Throw: Difference between revisions

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{{game icons|p=y|p2=y|p3=y|p4=y|hp=y}}
{{game icons|p=y|p2=y|p3=y|p4=y|hp=y|pa=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 ==
=== Holding and throwing ===
{| class="wikitable"  style="text-align:center;"  
{| class="wikitable"
!rowspan="2"|
| colspan="2" | {{p1}}<br>{{p2}}
!colspan="3"; border-right:solid 20px black|''Pikmin'' / ''Pikmin 2''
| Hold {{button|gc|a}} to [[#Holding|hold]], release to throw
!colspan="3"|''Pikmin 3''
|-
!colspan="2"|''Pikmin 3 Deluxe'' / ''Pikmin 4''
| colspan="2" | {{npcp1}}<br>{{npcp2}}
| Hold {{button|wii|a}} to hold, release to throw
|-
|-
| rowspan="2" | {{p3}}
! Nintendo Gamecube||Wii||Nintendo Switch||Gamepad / Pro Controller||Wii Remote||Stylus Mode||Dual Joy-Con / Pro Controller||Single Joy-Con
| Classic controls
| Hold {{button|wiiu|a|wiiu|x|wii|a}} to hold, release to throw
|-
|-
| Stylus Mode
! Hold
| Hold {{button|wiiu|stylus}} to hold, drag to move cursor, release to throw
|{{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}}
|-
|-
| rowspan="2" | {{p3d}} <br>{{p4}}
! Throw
| Combined Joy-Cons or Pro Controller
|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|switch|a|}} to hold, release to throw
|-
|-
| Sideways Joy-Con
! Release held Pikmin
| Hold {{button|switch|facer}} to hold, release to throw
|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}}
|-
|-
| colspan="2" | {{p1s}}<br>{{p2s}}
! Cycle held type
| Hold {{button|switch|a}} to hold, release to throw
|{{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'')
|-
|-
| colspan="2" | {{hp}}
! Cycle held maturity
| Hold {{button|3ds|stylus}} to hold, drag to move cursor, release to throw
|{{button|gc|padud|size=32}}||{{button|wii|padd|size=32}}||{{button|switch|x|size=32}}||colspan="3"|N/A||colspan="2"|N/A
|}
 
