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{{game icons|p=y|p2=y|p3=y | {{game icons|p=y|p2=y|p3=y}} | ||
[[File:Thrown Pikmin.jpg|thumb|right|250px|A [[Blue Pikmin]] being thrown.]] | |||
{{game help|p3|This page needs a lot of ''Pikmin 3'' info.}} | |||
'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]] and [[dismiss]]ing. The player can aim where the thrown Pikmin land at, by use of the [[HUD#Cursor|cursor]], and if a Pikmin lands near a task, it will begin working on it; it will remain idle on the spot, otherwise. If a Pikmin hits an enemy during its flight, it will latch on to it, if it can, and begin attacking. To throw, the current leader must be close to a Pikmin on their party, and the player must press {{button|gcn|A|wii|A}}, on the first two games. | |||
The | Pikmin are thrown upwards at an arc, leaving spark particles through their trajectory. The cursor estimates the landing location of a thrown Pikmin, but if there is a wall or object in the way, the Pikmin might bump into it and fall short. One of the traits [[Yellow Pikmin]] possess is the ability to be thrown higher than other types. This allows them to reach ledges otherwise unreachable. The throw arc of [[Purple Pikmin]] is slightly different from the rest: they are thrown faster than the others, so that the apex of their jump is located somewhere above the cursor. When the cursor is reached, the Pikmin loses its horizontal momentum and drops down with a great impact. Upon landing, besides homing in on [[Enemy|enemies]] and causing high damage, they can also cause the creatures to bounce up, making them unable to move for less than a second, or stun them altogether for a few seconds. | ||
In | In all games besides ''Pikmin 3'', [[Blue Pikmin]] can also throw drowning Pikmin: if an idle Blue Pikmin finds a drowning Pikmin nearby, it will grab it, carry it near the surface, and throw it to solid terrain. In ''Pikmin 2'''s [[2-Player Battle]] mode, leaders can also grab and throw [[bomb-rock]]s. | ||
==Holding== | ==Holding== | ||
Before throwing, it is possible to hold on to a Pikmin by keeping the button pressed. While held on, the Pikmin will make a sound indicating that it is ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with the Pikmin in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. When a Pikmin is being held on to, all other Pikmin in the group will be organized by type, so that those of the type of the currently held Pikmin are at the front of the line – this allows the leader to throw several of the same type of Pikmin in a row. | |||
Before throwing, it is possible to hold on to a Pikmin | |||
While holding, it is also possible to press {{button|gcn|Padleftright|wii|B}} to swap the currently held Pikmin for one of a different type in the party, if available. {{button|gcn|Padupdown|wii|Paddown}} can also be used to swap for a different maturity in the same type. Both of these features are not present in the original ''[[Pikmin (game)|Pikmin]]'', for the GameCube. | |||
The leader cannot perform any of the following actions while holding a Pikmin: | The leader cannot perform any of the following actions while holding a Pikmin: | ||
*Switch [[leader]] | *Switch [[leader]] | ||
*[[Dismiss]] | *[[Dismiss]] | ||
*[[Whistle]] | *[[Whistle]] | ||
*[[Lie down]] | *[[Lie down]] | ||
*Use [[spray]]s | *Use [[spray]]s | ||
*[[ | *[[Group move|Move the group]] | ||
*[[Pluck]], [[punch]], or any other action that requires pressing the throw button | *[[Pluck]], [[punch]], or any other action that requires pressing the throw button | ||
While it is not possible to | While it is not possible to move the group, the player can make it thiner and longer by holding {{button|gcn|C}} in any direction, in the GameCube games. In ''[[New Play Control! Pikmin]]'', holding {{button|wii|Paddown}} will make the cursor flash to indicate a group move, but the Pikmin will stay in their place regardless. | ||
==Special throws== | ==Special throws== | ||
Some Pikmin throws perform special actions, instead of making the Pikmin work on a task or latch on to something. | Some Pikmin throws perform special actions, instead of making the Pikmin work on a task or latch on to something. | ||
*In the original ''Pikmin'' (but not the ''[[New Play Control! Pikmin|New Play Control!]]'' | {{spoiler}} | ||
*Throwing a Pikmin at a [[Pellet Posy]]'s pellet will make it drop it after just one attack | |||
