Editing Combat
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{{game icons|p=y|p2=y|p3=y|p4=y|hp=y|pa=y}} | {{game icons|p=y|p2=y|p3=y|p4=y|hp=y|pa=y}} | ||
[[File:Yellow Wollywog attacked P1 art.png|thumb|200px|Artwork of various Pikmin fighting a [[Yellow | [[File:Yellow Wollywog attacked P1 art.png|thumb|200px|Artwork of various Pikmin fighting a [[Yellow Wollywog]].]] | ||
In the {{ps}}, [[Pikmin family|Pikmin]] and [[ | In the {{ps}}, [[Pikmin family|Pikmin]] and [[leaders]] need to engage in '''combat''' against the many different [[enemies]] they encounter. Combat is a core mechanic of the series, as it is frequently required to open up paths or retrieve [[:Category:Collectibles|collectibles]]. The general goal of combat is to reduce an enemy's [[health]] to 0, but there are several ways of damaging enemies and many technicalities of the combat system. | ||
Note that most of this article discusses the main series of games. Spin-off games are described in their own sections. | Note that most of this article discusses the main series of games. Spin-off games are described in their own sections. | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! rowspan="2" | Type | ! rowspan="2" | Type | ||
! colspan=" | ! colspan="3" | Damage | ||
|- | |- | ||
! ''Pikmin'' !! ''Pikmin 2'' !! ''Pikmin 3 | ! ''Pikmin'' !! ''Pikmin 2'' !! ''Pikmin 3'' | ||
|- | |- | ||
| [[Red Pikmin]] | | [[Red Pikmin]] || 15 || 15 || 15 | ||
|- | |- | ||
| [[Yellow Pikmin]] | | [[Yellow Pikmin]] || 10 || 10 || 10 | ||
|- | |- | ||
| [[Blue Pikmin]] | | [[Blue Pikmin]] || 10 || 10 || 10 | ||
|- | |- | ||
| [[Purple Pikmin]] || N/A || 20 | | [[Purple Pikmin]] || N/A || 20 || 15 | ||
|- | |- | ||
| [[White Pikmin]] || N/A || 10 | | [[White Pikmin]] || N/A || 10 || 5 | ||
|- | |- | ||
| [[Bulbmin]] || N/A || 10 | | [[Bulbmin]] || N/A || 10 || N/A | ||
|- | |- | ||
| [[Rock Pikmin]] || N/A || N/A || 20 | | [[Rock Pikmin]] || N/A || N/A || 20 | ||
|- | |- | ||
| [[Winged Pikmin]] | | [[Winged Pikmin]] || N/A || N/A || 5 | ||
|} | |} | ||
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Each pound also has a chance of stunning an enemy. For most enemies, this chance is 30%, but some enemies have higher or lower chances. When an enemy is stunned, it is frozen and does not move, usually for 5 seconds, though a few enemies have longer stun times. | Each pound also has a chance of stunning an enemy. For most enemies, this chance is 30%, but some enemies have higher or lower chances. When an enemy is stunned, it is frozen and does not move, usually for 5 seconds, though a few enemies have longer stun times. | ||
===White Pikmin poison=== | ===White Pikmin poison=== | ||
{{see more|White Pikmin}} | {{see more|White Pikmin}} | ||
When a White Pikmin is | When a White Pikmin is eaten by an enemy, the enemy will instantly take damage from the White Pikmin's internal poison. Each White Pikmin ingestion causes individual damage, even if multiple are eaten at once. Every enemy takes a different amount of damage from an ingestion, and this varies by species and by game. | ||
===Rock Pikmin=== | ===Rock Pikmin=== | ||
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{{main|Bomb rock}} | {{main|Bomb rock}} | ||
{{todo|Describe the specifics of how bomb rock damage works.}} | {{todo|Describe the specifics of how bomb rock damage works.}} | ||
Bomb rocks can be used in combat. Their explosions deal a variable amount of damage to objects in range, though they usually cause much more damage to an enemy that ingests it directly | Bomb rocks can be used in combat. Their explosions deal a variable amount of damage to objects in range, though they usually cause much more damage to an enemy that ingests it directly. | ||
==Taking damage== | ==Taking damage== | ||
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The other players control [[Mii]]s in Pikmin costumes. They can attack with {{button|wii|1}}, which will do a simple smack with whatever is on the end of their stem. This, in combination with {{button|wii|2}} to jump, makes the players able to utilize several attacks. When using powerups, some of these attacks behave differently. | The other players control [[Mii]]s in Pikmin costumes. They can attack with {{button|wii|1}}, which will do a simple smack with whatever is on the end of their stem. This, in combination with {{button|wii|2}} to jump, makes the players able to utilize several attacks. When using powerups, some of these attacks behave differently. | ||
{{todo|Add behaviours for powerups, and complete the table if anything is missing.}} | |||
{| class = "wikitable" | {| class = "wikitable" | ||
! Move | ! Move | ||
! Controls | ! Controls | ||
! Description | ! Description | ||
|- | |- | ||
| Attack | | Attack | ||
| {{button|wii|1}} | | {{button|wii|1}} | ||
| Single smack that deals small damage. | | Single smack that deals small damage. | ||
|- | |- | ||
| | | Repeated attack | ||
|{{button|wii|1}} | | {{button|wii|1}} repeatedly. | ||
| A | | A short series of smacks, each dealing small damage. | ||
|- | |- | ||
| Charged attack | | Charged attack | ||
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| Latched attack | | Latched attack | ||
| {{button|wii|1}} while latched onto an enemy. | | {{button|wii|1}} while latched onto an enemy. | ||
| Similar to the standard attack, but it will always hit | | Similar to the standard attack, but it will always hit and is quicker. | ||
|} | |} | ||