=== 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 half of its base health.
**[[Albino Dwarf Bulborb]]: landing a Pikmin on its back deals 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.
**[[Dwarf Bulborb]], [[Snow Bulborb]] and [[Dwarf Orange Bulborb]]: if the Pikmin is thrown onto the creature's back, it will die instantly. However, in ''Pikmin 4'', 2 Pikmin are needed to be thrown on the back of the Dwarf Orange Bulborb to defeat it.
**[[Dwarf Bulborb]], [[Snow Bulborb]] and [[Dwarf Orange Bulborb]]: if the Pikmin is thrown onto the creature's back, it will die instantly. However, in ''Pikmin 4'', 2 Pikmin are needed to be thrown on the back of the Dwarf Orange Bulborb to defeat it.
**[[Dwarf Bulbear]]: In the first game, throwing a Pikmin onto the creature's back deals a large amount of damage to it, but doesn't kill it; from ''Pikmin 2'' onward, it kills them instantly. In ''Pikmin 4'', landing a Pikmin on its back deals one third of its base health.
**[[Dwarf Bulbear]]: in the first game, throwing a Pikmin onto the creature's back deals a large amount of damage to it, but doesn't kill it; in ''Pikmin 2'' and ''Pikmin 3'', it kills them instantly. In ''Pikmin 4'', landing a Pikmin on its back deals one third of its base health.
**[[Dwarf Frosty Bulborb]]: throwing an [[Ice Pikmin]] or [[Glow Pikmin]] onto the creature's back will kill it instantly, other Pikmin types will be [[ice|frozen]].
**[[Dwarf Frosty Bulborb]]: throwing an [[Ice Pikmin]] or [[Glow Pikmin]] onto the creature's back will kill it instantly, other Pikmin types will be [[ice|frozen]].
**[[Honeywisp]]: makes it drop its [[nectar]] (in the first game) or [[egg]] (in the second and fourth games) instantly and fly away.
**[[Honeywisp]]: makes it drop its [[nectar]] (in the first game) or [[egg]] (in the second and fourth games) instantly and fly away.
**[[Iridescent Flint Beetle]], [[Iridescent Glint Beetle]] and [[Doodlebug]]: makes it flip in the air and drop some spoils.
**[[Iridescent Flint Beetle]], [[Iridescent Glint Beetle]], and [[Doodlebug]]: makes it flip in the air and drop some spoils.
**[[Moldy Dwarf Bulborb]] and [[Moldy Slooch]]: landing any type of Pikmin on the [[Toxstool]] growths deals a sizeable chunk of damage. However, it also releases a cloud of [[poison]] which will affect any Pikmin that aren't White Pikmin or Glow Pikmin.
**[[Moldy Dwarf Bulborb]] and [[Moldy Slooch]]: landing any type of Pikmin on the [[Toxstool]] growths deals a sizeable chunk of damage. However, it also releases a cloud of [[poison]] which will affect any Pikmin that aren't White Pikmin or Glow Pikmin.
**[[Shearwig]]: if airborne, the creature dies right away in the first two games. in ''Pikmin 3'' and ''Pikmin 4'', it instead reduces them to ⅓ health and knocks them to the ground.
**[[Female Sheargrub]], [[Male Sheargrub]], [[Shearflea]], and [[Shearwig]]: all [[Mandiblard family|Mandiblards]] die in one hit if a Pikmin is landed directly on its back when grounded. Additionally, Purple Pikmin kill all grounded Mandiblards and other small enemies in a medium-sized range when landing in ''Pikmin 4''. If airborne, Shearwigs dies right away in the first two games. in ''Pikmin 3'' and ''Pikmin 4'', it instead reduces them to ⅓ health and knocks them to the ground.
**[[Skitter Leaf]] and [[Desiccated Skitter Leaf]]: throwing a Pikmin onto either one of the creature's back will instantly kill them.
**[[Skitter Leaf]] and [[Desiccated Skitter Leaf]]: throwing a Pikmin onto either one of the creature's back will instantly kill them.
**[[Unmarked Spectralids]], [[Red Spectralids]], [[White Spectralids]], and [[Yellow Spectralids]]: the creature instantly dies. Interestingly, Unmarked Spectralids die in one hit even though they have the same amount of health as a Dwarf Bulborb.
**[[Unmarked Spectralids]], [[Red Spectralids]], [[White Spectralids]], and [[Yellow Spectralids]]: the creature instantly dies. Interestingly, Unmarked Spectralids die in one hit even though they have the same amount of health as a Dwarf Bulborb.
*When a [[Blue Pikmin]] is thrown at the [[Goolix]]'s 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.
*When a [[Blue Pikmin]] is thrown at the [[Goolix]]'s 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. The damage dealt to the beast will be respective of the amount of Pikmin on the smaller core; the more Pikmin, the higher the amount of damage.
*A Pikmin that is thrown at the [[Armored Cannon Beetle]] or [[Horned Cannon Beetle]]'s blowhole while it's sucking in air will become trapped in it and make it overheat, exposing its weak point. After the Cannon Beetle covers its weak point again, the Pikmin will come out unharmed.
*A Pikmin that is thrown at the [[Armored Cannon Beetle]] or [[Horned Cannon Beetle]]'s blowhole while it's sucking in air will become trapped in it and make it overheat, exposing its weak point. After the Cannon Beetle covers its weak point again, the Pikmin will come out unharmed.
*The shockwaves made by a Purple Pikmin landing after being thrown will make a [[Waterwraith]] temporarily vulnerable. In ''Pikmin 4'', Purple Pikmin can also be thrown directly at the Waterwraith to make it vulnerable.
*The shockwaves made by a Purple Pikmin landing after being thrown will make a [[Waterwraith]] temporarily vulnerable. In ''Pikmin 4'', Purple Pikmin can also be thrown directly at the Waterwraith to make it vulnerable.
*A thrown Purple Pikmin can destroy rocks fired by [[Armored Cannon Larva|Armored Cannon Beetle Larvae]] and [[Decorated Cannon Beetle]]s in ''Pikmin 2''.
*A thrown Purple Pikmin can destroy rocks fired by [[Armored Cannon Larva|Armored Cannon Beetle Larvae]] and [[Decorated Cannon Beetle]]s in ''Pikmin 2''.
*In {{p3}}, Rock Pikmin thrown at [[crystal]]s deal more damage to them than just running into or charging at them. This is no longer the case in {{p3d}}, where Rock Pikmin attacking or charging crystals deals the same amount of damage as being thrown at them.
*In {{p3}}, Rock Pikmin thrown at [[crystal]]s deal more damage to them than just running into or charging at them. This is no longer the case in {{p3d}}, where Rock Pikmin attacking or charging crystals deals the same amount of damage as being thrown at them.
*In ''Pikmin 3'', any kind of Pikmin thrown at a [[Grub-dog family|grub-dog]]'s eyes will cause it to recoil and spit out any Pikmin it may have started to eat.
*In ''Pikmin 3'', any kind of Pikmin thrown directly at a [[Grub-dog family|grub-dog]]'s eyes will cause it to recoil and spit out any Pikmin it may have started to eat.
*When Pikmin are thrown onto the [[Crusted Rumpup]] or [[Ancient Sirehound]]'s tail, it stuns them which exposes its weak point on the tip of the tail (Crusted Rumpup) or its stomach (Ancient Sirehound).
*When enough Pikmin are thrown onto the tail of a [[Crusted Rumpup]] or the [[Ancient Sirehound]], it will stun them, exposing their weak point on the tip of the tail (Crusted Rumpup) or the stomach (Ancient Sirehound).


