Combat: Difference between revisions

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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|pa=y}}
[[File:Yellow Wollywog attacked P1 art.png|thumb|200px|Artwork of various Pikmin fighting a [[Yellow Wollywog]].]]
[[File:Pikmin 4 Reveal Fight.png|thumb|250px|The player and a group of Pikmin combating a [[Bulborb]] in {{p4}}.]]
In the {{ps}}, [[Pikmin family|Pikmin]] and [[leaders]] need to engage in '''combat''' against the many different [[enemies]] they encounter. Combat is a core mechanic of the series, as it is frequently required to open up paths or retrieve [[:Category:Collectibles|collectibles]]. The general goal of combat is to reduce an enemy's [[health]] to 0, but there are several ways of damaging enemies and many technicalities of the combat system.
In the {{ps}}, [[Pikmin family|Pikmin]] and [[leaders]] need to engage in '''combat''' against the many different [[enemies]] they encounter. Combat is a core mechanic of the series, as it is frequently required to open up paths or retrieve [[:Category:Collectibles|collectibles]]. The general goal of combat is to reduce an enemy's [[health]] to 0, but there are several ways of damaging enemies and many technicalities of the combat system.


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{| class="wikitable sortable"
{| class="wikitable sortable"
! rowspan="2" | Type
! rowspan="2" | Type
! colspan="3" | Damage
! colspan="4" | Damage
|-
|-
! ''Pikmin'' !! ''Pikmin 2'' !! ''Pikmin 3''
! ''Pikmin'' !! ''Pikmin 2'' !! ''Pikmin 3'' !! ''Pikmin 4''
|-
|-
| [[Red Pikmin]] || 15 || 15 || 15
| [[Red Pikmin]] || 15 || 15 || 15 || 15
|-
|-
| [[Yellow Pikmin]] || 10 || 10 || 10
| [[Yellow Pikmin]] || 10 || 10 || 10 || 10
|-
|-
| [[Blue Pikmin]] || 10 || 10 || 10
| [[Blue Pikmin]] || 10 || 10 || 10 || 10
|-
|-
| [[Purple Pikmin]] || N/A || 20 || 15
| [[Purple Pikmin]] || N/A || 20 || 15 || 15
|-
|-
| [[White Pikmin]] || N/A || 10 || 5
| [[White Pikmin]] || N/A || 10 || 5 || 5
|-
|-
| [[Bulbmin]] || N/A || 10 || N/A
| [[Bulbmin]] || N/A || 10 || N/A || N/A
|-
|-
| [[Rock Pikmin]] || N/A || N/A || 20
| [[Rock Pikmin]] || N/A || N/A || 20 || 40
|-
|-
| [[Winged Pikmin]] || N/A || N/A || 5
| [[Winged Pikmin]] || N/A || N/A || 5 || 5
|-
| [[Ice Pikmin]] || N/A || N/A || N/A || 5
|}
|}


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Each pound also has a chance of stunning an enemy. For most enemies, this chance is 30%, but some enemies have higher or lower chances. When an enemy is stunned, it is frozen and does not move, usually for 5 seconds, though a few enemies have longer stun times.
Each pound also has a chance of stunning an enemy. For most enemies, this chance is 30%, but some enemies have higher or lower chances. When an enemy is stunned, it is frozen and does not move, usually for 5 seconds, though a few enemies have longer stun times.
In {{p3}}, while the pound does exist, it does not damage enemies. Throwing a Purple Pikmin onto an enemy will result in the Pikmin going idle on top of it, before then attacking normally.
In {{p4}}, the pound is set to do proportional damage to the enemy, similar to how Rock Pikmin are handled in Pikmin 3. Each enemy has a set amount of Purple Pikmin thrown onto it before death.


===White Pikmin poison===
===White Pikmin poison===
{{see more|White Pikmin}}
{{see more|White Pikmin}}
When a White Pikmin is eaten by an enemy, the enemy will instantly take damage from the White Pikmin's internal poison. Each White Pikmin ingestion causes individual damage, even if multiple are eaten at once. Every enemy takes a different amount of damage from an ingestion, and this varies by species and by game.
When a White Pikmin is digested by an enemy, the enemy will instantly take damage from the White Pikmin's internal poison. Each White Pikmin ingestion causes individual damage, even if multiple are eaten at once. Every enemy takes a different amount of damage from an ingestion, and this varies by species and by game.


