Editing Groovy Long Legs

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When attacked, the Groovy Long Legs will quickly descend from its web, breakdancing as it slams its body into the floor by swinging its legs into place, knocking back the [[Pikmin 4 player character|player character]], [[Pikmin family|Pikmin]], or [[Oatchi]]. At this point, the [[Music in Pikmin 4|music]] plays the opening boss battle theme before being replaced with the creature's own electronic music.
When attacked, the Groovy Long Legs will quickly descend from its web, breakdancing as it slams its body into the floor by swinging its legs into place, knocking back the [[Pikmin 4 player character|player character]], [[Pikmin family|Pikmin]], or [[Oatchi]]. At this point, the [[Music in Pikmin 4|music]] plays the opening boss battle theme before being replaced with the creature's own electronic music.


During the battle, the Groovy Long Legs stomps to the beat of its own theme, with these stomps being its method of killing Pikmin. At times during the fight, it will stop to spray pink gas beneath it from holes in the lower joints of its legs; this is preceded by four smaller clouds of gas as it preps its attack, acting as a warning. Pikmin sprayed by this gas will fall under the control of the beast, a process referred to by Olimar as the "Endless Dance," and will stay frolicking beneath the creature aimlessly. Unlike other hazards in the game, such as fire and ice, attempting to whistle your Pikmin does not free them from the effects of the gas (similar to the spores released by the [[Puffstool]] found in [[Primordial Thicket]]).  
During the battle, the Groovy Long Legs stomps to the beat of its own theme, with these stomps being its method of killing Pikmin. Groovy Long Legs can change its state on every 8th step. At times during the fight, it will stop to spray pink gas beneath it from holes in the lower joints of its legs; this is preceded by four smaller clouds of gas as it preps its attack, acting as a warning. Pikmin sprayed by this gas will fall under the control of the beast, a process referred to by Olimar as the "Endless Dance," and will stay frolicking beneath the creature aimlessly. Unlike other hazards in the game, such as fire and ice, attempting to whistle your Pikmin does not free them from the effects of the gas (similar to the spores released by the [[Puffstool]] found in [[Primordial Thicket]]).  


The only way for Pikmin to be freed from the effects of the gas is to wait for the Groovy Long Legs to calm down and return to its base tempo stomping (where its eyes are cyan). However, after sustaining heavy damage or if the Pikmin under its effects have been dancing for a while, the Groovy Long Legs may raise up two of its legs to slam them back down, freeing Pikmin from the gas in the process. While this move cannot kill Pikmin, it can launch them, the main character, and Oatchi back rather far. However, if the slam misses or doesn't shake off any Pikmin, the Groovy Long Legs may trip and become stunned for a moment. If it takes damage, but not too much, it will instead simply shake its body horizontally.
The only way for Pikmin to be freed from the effects of the gas is to wait for the Groovy Long Legs to calm down and return to its base tempo stomping (where its eyes are cyan). However, after sustaining heavy damage or if the Pikmin under its effects have been dancing for a while, the Groovy Long Legs may raise up two of its legs to slam them back down, freeing Pikmin from the gas in the process. While this move cannot kill Pikmin, it can launch them, the main character, and Oatchi back rather far. However, if the slam misses or doesn't shake off any Pikmin, the Groovy Long Legs may trip and become stunned for a moment. If it takes damage, but not too much, it will instead simply shake its body horizontally.
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;Cyan eyes:
;Cyan eyes:
* During this stage, it plays an intimidating yet funky song, which it stomps to at a slow speed (forty four beats per minutes).
* During this stage, it plays an intimidating yet funky song, which it stomps to at a slow speed (forty four beats per minutes).
* After some seconds, the creature will decide what to do based on whether there is any prey near it. If not, it will pause to catch a breather and then continue. If the leader, Oatchi, or Pikmin are under it, it will instead stop to spray its gas. After spraying, it will blare an airhorn and change the color of its eyes to yellow.
* On every 8th step, the creature will decide what to do based on whether there is any prey near it. If not, it will pause to catch a breather and then continue. If the leader, Oatchi, or Pikmin are under it, it will instead stop to spray its gas. After spraying, it will blare an airhorn and change the color of its eyes to yellow.


;Yellow eyes:
;Yellow eyes:
* During this stage, it plays a more upbeat and striking tune, which it stomps to at a moderate speed (seventy beats per minutes).
* During this stage, it plays a more upbeat and striking tune, which it stomps to at a moderate speed (seventy beats per minutes).
* After being in this state for a while, it will stop to rest and then continue. Eventually, it will decide its next action based on whether Pikmin are dancing beneath it. If there are none, it will revert back to having cyan eyes. If there are any, it will once again stop to spray the area beneath it, followed by blaring another airhorn and changing to red eyes.
* After being in this state for a while, on one of its 8th step checks, it will stop to rest and then continue. Eventually, it will decide its next action based on whether Pikmin are dancing beneath it. If there are none, and Groovy is above half health, it will revert back to having cyan eyes. If there are any, or Groovy is in yellow or red health, it will once again stop to spray the area beneath it, followed by blaring another airhorn and changing to red eyes.


;Red eyes:
;Red eyes:

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