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{{game icons|p3=y|p4=y}}
#REDIRECT [[Lock-on#Charge]]
[[File:ChargeDataFile.jpg|250px|thumb|The [[data file]] explaining how to charge.]]
{{image}}
 
'''Charging''' ({{j|突撃|Totsugeki|Charge}}) is a feature in {{p3}} and {{p4}} that allows the player to instantly order [[Pikmin family|Pikmin]] in their [[group]] to rush towards a target, and work on it or [[Combat|attack]] it, much like if they were [[throw]]n at it. This effectively replaces the [[swarm]] mechanic of the previous games. The feature works differently in ''Pikmin 3'' and in {{p3d}}.
 
== ''Pikmin 3'' ==
[[File:Spicy Spray.png|thumb|250px|[[Winged Pikmin]] charged onto the [[Burrowing Snagret]].]]
In order to charge at something, the player must be [[lock-on|locked-on]] to it. By issuing the "[[dismiss]]" command while locked-on, the Pikmin in the group will charge at the object. After activating the charge, a horn is heard, the Pikmin jump up and perform a battle cry, and after a small delay, they run at the object. A charge can also sometimes be initiated in the small time window before a leader loses a lock-on due to distance, which can be useful for bypassing certain puzzles when combined with Winged Pikmin.
 
Nothing will happen if the player attempts to charge with no Pikmin or leader in their party. When charging, any leaders following the current leader will be [[dismiss]]ed, possibly to make it easier for the current leader to [[punch]] the target in unison with the Pikmin horde. Pikmin not suited for the task will move slightly towards the target, but will retreat shortly after and rejoin the leader. This happens for the following Pikmin:
 
* Flowered Pikmin directed towards [[nectar]].
* Non-[[Winged Pikmin]] directed towards [[bamboo gate]]s or [[Flukeweed]]s.
* [[Bomb rock]]-wielding Pikmin directed towards anything.
* Non-[[Blue Pikmin|Blue]] or non-[[Winged Pikmin]] directed towards submerged objects.
** This one acts a bit differently. When Pikmin are charging, they tend to walk in a line. If non-Blue or non-Winged Pikmin are charged at an underwater object, they will run towards it, but if the few at the beginning of the line jump into the water, the ones towards the back will give up charging.
 
Due to this, it is advised to stay well-aware of the Pikmin in the current leader's group, if one wishes to direct said leader to attack alongside them, otherwise a press of the [[punch]] button may end up tossing a bomb-armed [[Pikmin family|Pikmin]] instead.
 
When charging, if they do not reach their destination in about one and a half seconds, they will sigh and give up. However, due to a glitch of sorts, there may be times when the Pikmin are told to charge at an object, but give up much quicker than usual, around a total of half a second. The cause for this is currently unknown.
 
In Story Mode, charging is only possible after [[Alph]] finds his [[KopPad]].
 
== ''Pikmin 3 Deluxe'' ==
[[File:P3DX Prerelease Single-Type Charging.jpg|thumb|250px|[[Red Pikmin]] charging at a [[dirt wall]].]]
The player can issue a charge at any moment by pressing {{button|switch|x}}. Holding the button down will make the leader pose in preparation, and will show an arrow indicating what the charge direction is – Pikmin will always be charged in the direction of the [[cursor]]. Releasing the button will cause the charge to take place. Once the button has been held, the player can release it when they are ready to charge.
 
When a charge is issued, only the Pikmin of the current standby type will act, moving forward in the given direction (roughly until the maximum [[throw]]ing distance). Unlike in ''Pikmin 3'', the Pikmin will move right away without stopping to jump up, but they will still let out a battle cry and a horn will still be heard. Pikmin that do not find anything to interact with will pile on that spot for a bit and then return to the leader's group, but Pikmin that do find something will start working on it or attacking it. Pikmin that charge will be removed from the group, and will be re-added if they return by themselves, but they can be [[whistle]]d in order to return sooner.
 
