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Pikmin Throw

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Pikmin Throw
Pikmin Throw SSBB.jpg
Olimar, tossing different-color Pikmin onto Diddy Kong.
User Olimar
Universe Pikmin
Article on Pikipedia Throw

Pikmin Throw (ピクミン投げ Throw Pikmin) is 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. The move 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). 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. The player can 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; they will instead deal damage as they pass through. A strong attack is usually enough to not only shake off the Pikmin, but usually also kill them. Pikmin will not be shaken off by an attack they are immune to (trying to Falcon Punch a Red Pikmin off one's body will have no effect).

Effects when thrown by colour

Colour Damage per hit Effects
Red 2% No special characteristics other than dealing flame damage, so the latched character should avoid passing too close to a Blast Box.
Yellow 2% When thrown, travels slower and in a higher arc than other Pikmin, which can make it easier or harder to land a hit. Deals electric damage when latched.
Blue 2% Can survive in water, such as in select areas within the Subspace Emissary or in stages that include water.
White 6% Deals poison damage, triple the amount of other Pikmin, and can easily rack up 30% damage or more if allowed to do so. Travels very fast and very far when thrown; easier to land a hit but also easier to toss off the stage by accident.
Purple 6% Instead of latching onto opponents, Purple Pikmin simply ram into them and deal damage once. Low knockback but enough to flinch and mix-up a character expecting to run through Olimar's spam.

Description from the Instruction Booklet

Throw Pikmin out to do your bidding. If it hits its mark, the Pikmin will cling and cause damage.

Number of times that the Pikmin will attack the opponent

The total number of times the Pikmin will attack the opponent depends on the damage that the opponent has when the Pikmin latches on to him/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

Super Smash Bros. for Wii U
  • 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 or Mushroomy Kingdom stage 1-2), the Pikmin will get stuck and spin on forever, therefore, they will soon die. The player cannot whistle them back.

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. Additionally, differently colored Pikmin would have different traveling arcs; Yellow could be thrown the highest and white could be thrown the farthest. Similarly, Purple Pikmin traveled the shortest distance, due to their mass; all of these characteristics were carried over to in Brawl.