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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}}
[[File:Olimar throws Blue Pikmin P1 art.png|thumb|250px|Art of [[Captain Olimar]] throwing a [[Blue Pikmin]].]]
[[File:Olimar throws Blue Pikmin P1 art.png|thumb|250px|Art of [[Captain Olimar]] throwing a [[Blue Pikmin]].]]
{{game help|p3|Add things that can't be done while holding, and special throws.}}
{{game help|p3|Add things that can't be done while holding, and special throws.}}
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== Controls ==
== Controls ==
{| class="wikitable"  style="text-align:center;"  
=== Holding and throwing ===
!rowspan="2"|
{| class="wikitable"
!colspan="3"; border-right:solid 20px black|''Pikmin'' / ''Pikmin 2''
| colspan="2" | {{p1}}<br>{{p2}}
!colspan="3"|''Pikmin 3''
| Hold {{button|gc|a}} to [[#Holding|hold]], release to throw
!colspan="2"|''Pikmin 3 Deluxe'' / ''Pikmin 4''
|-
|-
! Nintendo Gamecube||Wii||Nintendo Switch||Gamepad / Pro Controller||Wii Remote||Stylus Mode||Dual Joy-Con / Pro Controller||Single Joy-Con
| colspan="2" | {{npcp1}}<br>{{npcp2}}
| Hold {{button|wii|a}} to hold, release to throw
|-
|-
! Hold
| rowspan="2" | {{p3}}
|{{button|gc|a|size=32}}||{{button|wii|a|size=32}}||{{button|switch|a|size=32}}||{{button|wiiu|a|wiiu|x|size=32}}||{{button|wii|a|size=32}}||{{button|wiiu|stylus|size=32}}||{{button|switch|a|size=32}}||{{button|switch|facer|size=32}}
| Classic controls
| Hold {{button|wiiu|a|wiiu|x|wii|a}} to hold, release to throw
|-
|-
! Throw
| Stylus Mode
|Release {{button|gc|a|size=32}}||Release {{button|wii|a|size=32}}||Release {{button|switch|a|size=32}}||Release {{button|wiiu|a|wiiu|x|size=32}}||Release {{button|wii|a|size=32}}||Release {{button|wiiu|stylus|size=32}}||Release {{button|switch|a|size=32}}||Release {{button|switch|facer|size=32}}
| Hold {{button|wiiu|stylus}} to hold, drag to move cursor, release to throw
|-
|-
! Release held Pikmin
| rowspan="2" | {{p3d}} <br>{{p4}}
|colspan="2"|N/A||{{button|switch|b|size=32}}||{{button|wiiu|zr|size=32}}||{{button|wii|b|size=32}}||{{button|wiiu|l|size=32}}||{{button|switch|b|size=32}}||{{button|switch|faced|size=32}}
| Combined Joy-Cons or Pro Controller
| Hold {{button|switch|a|}} to hold, release to throw
|-
|-
! Cycle held type
| Sideways Joy-Con
|{{button|gc|padlr|size=32}}||{{button|wii|b|size=32}}||{{button|switch|r|size=32}}||{{button|wiiu|l|size=32}}||{{button|wii|c|size=32}}||{{button|wiiu|padu|size=32}}||{{button|switch|l|switch|r|size=32}}||{{button|switch|sl|size=32}}(''Pikmin 3 Deluxe'') / {{button|switch|sr|size=32}}(''Pikmin 4'')
| Hold {{button|switch|facer}} to hold, release to throw
|-
|-
! Cycle held maturity
| colspan="2" | {{p1s}}<br>{{p2s}}
|{{button|gc|padud|size=32}}||{{button|wii|padd|size=32}}||{{button|switch|x|size=32}}||colspan="3"|N/A||colspan="2"|N/A
| Hold {{button|switch|a}} to hold, release to throw
|-
| colspan="2" | {{hp}}
| Hold {{button|3ds|stylus}} to hold, drag to move cursor, release to throw
|}
 
=== Releasing a held Pikmin ===
{| class="wikitable"
| rowspan="2" | {{p3}}
| Classic controls
| {{button|wiiu|a|wiiu|x|wii|a}} + {{button|wiiu|b|wii|b}}
|-
| Stylus Mode
| {{button|wiiu|stylus}} + {{button|wiiu|l}}
|-
| rowspan="2" | {{p3d}} <br>{{p4}}
| Combined Joy-Cons or Pro Controller
| {{button|switch|a|}} + {{button|switch|b}}
|-
| Sideways Joy-Con
| {{button|switch|facer}} + {{button|switch|faced}}
|-
| colspan="2" | {{p1s}}<br>{{p2s}}
| {{button|switch|a}} + {{button|switch|b}}
|}
 
=== Swapping held type ===
{| class="wikitable"
| {{p2}}
| {{button|gc|a}} + {{button|gc|padlr}}
|-
| {{npcp1}}<br>{{npcp2}}
| {{button|wii|a}} + {{button|wii|b}}
|}
 
=== Swapping held maturity ===
{| class="wikitable"
| {{p2}}
| {{button|gc|a}} + {{button|gc|padud}}
|-
| {{npcp1}}<br>{{npcp2}}
| {{button|wii|a}} + {{button|wii|padd}}
|}
|}