*In the original ''Pikmin'' (but not the ''[[New Play Control! Pikmin|New Play Control!]]'' version), thrown [[Yellow Pikmin]] carrying [[bomb-rock]]s will become "ready". When [[whistle]]d, they will drop and activate the bomb-rock. In addition, if thrown next to a [[gate]] or enemy, the Pikmin will in turn throw the bomb at the target. | |||
*Throwing a Pikmin at a [[Pellet Posy]]'s pellet will make it drop it after just one attack. | |||
*The following enemies behave differently when a Pikmin is thrown directly at them: | *The following enemies behave differently when a Pikmin is thrown directly at them: | ||
**[[Anode Beetle]]: makes it flip and expose its weak point. | |||
**[[Anode Beetle]]: makes it flip | **[[Breadbug]] and [[Giant Breadbug]]: [[Health|damages]] it and make it temporarily drop its object. For the Giant Breadbug, this is only true with Purple Pikmin. | ||
**[[Breadbug]] and [[Giant Breadbug]]: [[Health|damages]] it and | **[[Dwarf Red Bulborb]], [[Dwarf Bulbear]] (''Pikmin 2'' and the remakes only), [[Snow Bulborb]] and [[Dwarf Orange Bulborb]]: if the Pikmin is thrown at the center of the creature's back, it will die instantly. | ||
**[[Dwarf Bulborb]], [[Snow Bulborb]] and [[Dwarf Orange Bulborb]]: if the Pikmin is thrown | **[[Honeywisp]]: makes it drop its [[egg]] instantly and fly away. | ||
**[[Iridescent Flint Beetle]], [[Iridescent Glint Beetle]] and [[Doodlebug]]: makes it flip in the air and drop some spoils. | |||
**[[Shearwig]]: if airborne, the creature dies right away. | |||
**[[Honeywisp]]: makes it drop its | **[[Unmarked Spectralids|Unmarked Spectralid]]: when hit in mid-air, this creature instantly dies, even though its [[health]] is as high as that of a Dwarf Red Bulborb. | ||
**[[Iridescent Flint Beetle]], [[Iridescent Glint Beetle]] | *When a [[Blue Pikmin]] is thrown at the [[Goolix]]' larger core, while the creature is stretched, the two cores will slam against one another, and all Pikmin attacking the smaller core will scatter around. | ||
** | *A Pikmin that is thrown at the [[Armored Cannon Beetle]]'s blow-hole will become trapped in it and make the boss overheat, exposing its weak point. | ||
*Throwing a Purple Pikmin at a [[Waterwraith]] will make it temporarily vulnerable. | |||
*A thrown Purple Pikmin can destroy [[Armored Cannon Beetle Larva]] and [[Decorated Cannon Beetle Larva]] rocks. | |||
**[[Unmarked Spectralids]], | |||
*When a [[Blue Pikmin]] is thrown at the [[Goolix]]' | |||
*A Pikmin that is thrown at the [[Armored | |||
* | |||
*A thrown Purple Pikmin can destroy | |||
{{endspoiler}} | |||
{{ | |||
=== | ==Strategies== | ||
[[File: | ===Group move trick=== | ||
{{ | [[File:Group move trick.jpg|thumb|right|300px|The group move trick done with [[frame]]-perfect precision.]] | ||
Under normal circumstances, when the leader presses the throw button with Pikmin nearby, the closest Pikmin will move from its spot towards the leader's hand, where it can then be thrown. This delay varies between games, but it normally makes it so that a player who wants to throw several Pikmin quickly can only throw three or four per second, while mashing the throw button in ''[[ | {{ToDo|Some comparison times would be really nice.}} | ||
Under normal circumstances, when the leader presses the throw button with Pikmin nearby, the closest Pikmin will move from its spot towards the leader's hand, where it can then be thrown. This delay varies between games, but it normally makes it so that a player who wants to throw several Pikmin quickly can only throw three or four per second, while mashing the throw button in ''[[Pikmin]]''. In ''[[Pikmin 2]]'', this delay is shorter, but relevant all the same. | |||
The closer the Pikmin is to the leader, the shorter this delay is. By using the [[ | The closer the Pikmin is to the leader, the shorter this delay is. By using the [[group move]] function, one can move the Pikmin so that they are constantly around the leader. While doing this, the throw button can then be pressed repeatedly and quickly in order to throw Pikmin at a much faster pace. | ||