If there are no Pikmin that can charge, the move will fail – the leader will spin anyway, but a clown horn sound will play instead, and nothing will happen. After charging, the player can perform another charge to issue the next Pikmin type to charge as well. So effectively, in order to charge the entire squad, the player must press the button repeatedly. That said, there are some cases where the charge will fail, and game will not change to the next type. The following table explains all of the situations in which a charge will succeed or fail, and which will result in the next Pikmin type charging when the button is pressed again.
 
{| class="wikitable"
! Case
! Result
! If the player presses the button again...
|-
| Default case
| Success
| ...the next type will charge, if any
|-
| Leader has no Pikmin with them
| Fail
| ...nothing happens
|-
| Current type is another leader
| Fail
| ...the next type will charge, if any
|-
| Current type is [[bomb rock]] Pikmin
| Fail
| ...the next type will charge, if any
|-
| Current type is outside of grabbing distance<br>(does not apply to Winged Pikmin above water when the leader is underwater)
| Fail
| ...nothing happens
|}
 
When Pikmin are told to charge at a group of objects, the one that they focus on will depend on its importance &ndash; some objects will have higher priority than others. For instance, charging Pikmin towards both a [[Golden Grenade]] and a [[Whiptongue Bulborb]] corpse (possible in [[Tropical Forest]]) will make them go for the Golden Grenade. However, if the player is [[lock-on|locked-on]] to something, the Pikmin will always go for that object no matter what else is nearby. Charging normally will also make the Pikmin go in a straight line, whereas charging to a locked-on object will make Winged Pikmin fly to it and Blue Pikmin swim to it, if applicable.
 
When Pikmin are charged towards an object that can be carried, they will all race towards it, but only the minimum necessary amount to start carrying it will actually grab on, and the rest will return. If they are charged towards an object that is already being carried, then only those necessary to fill all carrying slots will grab on, and the others will come back.
 
In Story Mode, charging is only possible after [[Alph]] finishes the [[throw]]ing tutorial.
 
== ''Pikmin 4'' ==
In {{p4}}, the charge mechanic functions similarly to {{p3d}}'s charge, but if the button is pressed twice, it charges all [[Pikmin family|Pikmin]]. It is unlocked after purchasing the [[Charging Horn]] upgrade from the lab.
 
===Glowmob===
[[Glow Pikmin]] have an improved version of charging called the Glowmob, similar to Oatchi's [[Rush]] in function and execution. While it has a charge-up time and needs to cool down in between uses, the Glowmob has the extra effect of stunning multiple enemies for a prolonged period of time.
 
== Trivia ==
* Since charging in ''Pikmin 3 Deluxe'' makes the leader do a small jumping animation, it is possible to jump over some small ledges, such as the ones in the [[Silver Lake]], by charging while running towards the ledge.{{cite youtube|4xrX1y6Xyrc|demonstrating jumping with a charge|published={{date|22|February|2021}}|retrieved={{date|15|October|2021}}}}
 
== Names in other languages ==
{{foreignname
|Jap=突撃 (''Pikmin 3'')<br>トツゲキ (''Pikmin 4'')
|JapR=Totsugeki
|JapM=Charge
|ChiTrad=突擊
|ChiTradR=Tújí
|ChiTradM=Charge
|ChiSimp=突击
|ChiSimpR=Tújí
|ChiSimpM=Charge
|Fra=Assaut
|FraM=Assault
|Ger=Angreifen (''Pikmin 3'')<br>Ausschwärmen (''Pikmin 3 Deluxe'')
|GerM=Attack<br>Deploy
|Ita=All'attacco!
|ItaM=Attack!
|Kor=돌격
|KorR=dolgyeog
|KorM=Charge
|SpaA=Cargar (''Pikmin 3'')<br>Embestir (''Pikmin 3 Deluxe'', ''Pikmin 4'')
|SpaAM=Charge
|SpaE=Cargar
|SpaEM=Charge
}}
 
== See also ==
* [[Lock-on]]
* [[Swarm]]
* [[Dismiss]]
 
== References ==
{{refs}}
 
{{controls}}
{{pikmin}}
 
[[Category:Gameplay]]

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