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Punch

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Revision as of 11:50, October 24, 2014 by Espyo (talk | contribs) (Elaborated punching attacks.)
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The following article or section is in need of assistance from someone who plays Pikmin 3.

The President performing his three punches.

Punching is an ability that leaders have in the Pikmin games. This mechanic allows the leader to provide an offensive output without the need of Pikmin.

To punch, the current leader must have no group Pikmin nearby, meaning that they must either have no Pikmin in their party, or the closest Pikmin must be a considerable distance away. Then, the throw button, A / the A Button on the Wii Remote should be pressed. This will make the leader throw their fist and punch nearby enemies. This is a way to defeat enemies without using Pikmin, but it provides only a fraction of the damage that an organized Pikmin attack is normally capable of. As such, punching is only recommended when the target has particularly low health; Bulborb Larvae are an excellent example. A leader's attack cannot damage hazards or other leaders, not even in competitive two-player modes.

Other uses for punches are:

Strategies

Although punching is only worth it in specific circumstances, it is possible to enhance its effectiveness in a small number of ways.

If a leader is on the party, they will punch alongside the active captain. Because of their simplistic intelligence, they usually remain close to the active leader, until a punch is thrown, at which point they will actively go out of their way just to attack the enemy, returning to their partner's side after throwing a jab. If the player's leader continues to punch, so will the other leader. Inactive leaders cannot use the Rocket Fist.

In Pikmin 2, a a glitch makes it possible to punch faster if the current leader is walking or turning. While doing so, the animations for the punches are sped up significantly, and it is possible to send out jabs faster than normal. It is, however, difficult to keep walking and facing the target enemy; the most effective way to do it is to walk against the enemy, and balance the positioning so that the leader doesn't slip off from the creature's sides. Alternately, Stick / the Control Stick on the Nunchuk can be quickly swept left and right, ensuring that the leader is always walking, but not moving away. The hitbox for the punch attacks is considerably big, meaning the player does not have to necessarily face the enemy in order for the fist to connect.

Rocket Fist

Main article: Brute Knuckles.

The Rocket Fist is an upgrade in Pikmin 2 that is obtained after the Brute Knuckles are salvaged. This allows the current leader to perform a three-punch combo, with a devastating third punch; this can be achieved by pressing the punch button in quick succession.

Technical information

In Pikmin, Captain Olimar's punch causes 10 health points of damage.

In Pikmin 2, the main punch causes 7.5 points of damage; with the Rocket Fist, the second punch also causes 7.5 points, and the third punch causes 18.75 points of damage. The first punch connects 5 frames after the button press, the second connects after 17 frames of the first punch button press, and the third after 32 frames. If walking, however, the punches connect 5, 10 and 18 frames after the first button press; meaning that, when walking, the punches can hit 1.7 times faster.

In Super Smash Bros. for 3DS and Wii U

In Super Smash Bros. Brawl, none of Olimar's attacks consist of punches. However, for the sequels, Super Smash Bros. for 3DS and Wii U, some of his moves were changed to reflect the punches leaders can throw in Pikmin 2 with the Rocket Fist upgrade. Olimar's neutral attack consist of the two initial punches, and his forward strong attack has him wind up his fist and throw it forward, much like the third and final sequenced punch in Pikmin 2.

See also