For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move | For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move the left thumb to {{button|gcn|C}} and keep the right thumb on {{button|gcn|A}}. The player can then mash {{button|gcn|A}} and tilt {{button|gcn|C}} so that the group is always near the leader. Due to the way the group movement works in the ''New Play Control!'' games, this is a harder task in those games. {{button|wii|Paddown}} moves the Pikmin towards the cursor, which is normally pointing at the enemy or ledge. The Pikmin are on the opposite side, so in order to keep them close, the player must press {{button|wii|Paddown}} in short spurts, so that the Pikmin are neither too far ahead or behind. | ||
The method for the ''New Play Control!'' games is quite a lot harder than the GameCube way, as it is harder to position the fingers so that both {{button|wii| | The method for the ''New Play Control!'' games is quite a lot harder than the GameCube way, as it is harder to position the fingers so that both {{button|wii|A}} and {{button|wii|Paddown}} can be pressed – specially without releasing the Nunchuk – it is also hard to maintain a steady cursor while two fingers are pressing on the Wii Remote repeatedly. Finally, it is hard to maintain two different button rhythms at once. As such, an alternate strategy is normally employed. Because the leader can move independently of the cursor, the latter can be held on the target, and the player can focus on moving the leader through the group. Care should be taken in order to keep the cursor from deviating from its intended place, though. | ||
===Longer throw trick=== | ===Longer throw trick=== | ||
In ''Pikmin'' and ''Pikmin 2'' | In ''Pikmin'' and ''Pikmin 2'', if the leader is moving while throwing the Pikmin, the leader's speed is added to the Pikmin throw's force. Hence, if a leader is running forward while throwing a Pikmin in the same direction, it will land much farther than normal. This trick can be used to throw Pikmin to places where they were not meant to reach. An example would be on the [[Cardboard Box]] at the Southwest of the [[Forest of Hope]], throwing Pikmin from the Western side over the box and on to the Eastern side, where they can push it without the need for Blue Pikmin on the nearby lakes. | ||
In the ''New Play Control!'' versions, this trick is not necessary, nor does it work: the leader's momentum is not carried over, otherwise the player would not be able to accurately throw Pikmin all around | In the ''New Play Control!'' versions, this trick is not necessary, nor does it work: the leader's momentum is not carried over, otherwise the player would not be able to accurately throw Pikmin all around, which is the new control scheme's biggest advantage. In these games, the throw distance limit has been raised, compared to the GameCube games, which allows for naturally longer throws that can permit the same exploits as those in the original games. | ||
===High ledge glitch=== | ===High ledge glitch=== | ||
{{main|Glitches in Pikmin#High ledge trick|t1=High ledge trick}} | |||
With the added distance of the trick comes added throw strength, which, when used | By using the aforementioned trick to throw at longer distances, one can make non-Yellow Pikmin reach ledges they shouldn't be able to normally. With the added distance of the trick comes added throw strength, which, when used near a wall, can be enough to propel the Pikmin high enough to reach a high ledge. | ||
==In the ''Super Smash Bros.'' games== | |||
{{external|the move Pikmin Throw|[[smashwiki:Pikmin Throw|SmashWiki]]|SmashWiki.png}} | {{external|the move Pikmin Throw|[[smashwiki:Pikmin Throw|SmashWiki]]|SmashWiki.png}} | ||
In | In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. for 3DS and Wii U]]'', Olimar's forward-special move is called "Pikmin Throw". When used, the next Pikmin in line is grabbed and instantly thrown forward, where it may land on the ground and rejoin the group some seconds later, or latch onto an opponent, where it will cause damage until it falls off. The type of Pikmin determines the damage caused and the throw arc. Yellow Pikmin are thrown at a higher arc, Purple Pikmin are thrown a very short distance, and White Pikmin are thrown very fast and far. [[Red Pikmin]] cause strong fire damage, [[Yellow Pikmin]] cause electrical moderate damage, [[Blue Pikmin]] cause regular damage and [[White Pikmin]] cause high poison damage. [[Purple Pikmin]] do not latch on, but instead, knock the opponent away. | ||
== | ==See also== | ||
*[[Group move]] | |||
*[[Dismiss]] | |||
*[[Controls]] | |||
* | *[[Punch]] | ||
* | |||
{{controls}} | {{controls}} | ||
[[Category:Gameplay]] | [[Category:Gameplay]] |