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(Added Pikmin 3 info.)
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[[File:Thrown Pikmin.jpg|thumb|right|250px|A [[Blue Pikmin]] being thrown.]]
[[File:Thrown Pikmin.jpg|thumb|right|250px|A [[Blue Pikmin]] being thrown.]]


{{game help|p3|This page needs a lot of ''Pikmin 3'' info.}}
{{game help|p3|Add things that can't be done while holding and special throws.}}


'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]], [[dismiss]]ing and [[Lock-on|charging]]. 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.
'''Throwing''' is one of the main ways of giving instructions to [[Pikmin family|Pikmin]], the others being [[Group move|moving the group]], [[dismiss]]ing and [[Lock-on|charging]]. 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, {{button|wiiu|A|wiiu|X|wii|A|wiiu|PCA}} in ''Pikmin 3'' with the normal controls, or by tapping on the screen with stylus controls.


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. [[Winged Pikmin]] can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.
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. This is only true in the first two games, as ''Pikmin 3'''s cursor takes into account walls and obstacles, and the line connecting it to the leader changes to a preview arc. 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. Besides homing in on [[Enemy|enemies]], when landing, they cause high damage and 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. [[Winged Pikmin]] can be thrown, though they will not land on the ground like the other Pikmin types do. If a Winged Pikmin is thrown near an enemy, the Pikmin will fly towards the enemy and attempt to latch on.


In ''Pikmin 3'', [[leader]]s can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, in which they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.
In ''Pikmin 3'', [[leader]]s can also be thrown. Unlike Pikmin, leaders are unable to latch on to enemies and will always remain idle (unless they are near an enemy, at which point they panic and run around in circles). The trajectory that leaders are thrown through is noticeably lower than the arc of a Pikmin; this is likely to prevent exploits by throwing leaders up to an otherwise inaccessible area.
 
The next Pikmin type to be thrown will be shown on the [[HUD#Standby Pikmin|HUD]]. This reflects the type of the Pikmin closest to the leader in the [[GameCube]] games and their [[Wii]] rereleases, but is chosen by the player in ''Pikmin 3''; the type can be toggled with {{button|wiiu|L|wii|C|wiiu|PCL}}, and leaders are one of the choices. Pikmin carrying [[bomb rock]]s and mines have their own groups.


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.
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/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member 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/leader by keeping the button pressed. While held on, the Pikmin or leader will make a sound indicating that they are ready to be thrown; in ''Pikmin 2'', this sound is repeated several times with varying pitches, until thrown. The leader can move around with a party member in their hand, which can be useful if one wishes to bring a single slow Pikmin with them. In ''Pikmin'' and ''Pikmin 2'', 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.


While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, if available. In ''[[New Play Control! Pikmin]]'', ''[[Pikmin 2]]'' and ''[[New Play Control! Pikmin 2]]'', {{button|gcn|Padleftright|wii|B}} swaps the Pikmin type, while in ''Pikmin 3'', {{button|wiiu|L|wii|C|wiiu|PCL}} must be pressed; in this game, the thrown type can also be swapped without the leader holding on to anything.
While holding, it is also possible to swap the currently held Pikmin/leader for one of a different type in the party, if available. In ''[[New Play Control! Pikmin]]'', ''[[Pikmin 2]]'' and ''[[New Play Control! Pikmin 2]]'', {{button|gcn|Padleftright|wii|B}} swaps the Pikmin type, while in ''Pikmin 3'', {{button|wiiu|L|wii|C|wiiu|PCL}} must be pressed; in this game, the thrown type can also be swapped without the leader holding on to anything, as stated above. ''Pikmin'' on the GameCube lacks this feature entirely.


In ''Pikmin 2'' and the two ''New Play Control!'' remakes, {{button|gcn|Padupdown|wii|Padupdown}} can also be used to swap for a different [[maturity]] in the same Pikmin type.
In ''Pikmin 2'' and the two ''New Play Control!'' remakes, {{button|gcn|Padupdown|wii|Padupdown}} can also be used to swap for a different [[maturity]] in the same Pikmin type.
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*[[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 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.
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. In ''[[New Play Control! Pikmin 2]]'', nothing happens if one attempts to move the group while holding.


==Special throws==
==Special throws==
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*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.
*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.
*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.
*A thrown Purple Pikmin can destroy [[Armored Cannon Beetle Larva]] and [[Decorated Cannon Beetle Larva]] rocks in ''Pikmin 2''.


{{endspoiler}}
{{endspoiler}}
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[[File:Group move trick.jpg|thumb|right|300px|The group move trick done with [[frame]]-perfect precision.]]
[[File:Group move trick.jpg|thumb|right|300px|The group move trick done with [[frame]]-perfect precision.]]
{{ToDo|Some comparison times would be really nice.}}
{{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.
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 (game)|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 [[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.
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.
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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 &ndash; specially without releasing the Nunchuk &ndash; 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.<ref>[https://www.youtube.com/watch?v=Wi0SQHvNv6c YouTube video demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about]</ref>
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 &ndash; specially without releasing the Nunchuk &ndash; 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.<ref>[https://www.youtube.com/watch?v=Wi0SQHvNv6c YouTube video demonstrating how one can cover the infrared sensor on the Wii Remote to stop the cursor from shaking about]</ref>


In ''Pikmin 3'', a Pikmin of the standby type will instantly move towards the leader's hand.


===Longer throw trick===
===Longer throw trick===
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 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 on to 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 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 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 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 ''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.
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If the player must bring a single Pikmin with them, having the leader carry the Pikmin on their hand is a safe and fast way to bring the Pikmin to the destination.
If the player must bring a single Pikmin with them, having the leader carry the Pikmin on their hand is a safe and fast way to bring the Pikmin to the destination.


If the player needs a small amount of Pikmin (around five), it can be faster to repeatedly throw them ahead all in a row while moving forward, and whistling them back to the leader. This keeps them always ahead of the leader, instead of staying behind and risking lagging. This is easier if the [[Controls|control scheme]] allows the [[HUD#Cursor|cursor]] to be moved independently from the leader.
If the player needs a small amount of Pikmin (around five), it can be faster to repeatedly throw them ahead all in a row while moving forward, and whistling them back to the leader. This keeps them always ahead of the player's character, instead of staying behind and risking lagging. This is easier if the [[Controls|control scheme]] allows the [[HUD#Cursor|cursor]] to be moved independently from the leader.


==In the ''Super Smash Bros.'' games==
==In other games==
===In the ''Super Smash Bros.'' series===
{{external|the move Pikmin Throw|[[smashwiki:Pikmin Throw|SmashWiki]]|SmashWiki.png}}
{{external|the move Pikmin Throw|[[smashwiki:Pikmin Throw|SmashWiki]]|SmashWiki.png}}
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.
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.
==In ''Pikmin Adventure''==
Only the Olimar player can throw Pikmin in ''Pikmin Adventure''. When they have a Pikmin nearby, they will grab it and toss it right away. To toss a Pikmin, the player must tap on the target on the GamePad. If the Mii Pikmin are stacked atop the captain, they can be trown one by one by the latter.


==See also==
==See also==