Metal Primid
| Metal Primid | |
|---|---|
A Metal Primid punching. | |
| Universe | Super Smash Bros. |
| Level(s) appears in | Research Facility I The Ruins Outside the Ancient Ruins The Glacial Peak Subspace Bomb Factory II Battleship Halberd Interior Entrance to Subspace The Great Maze |
| Point worth | 500 |
A Metal Primid (メタルプリム, Metal Prim) is a Primid made of metal. They have the same moveset as regular Primids, but have more health with poorer mobility. The most distinguishing feature of the Metal Primid is their immunity to flinching and knockback from all attacks but throws.
Metal Primids often appear in groups of two, and pose a much larger threat than regular Primids. While their attacks aren't any stronger, and they are slower with less mobility, they have more health, enough to regularly sustain multiple blows before being KO'd, and they are effectively immune to flinching from all non-grabbing attacks. Their immunity to flinching makes it difficult to fight Metal Primids without getting damaged, as they will attack the player through their attacks. Metal Primids can also reflect projectiles, which renders pelting them from far distances with projectiles ineffective. However, Metal Primids are vulnerable to being grabbed, and throws will produce the same hitstun and knockback to them as they would to normal Primids. Exploiting this is generally ideal to safely fight a Metal Primid without sustaining damage from them. Metal Primids are technically not immune to knockback from direct attacks, but were instead given such strong armor that, under realistic scenarios, they would never take knockback. Modding the game to increase the knockback of direct attacks reveals that this armor is not infinite, despite the ability to program infinite armor existing.
Moveset[edit]
Aside from slower attacks and a persistent reflector, Metal Primids have the same hitboxes as normal Primids. A reflected projectile will deal 1.1x damage.
- Notes: The "d" below is a multiplier based on the difficulty value. Final damage is rounded down to the nearest whole number. The move names are fan-made in the absence of an official source.
| Name | Damage | Description |
|---|---|---|
| Triple Combo | 4 + 2.0d (punch) 5 + 2.1d (kick) 6 + 2.2d (push) |
Similar to Mario's jab combo, a Primid will punch, kick, and then follow up with a push, with each hit coming out rather slowly. The startup on the push is long enough that it can always be shielded or even walked away from. The first two hits deal low fixed knockback, while the third hit deals moderately strong enough knockback to KO at very high percentages. |
| Smash Punch | 12 + 2.5d | Effectively, a Primid's smash attack. This move involves the Primid winding up and launching a powerful punch with strong knockback, the strongest of the Primid's attacks. However, the wind up sequence is long, resulting in very slow start-up lag. This, combined with its short reach, makes it relatively easy to avoid. Despite its looks, it does not do fire damage. It deals an additional 15% damage to shields. |
| Rapid Punch | 1 + 0.3d | Gets into a 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. The ability to move along with an SDI multiplier of 3× makes it fairly easy to escape the attack. |
| Acrobatic Stomp | 10 + 2.1d | If a player is knocked down in the floor, the Primid will jump and attempt to stomp them, causing decent damage and knockback. The Primid then flips backwards and makes a pose as if accepting the cheers of an audience, even if the attack missed. |
| Spear Jump | 8 + 2.2d (initial jump) 6 + 2.0d (spin) |
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. |
| Foot Plant | 6 + 2.2d | One of a Primid's two aerial attacks, involving a stomp similar to other characters' down airs. It cannot meteor smash but instead deals respectable knockback with a Sakurai angle. |
| Front Kick | 4 + 2.0d | The other aerial attack, a forwards kick that deals fixed knockback with a Sakurai angle. |
| Faceplant | 6 + 2.4d | Similar to King Dedede's dash attack, the Primid trips and slides forwards, with average knockback. Deals 8% shield damage. |
| Careening | 12 - 0.5d | — |
Damage taken[edit]
| Damage taken | ×1.0 | ×1.3 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×1.0 | ×0.5 |
Trophy[edit]
- Metal Primid
- A Primid covered from head to toe in metallic plating. It cannot be knocked around with conventional attacks due to its hard and heavy nature--we're talking ALL metal, including the frilly feather on its head. On the flip side, the weight of the metal inhibits this Primid's movements. Like a normal Primid, a Metal Primid will also rely on hand-to-hand combat.
: Super Smash Bros. Brawl
Gallery[edit]
Names in other languages[edit]
Trivia[edit]
- These and Fire Primids are the only Primids that don't have the traditional light green color scheme. Coincidentally, they both have an elemental power to them.
- Metal Primid's reflection has a damage limit, like other reflectors in the game. Projectiles with damages that exceed that limit will simply pass through the Metal Primid, without damaging it or being reflected.