==Tricks==
==Tricks==
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For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move one digit to {{button|gc|c}} (such as the left or right thumb) and another to {{button|gc|a}} (like the right thumb or right index). The player can then mash {{button|gc|a}} and tilt {{button|gc|c}} so that the group is always near the leader. Due to the way swarming works in the ''New Play Control!'' games, this is a harder task in those games. {{button|wii|padd}} moves the Pikmin towards the cursor, which should be pointing at the enemy or ledge. The Pikmin are on the opposite side from the leader, so in order to keep them close, the player must press {{button|wii|padd}} in short spurts, so that the Pikmin are neither too far ahead or behind.
For the GameCube games, it is relatively simple: after setting the cursor on the intended location, the player can move one digit to {{button|gc|c}} (such as the left or right thumb) and another to {{button|gc|a}} (like the right thumb or right index). The player can then mash {{button|gc|a}} and tilt {{button|gc|c}} so that the group is always near the leader. Due to the way swarming works in the ''New Play Control!'' games, this is a harder task in those games. {{button|wii|padd}} moves the Pikmin towards the cursor, which should be pointing at the enemy or ledge. The Pikmin are on the opposite side from the leader, so in order to keep them close, the player must press {{button|wii|padd}} 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|a}} and {{button|wii|padd}} can be pressed, especially 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 used instead. 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. One way to stop the cursor from leaving its spot on the screen is to place the Nunchuk hand's wrist in front of the [[Wii]] Remote's sensor.{{cite youtube|Wi0SQHvNv6c|demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about}} A better method is to simply move in circles while throwing. It's not quite as effective, but it still increases throw speed.
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|padd}} can be pressed, especially 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 used instead. 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. One way to stop the cursor from leaving its spot on the screen is to place the Nunchuk hand's wrist in front of the [[Wii]] Remote's sensor.{{cite youtube|Wi0SQHvNv6c|demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about}} A better method is to simply move in circles while throwing. It's not quite as effective, but it still increases throw speed.


In ''Pikmin 3'' and ''Pikmin 4'', a Pikmin of the standby type will instantly move towards the leader's hand.
In ''Pikmin 3'' and ''Pikmin 4'', if a Pikmin of the selected type is at least somewhat nearby and in the current leader's [[squad]], it will instantly teleport into the leader's hand.


===Longer throw trick===
===Longer throw trick===
In ''Pikmin'' and ''Pikmin 2'' on the GameCube, if the leader is moving while throwing the Pikmin, the leader's speed is added to the Pikmin throw's speed. 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 over the [[cardboard box]] at the southwest of [[The Forest of Hope]], throwing Pikmin from the western side over the box and onto the eastern side, where they can push it without the need for Blue Pikmin on the nearby lakes.
In ''Pikmin'' and ''Pikmin 2'' on the GameCube, if the leader is moving while throwing a Pikmin, the leader's speed is added to the Pikmin throw's speed, with the Pikmin effectively carrying the momentum of the leader's walking with it. 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 over to the island with the two stick [[bridge]]s on it in the [[Awakening Wood]], skipping the need for Blue Pikmin to be unlocked to enter the [[Snagret Hole]].


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 while moving, which is one of the new control scheme's biggest advantages. 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.
In the rereleases on the [[Wii]] and [[Nintendo Switch]], the leader's momentum is not carried over. This change was made in the New Play Control! versions, likely because if it weren't removed, the player would not be able to accurately throw Pikmin while moving, negating one of the new control scheme's biggest advantages. In these games, the throw distance limit has been raised compared to the GameCube games, especially so in the Nintendo Switch versions, which allows for naturally longer throws that can permit the same exploits as those granted by the carried momentum in the original games.


===High ledge glitch===
===High ledge glitch===
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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|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}}}}
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}}}}


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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! Height (in game distance units)
! Height (in game distance units)
|-
|-
| [[Purple Pikmin]]
| Other Pikmin
| 60.0
| 72.5
|-
|-
| [[Yellow Pikmin]]
| [[Yellow Pikmin]]
| 107.0
| 107.0
|-
|-
| Other Pikmin
| [[Purple Pikmin]]
| 72.5
| 60.0
|-
|-
| [[Leader]]s
| [[Leader]]s
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