Pikmin Throw: Difference between revisions

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Pikmin can be [[reflect]]ed back at Olimar, in which case, they will stick to him. Simply use [[Pikmin Order]] to get them off if this happens.
Pikmin can be [[reflect]]ed 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.
The less damage the opponent has, 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.


==Number of times that the Pikmin will attack the opponent==
==Number of times that the Pikmin will attack the opponent==

Revision as of 19:05, March 10, 2010

File:Pikmin 080111i-l.jpg
Olimar, tossing different-color Pikmin onto Diddy Kong.

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 from Purple Pikmin.

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. However, it may make opponents have to take time to knock the Pikmin off.

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 has, 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.

Number of times that the Pikmin will attack the opponent

The total number of times the Pikmin can do depends on the damage that the opponent has when the Pikmin latches on him or her.

Damage Number of times the Pikmin attacks
1%-2% 9
3%-24% 8
25%-62% 7
63%-92% 6
93%-122% 5
123%-152% 4
153%-182% 3
183%+ 2

Notes

  • There is a glitch that when fighting a boss, throwing the Pikmin at it may have some Pikmin hit it, while 1 or 2 Pikmin latch on then fall down, the Pikmin that latched on the boss will never get to hit.
  • If a player throws some types of Pikmin into a certain area (like Red, Blue, and White Pikmin towards the blocks in Green Greens), the Pikmin will get stuck and spin on forever, therefore, they will soon die. You cannot whistle them back to you.

Origin

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. Often, throwing Pikmin onto a creature's back is a safer alternative, not only avoiding attack but sometimes dealing additional damage or even killing weaker enemies outright.



Template:Pikmin & Olimar Special Moves