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*Throwing a Pikmin at a [[Pellet Posy]]'s pellet will make it drop it after just one attack in ''Pikmin'', or make it drop instantly from ''Pikmin 2'' onwards (this only works for 1 pellets in ''Pikmin 3'' and ''Pikmin 4''). [[Winged Pikmin]] cannot do this unless thrown at a very specific spot on the pellet.
*Throwing a Pikmin at a [[Pellet Posy]]'s pellet will make it drop it after just one attack in ''Pikmin'', or make it drop instantly from ''Pikmin 2'' onwards (this only works for 1 pellets in ''Pikmin 3'' and ''Pikmin 4''). [[Winged Pikmin]] cannot do this unless thrown at a very specific spot on the pellet.
*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:
**[[Albino Dwarf Bulborb]]: landing a Pikmin on its back deals of its base health.
**[[Albino Dwarf Bulborb]]: landing a Pikmin on its back deals half of its base health.
**[[Anode Beetle]]: makes it flip over and expose its weak point.
**[[Anode Beetle]]: makes it flip over and expose its weak point.
**[[Breadbug]] and [[Giant Breadbug]]: [[Health|damages]] it and makes it temporarily drop its object. In ''Pikmin 2'', only Purple Pikmin can do this to Giant Breadbugs. In ''Pikmin 4'', Giant Breadbugs can be damaged by being crushed by the weight of ten Pikmin of any type.
**[[Breadbug]] and [[Giant Breadbug]]: [[Health|damages]] it and makes it temporarily drop its object. In ''Pikmin 2'', only Purple Pikmin can do this to Giant Breadbugs. In ''Pikmin 4'', Giant Breadbugs can be damaged by being crushed by the weight of ten Pikmin of any type.
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== Oddities ==
== Oddities ==
For unknown reasons, when the player tries to throw in {{p1}}, there is a chance that Olimar will simply twitch instead. This is not the case if the Pikmin to throw is in front of Olimar, or is far away from him. Every once in a while, the game will enter a state for {{frames|1|y}} frame where it will reject the throw if the player presses the button on that frame. In the GameCube game, this happens every {{frames|11|y}} frames, though sometimes it's every {{frames|10|y}} frames instead, and in the ''[[New Play Control!]]'' release, it's roughly every {{frames|3}} frames, with the periodic break of {{frames|20}} frames where the glitch won't happen.{{cite youtube|9uOnWMzhMh0|showing how Olimar can fail to throw, and how various actions like whistling do not fix the problem|published={{date|20|July|2020}}|retrieved={{date|22|July|2020}}}}
For unknown reasons, when the player tries to throw in {{p1}}, there is a chance that Olimar will simply twitch instead. This is not the case if the Pikmin to throw is in front of Olimar, or is far away from him. Every once in a while, the game will enter a state for {{frames|1|y}} frame where it will reject the throw if the player presses the button on that frame. In the GameCube game, this happens every {{frames|11|y}} frames, though sometimes it's every {{frames|10|y}} frames instead, and in the ''[[New Play Control!]]'' release, it's roughly every {{frames|3|y}} frames, with the periodic break of {{frames|20|y}} frames where the glitch won't happen.{{cite youtube|9uOnWMzhMh0|showing how Olimar can fail to throw, and how various actions like whistling do not fix the problem|published={{date|20|July|2020}}|retrieved={{date|22|July|2020}}}}


In {{p3d}}, if the player is repeatedly pressing the throw button quickly enough, when they run out of Pikmin of the current standby type and the next type is [[bomb rock]]s, the game will quickly swap to the next type over instead. Possibly as a result of this, if the player holds a non-bomb Rock Pikmin, then swaps types while holding until they select bomb rocks, throwing that Pikmin and then quickly pressing the throw button again will make the game swap to the next type, causing the player to hold or even throw a non-bomb Rock Pikmin.{{cite web|https://twitter.com/EspyoPT/status/1333845362050625536|Twitter video|Twitter|published={{date|1|December|2020}}|retrieved={{date|1|December|2020}}}} Care should be taken as to not throw unarmed Pikmin into an active bomb. Giving a small pause between the next throw, or simply swapping to bomb rocks without holding a Pikmin allows the player to throw several bombs without this risk.
In {{p3d}}, if the player is repeatedly pressing the throw button quickly enough, when they run out of Pikmin of the current standby type and the next type is [[bomb rock]]s, the game will quickly swap to the next type over instead. Possibly as a result of this, if the player holds a non-bomb Rock Pikmin, then swaps types while holding until they select bomb rocks, throwing that Pikmin and then quickly pressing the throw button again will make the game swap to the next type, causing the player to hold or even throw a non-bomb Rock Pikmin.{{cite web|https://twitter.com/EspyoPT/status/1333845362050625536|Twitter video|Twitter|published={{date|1|December|2020}}|retrieved={{date|1|December|2020}}}} Care should be taken as to not throw unarmed Pikmin into an active bomb. Giving a small pause between the next throw, or simply swapping to bomb rocks without holding a Pikmin allows the player to throw several bombs without this risk.

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