Editing Metal Primid

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==Moveset==
==Moveset==
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.
*Rapid Punch - Similar to [[Kirby]]'s Vulcan Punch, 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.
*Triple Combo - Similar to [[Mario]]'s combo, a Metal Primid will punch, kick, and then follow up with a push, with each hit coming out rather slowly. The first two hits deal no knockback, while the third hit deals moderately strong knockback, enough to KO at very high percentages.
*Faceplant - Similar to [[King Dedede]]'s dash attack, the Metal Primid trips and slides forwards, with average damage and knockback.
*Smash Punch - A Metal Primid's smash attack. This move involves the Metal Primid winding up and launching a powerful punch with strong knockback, the strongest of the Metal 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.
*Spear Jump - While Metal Primids can jump onto platforms, they can also crouch down for a second and launch themselves upwards while spinning, damaging characters with light knockback that are in the way. The Metal Primids jump at a slight angle when using this attack instead of straight up, in the player's general direction.
*Stomp - If a player is knocked down in the floor, the Metal Primid will jump and attempt to stomp them, causing damage and knockback. The Metal Primid makes a commemorative pose after the attack, even if it misses.


:''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.''
A reflected projectile will deal 1.1x damage.
{|class="wikitable"
!Name!!Damage!!Description
|-
|Triple Combo<!--Punch > Kick > Push-->
|4 + 2.0d (punch)<br>5 + 2.1d (kick)<br>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<!--HardPunch-->
|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 [[shield]]s.
|-
|Rapid Punch<!--RushHold > Rush-->
|1 + 0.3d
|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. The ability to move along with an [[SDI]] multiplier of 3× makes it fairly easy to escape the attack.
|-
|Acrobatic Stomp<!--StepJump-->
|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<!--HeadButtHiJump > HeadButtHi-->
|8 + 2.2d (initial jump)<br>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<!--KickAirLow-->
|6 + 2.2d
|One of a 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]].
|-
|Front Kick<!--KickAir-->
|4 + 2.0d
|The other aerial attack, a forwards kick that deals fixed knockback with a Sakurai angle.
|-
|Faceplant<!--Sliding-->
|6 + 2.4d
|Similar to [[King Dedede]]'s dash attack, the Primid trips and slides forwards, with average knockback. Deals 8% [[shield damage]].
|-
|[[Careening]]<!--BulletMode-->
|12 - 0.5d
|&mdash;
|}


==Damage taken==
==Damage taken==
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==Trivia==
==Trivia==
*These and [[Fire Primid]]s are the only [[Primid]]s that don't have the traditional light green color scheme. Coincidentally, they both have an elemental power to them.
*These and [[Fire Primid]]s are the only [[Primid]]s that do not possess their 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.
*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.


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