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 | ||
|} | |} | ||
Some notes: | |||
* Rock Pikmin cannot latch onto enemies in most cases; see [[#Rock Pikmin|below]]. | * Rock Pikmin cannot latch onto enemies in most cases; see [[#Rock Pikmin|below]]. | ||
* In ''Pikmin 3'', the first hit that a Pikmin delivers to an enemy after latching on will inflict double damage. | * In ''Pikmin 3'', the first hit that a Pikmin delivers to an enemy after latching on will inflict double damage. | ||
* [[Maturity]] | * [[Maturity]] doesn't have an effect on how much damage a Pikmin does. | ||
* When any type of Pikmin is under the effect of | * When any type of Pikmin is under the effect of ultra-spicy spray, their damage output will be different; see [[ultra-spicy spray|here]]. | ||
* In {{p2}}{{'s}} [[2-Player Battle]] mode, | * In {{p2}}{{'s}} [[2-Player Battle]] mode, Red Pikmin deal 10 damage per hit so that both teams are even. | ||
* [[Ultra-bitter spray|Petrified]] enemies may suffer more or less damage than normal; see [[Ultra-bitter spray#Petrification|here]] | * [[Ultra-bitter spray|Petrified]] enemies will remain immobile until they either die or break out. Whilst petrified, enemies may suffer more or less damage than normal; see [[Ultra-bitter spray#Petrification|here]]. | ||
===Purple Pikmin | ===Purple Pikmin pound=== | ||
{{see more|Purple Pikmin | {{see more|Purple Pikmin}} | ||
In {{p2}}, | In {{p2}}, when a Purple Pikmin is [[throw]]n onto an enemy, it will pound onto that enemy from above, dealing much more damage than a standard hit. For most enemies, this is 50 damage, but for the [[Segmented Crawbster]], [[Waterwraith]], and [[Emperor Bulblax]] it is 10 damage. After this pound, it will get off the enemy and hit it from the side as normal. | ||
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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When [[charge]]d onto an enemy or when running towards it while idle, Rock Pikmin will attack by rolling into the enemy. This normally deals 20 damage, but it happens much less frequently than slap attacks, which means calling Rock Pikmin and throwing them again usually deals more damage than letting them attack on their own. There are a few situations where Rock Pikmin can latch onto enemies, such as on the legs of the [[Shaggy Long Legs]], and they will attack at the standard speed in these situations, dealing 20 damage per hit. | When [[charge]]d onto an enemy or when running towards it while idle, Rock Pikmin will attack by rolling into the enemy. This normally deals 20 damage, but it happens much less frequently than slap attacks, which means calling Rock Pikmin and throwing them again usually deals more damage than letting them attack on their own. There are a few situations where Rock Pikmin can latch onto enemies, such as on the legs of the [[Shaggy Long Legs]], and they will attack at the standard speed in these situations, dealing 20 damage per hit. | ||
===Punch=== | ===Punch=== | ||
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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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Leaders and Pikmin, too, can be damaged during combat. As with Pikmin, leaders can be bitten, knocked back, crushed, and suffer negative consequences for touching a harmful [[hazard]]. Leaders can collect [[upgrade]]s, which can help protect them from damage. On top of losing health, leaders can also suffer other consequences from attacks, as elaborated [[Health#Leaders|here]]. | Leaders and Pikmin, too, can be damaged during combat. As with Pikmin, leaders can be bitten, knocked back, crushed, and suffer negative consequences for touching a harmful [[hazard]]. Leaders can collect [[upgrade]]s, which can help protect them from damage. On top of losing health, leaders can also suffer other consequences from attacks, as elaborated [[Health#Leaders|here]]. | ||
Pikmin do not seem to have health that can be depleted, although this is hard to confirm, as explained [[Health#Pikmin|here]]. During combat they can still be harmed. In ''Pikmin'' | Pikmin do not seem to have health that can be depleted, although this is hard to confirm, as explained [[Health#Pikmin|here]]. During combat they can still be harmed. In ''Pikmin'' and ''Pikmin 2'', Pikmin that are knocked down by an enemy have a chance of their maturities being reduced as explained [[Maturity#Decreasing|here]]. In ''Pikmin 3'', Pikmin that are shaken off of an enemy or fall off of one will retain their maturities. In any ''Pikmin'' game, Pikmin that are shaken off of an enemy will briefly lie on the ground before getting up, but this is not always the case. Pikmin battling a [[Shaggy Long Legs]] that fall off one of its legs after picking the hairs off one of its joints will get up on their own, but Pikmin the creature shakes off normally will remain on the ground indefinitely until they are [[whistle]]d, as bumping into them does nothing. | ||
Flower-stage Pikmin that die in ''Pikmin'' have a chance of leaving behind a seed that becomes a [[sprout]] the following day and can be plucked. Hazards like [[fire]], [[water]], and [[poison]] will respectively cause all but [[Red Pikmin]], [[Blue Pikmin]], and [[White Pikmin]] to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies in ''Pikmin 2'' that use [[electricity]] are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity in ''Pikmin 3'', however, is harmless, only causing non-[[Yellow Pikmin]] that come in contact with it to be thrown back, onto the ground, paralyzed, until they are [[whistle]]d | Flower-stage Pikmin that die in ''Pikmin'' have a chance of leaving behind a seed that becomes a [[sprout]] the following day and can be plucked. Hazards like [[fire]], [[water]], and [[poison]] will respectively cause all but [[Red Pikmin]], [[Blue Pikmin]], and [[White Pikmin]] to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies in ''Pikmin 2'' that use [[electricity]] are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity in ''Pikmin 3'', however, is harmless, only causing non-[[Yellow Pikmin]] that come in contact with it to be thrown back, onto the ground, paralyzed, until they are [[whistle]]d. | ||
