Editing Stickmin
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{{delete|Content merged with [[Pikmin Throw]]}} | |||
{{ArticleIcons|ssb4=y|unofficial=y}} | |||
[[Image:Stickmin.jpg|thumb|Olimar using his forward tilt with a Pikmin stuck to his hand.]] | |||
'''Stickmin''' is a [[glitch]] performed by {{SSB4|Olimar}} in [[Super Smash Bros. 4]]. Executing this glitch results in the Pikmin at the front of Olimar's line being attached to his hand for as long as the player wishes, which can lead to many curious effects and situationally useful tricks. | |||
==Mechanics== | |||
The Stickmin glitch can be executed by using [[Pikmin Throw]] once in the air, then again on the same frame that Olimar is landing on the ground. There are several setups which accommodate the timing required for this glitch, the first one discovered being to jump, [[buffer]] Olimar's forward aerial, and buffer Pikmin Throw twice. | |||
A Stickmin remains subject to all the rules of Olimar's Pikmin lineup; it maintains its position in the queue even though it remains attached to Olimar's hand. If Olimar uses it to attack, it will execute the attack while still stuck; this generally reduces the attack's range, but in return, the attack is placed in a location the opponent is unlikely to expect. | |||
If Olimar uses an action that grabs the Stickmin, it will be freed and return to normal. This includes Olimar's directional aerials, Pikmin Throw, and [[Winged Pikmin]]. Note that this only applies if the Stickmin is the one grabbed; Olimar can use aerials with his other Pikmin without freeing the Stickmin. | |||
It is possible for Olimar to have two Stickmin at once, though the utility of this technique is generally low. | |||
==Uses== | |||
Attacks make by a Stickmin have minimal range compared to their normal execution, making them impractical for many situations. But there are some specific cases where it becomes an advantage. | |||
#Down smash. If the Stickmin is on the same side of Olimar as the move's second Pikmin, the area where both can hit the opponent at once is much larger. | |||
#Down throw. All of Olimar's throws release the opponent closer to Olimar when executed by a Stickmin, but down throw is the most useful case, allowing combos to last to much higher percents. | |||
#Edgeguarding with up smash. The hitbox of a Stickmin's up smash is behind and below Olimar and lasts for a fair amount of time, making it a powerful way to cover most opponents attempting to grab the edge. | |||
It should also be noted that holding a Stickmin means it cannot lag behind Olimar and fall out of his lineup, a problem that Purples tend to have. | |||
==External links== | |||
*[https://www.reddit.com/r/OlimarMains/comments/72em8z/olialph_new_discovery_stickmin/ Reddit post] | |||
*[https://www.youtube.com/watch?v=bZHE4OeQwpY YouTube video] | |||
[[Category:Glitches (SSB4)]] | |||