in range, so a player can attack from behind once it's started. While it deals barely any knockback, it can rack up damage very quickly, especially on higher difficulties. The timing between hits is slower compared to normal Primids and gives enough time to put up a shield or move. Each hit deals 5% [[shield damage]]. The ability to move along with an [[SDI]] multiplier of 3× makes it fairly easy to escape the attack, especially on shorter characters as some of the hits will miss them.
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| |-
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| |Spear Jump<!--HeadButtHiJump > HeadButtHi-->
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| |8 + 2.6d (initial jump)<br>6 + 2.4d (spin)
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| |Crouches down for a second and launch themselves upwards while spinning, damaging characters with light knockback that are in the way. They can jump at a slight angle in the player's general direction instead of just straight up.
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| |Foot Plant<!--KickAirLow-->
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| |8 + 2.6d
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| |One of a Big Primid's two aerial attacks, involving a stomp similar to other characters' [[down air]]s. It cannot [[meteor smash]] but instead deals respectable knockback with a [[Sakurai angle]]. Due to their slow animations and relatively weak jump, Big Primids rarely have time to perform this attack.
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| |Front Kick<!--KickAir-->
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| |6 + 2.5d
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| |The other aerial attack, a forwards kick that deals fixed knockback with a Sakurai angle. Like with Foot Plant, this attack is rarely used. In the event it is used it is unlikely to hit as it has a rather small hitbox toward the center of the Big Primid's body.
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| |Faceplant<!--Sliding_Big-->
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| |8 + 3.0d
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| |Similar to [[King Dedede]]'s dash attack, the Big Primid trips and slides forwards, dealing high damage with very powerful knockback. Deals 10% shield damage.
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| |-
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| |[[Careening]]<!--BulletMode-->
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| |15 - 0.5d
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| |—
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| |}
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| Unlike normal Primids, Big Primids cannot use "Push" or "Acrobatic Stomp".
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| ==HP and damage taken== | | ==HP and damage taken== |