Enemies have a variety of ways to harm or kill Pikmin, such as [[#Shaking|shaking them off]], deflowering them, burying them, crushing them, eating them, or using another hazard against them. Most enemies have a limit on how many Pikmin they can kill or harm at once in a given [[#Attacking|attack]]. For example, a Spotty Bulborb in ''Pikmin'' can only gobble 3 Pikmin at most in a single chomp, but a [[Spotty Bulbear]] can capture up to 5. Some enemies can also harm other enemies or themselves; a prime example is the [[Decorated Cannon Beetle]], a creature that spits boulders which can be led into other enemies or even the creature that launched it. | Enemies have a variety of ways to harm or kill Pikmin, such as [[#Shaking|shaking them off]], deflowering them, burying them, crushing them, eating them, or using another hazard against them. Most enemies have a limit on how many Pikmin they can kill or harm at once in a given [[#Attacking|attack]]. For example, a Spotty Bulborb in ''Pikmin'' can only gobble 3 Pikmin at most in a single chomp, but a [[Spotty Bulbear]] can capture up to 5. Some enemies can also harm other enemies or themselves; a prime example is the [[Decorated Cannon Beetle]], a creature that spits boulders which can be led into other enemies or even the creature that launched it. | ||
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In {{p1}} and {{p2}}, some Pikmin are more likely to die than others, due to engine limitations. It boils down to how the games check which Pikmin should die for any given attack.{{cite youtube|-t_3nXsIhrA|explaining what Pikmin are more likely to die in ''Pikmin''}}{{cite youtube|e8Jw5UoeO4g|explaining what Pikmin are more likely to die in ''Pikmin 2''}} In ''Pikmin 3'' and ''Hey! Pikmin'', although it isn't clear, it seems that the Pikmin closest to the center of the attack are the ones that get hit by it. | In {{p1}} and {{p2}}, some Pikmin are more likely to die than others, due to engine limitations. It boils down to how the games check which Pikmin should die for any given attack.{{cite youtube|-t_3nXsIhrA|explaining what Pikmin are more likely to die in ''Pikmin''}}{{cite youtube|e8Jw5UoeO4g|explaining what Pikmin are more likely to die in ''Pikmin 2''}} In ''Pikmin 3'' and ''Hey! Pikmin'', although it isn't clear, it seems that the Pikmin closest to the center of the attack are the ones that get hit by it. | ||
The general idea is that each game keeps a list of loaded Pikmin in memory. This list can fit 100 entries, and normally, it starts off empty. When a Pikmin is loaded into memory, it fills in the next vacant slot. In the case of an empty list, this is slot 0. The second Pikmin to be called out fills slot 1, and so on. When an enemy attacks to eat, the game checks every loaded Pikmin to see if it is colliding with the mouth's hitbox, and starts checking slot 0, then slot 1, | The general idea is that each game keeps a list of loaded Pikmin in memory. This list can fit 100 entries, and normally, it starts off empty. When a Pikmin is loaded into memory, it fills in the next vacant slot. In the case of an empty list, this is slot 0. The second Pikmin to be called out fills slot 1, and so on. When an enemy attacks to eat, the game checks every loaded Pikmin to see if it is colliding with the mouth's hitbox, and starts checking slot 0, then slot 1, etc. | ||
This behavior is also used for other enemy-related actions, like a [[Fiery Blowhog]] deciding whether to change targets or to keep the current one, in ''Pikmin''. | This behavior is also used for other enemy-related actions, like a [[Fiery Blowhog]] deciding whether to change targets or to keep the current one, in ''Pikmin''. | ||
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{{guide}} | {{guide}} | ||
While combat can be as simple as [[throw]]ing or [[charging]] Pikmin at the beast until it | While combat can be as simple as [[throw]]ing or [[charging]] Pikmin at the beast until it does, there are a few tactics that players can make use of to minimize casualties and get the task done faster. Naturally, basic tactics include not submitting Pikmin to [[hazard]]s they are vulnerable to, and not going all-out when the enemy is doing something dangerous. | ||
As described [[#Enemy patterns|above]], most enemies tend to perform specific things at specific times. A player that is savvy of these actions is better prepared to deal with them, and is at a lower risk of losing Pikmin or leaders. On top of that, expert players can predict and even bait the enemy into performing specific actions so they can optimally punish them. | As described [[#Enemy patterns|above]], most enemies tend to perform specific things at specific times. A player that is savvy of these actions is better prepared to deal with them, and is at a lower risk of losing Pikmin or leaders. On top of that, expert players can predict and even bait the enemy into performing specific actions so they can optimally punish them. | ||
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* Waiting until an enemy is performing an idling animation that cannot be interrupted, like the [[Bearded Amprat]] stretching. | * Waiting until an enemy is performing an idling animation that cannot be interrupted, like the [[Bearded Amprat]] stretching. | ||
* Purposely alerting a creature like a Bulborb just to let it fall back asleep, and then attacking. Since the Bulborb has to follow through with the falling asleep animation and then the waking up animation, this leaves it vulnerable for some seconds. | * Purposely alerting a creature like a Bulborb just to let it fall back asleep, and then attacking. Since the Bulborb has to follow through with the falling asleep animation and then the waking up animation, this leaves it vulnerable for some seconds. | ||
===Exploiting focus=== | ===Exploiting focus=== | ||
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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. | ||
|} | |} | ||