===Rock Pikmin===
===Rock Pikmin===
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When [[charge]]d onto an enemy or when running towards it while idle, Rock Pikmin will attack by rolling into the enemy. This normally deals 20 damage, but it happens much less frequently than slap attacks, which means calling Rock Pikmin and throwing them again usually deals more damage than letting them attack on their own. There are a few situations where Rock Pikmin can latch onto enemies, such as on the legs of the [[Shaggy Long Legs]], and they will attack at the standard speed in these situations, dealing 20 damage per hit.
When [[charge]]d onto an enemy or when running towards it while idle, Rock Pikmin will attack by rolling into the enemy. This normally deals 20 damage, but it happens much less frequently than slap attacks, which means calling Rock Pikmin and throwing them again usually deals more damage than letting them attack on their own. There are a few situations where Rock Pikmin can latch onto enemies, such as on the legs of the [[Shaggy Long Legs]], and they will attack at the standard speed in these situations, dealing 20 damage per hit.
===Ice Pikmin===
{{see more|Ice Pikmin}}
When attacking enemies, they will progressively freeze them, as represented by a ring-shaped gauge around the enemy's [[health wheel]]. The gauge increases every time an Ice Pikmin hits the enemy or is directly eaten by them. While attacks from an Ice Pikmin only increment this gauge slightly, when one is eaten the gauge increases substantially – around 40% when fighting a [[Red Bulborb]]. Once the gauge is full, the enemy freezes entirely, and can no longer act. Defeating a frozen enemy will make it shatter into chunks of ice without leaving a corpse, instead producing a drop of [[nectar]], similar to enemies killed while petrified by [[ultra-bitter spray]]. After a few seconds, the enemy will begin shaking and eventually break out of the ice, knocking any attached Pikmin to the ground.


===Punch===
===Punch===
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{{main|Bomb rock}}
{{main|Bomb rock}}
{{todo|Describe the specifics of how bomb rock damage works.}}
{{todo|Describe the specifics of how bomb rock damage works.}}
Bomb rocks can be used in combat. Their explosions deal a variable amount of damage to objects in range, though they usually cause much more damage to an enemy that ingests it directly.
Bomb rocks can be used in combat. Their explosions deal a variable amount of damage to objects in range, though they usually cause much more damage to an enemy that ingests it directly. Additionally, some enemies such as [[Spotty Bulbear|Bulbears]] will foolishly eat them, defeating themselves in the process.


==Taking damage==
==Taking damage==
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Leaders and Pikmin, too, can be damaged during combat. As with Pikmin, leaders can be bitten, knocked back, crushed, and suffer negative consequences for touching a harmful [[hazard]]. Leaders can collect [[upgrade]]s, which can help protect them from damage. On top of losing health, leaders can also suffer other consequences from attacks, as elaborated [[Health#Leaders|here]].
Leaders and Pikmin, too, can be damaged during combat. As with Pikmin, leaders can be bitten, knocked back, crushed, and suffer negative consequences for touching a harmful [[hazard]]. Leaders can collect [[upgrade]]s, which can help protect them from damage. On top of losing health, leaders can also suffer other consequences from attacks, as elaborated [[Health#Leaders|here]].


Pikmin do not seem to have health that can be depleted, although this is hard to confirm, as explained [[Health#Pikmin|here]]. During combat they can still be harmed. In ''Pikmin'' and ''Pikmin 2'', Pikmin that are knocked down by an enemy have a chance of their maturities being reduced as explained [[Maturity#Decreasing|here]]. In ''Pikmin 3'', Pikmin that are shaken off of an enemy or fall off of one will retain their maturities. In any ''Pikmin'' game, Pikmin that are shaken off of an enemy will briefly lie on the ground before getting up, but this is not always the case. Pikmin battling a [[Shaggy Long Legs]] that fall off one of its legs after picking the hairs off one of its joints will get up on their own, but Pikmin the creature shakes off normally will remain on the ground indefinitely until they are [[whistle]]d, as bumping into them does nothing.
Pikmin do not seem to have health that can be depleted, although this is hard to confirm, as explained [[Health#Pikmin|here]]. During combat they can still be harmed. In ''Pikmin'', ''Pikmin 2'' and ''Pikmin 4'', Pikmin that are knocked down by an enemy have a chance of their maturities being reduced as explained [[Maturity#Decreasing|here]]. In ''Pikmin 3'', Pikmin that are shaken off of an enemy or fall off of one will retain their maturities. In any ''Pikmin'' game, Pikmin that are shaken off of an enemy will briefly lie on the ground before getting up, but this is not always the case. Pikmin battling a [[Shaggy Long Legs]] that fall off one of its legs after picking the hairs off one of its joints will get up on their own, but Pikmin the creature shakes off normally will remain on the ground indefinitely until they are [[whistle]]d, as bumping into them does nothing.


Flower-stage Pikmin that die in ''Pikmin'' have a chance of leaving behind a seed that becomes a [[sprout]] the following day and can be plucked. Hazards like [[fire]], [[water]], and [[poison]] will respectively cause all but [[Red Pikmin]], [[Blue Pikmin]], and [[White Pikmin]] to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies in ''Pikmin 2'' that use [[electricity]] are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity in ''Pikmin 3'', however, is harmless, only causing non-[[Yellow Pikmin]] that come in contact with it to be thrown back, onto the ground, paralyzed, until they are [[whistle]]d.
Flower-stage Pikmin that die in ''Pikmin'' have a chance of leaving behind a seed that becomes a [[sprout]] the following day and can be plucked. Hazards like [[fire]], [[water]], and [[poison]] will respectively cause all but [[Red Pikmin]], [[Blue Pikmin]], and [[White Pikmin]] to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies in ''Pikmin 2'' that use [[electricity]] are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity in ''Pikmin 3'', however, is harmless, only causing non-[[Yellow Pikmin]] that come in contact with it to be thrown back, onto the ground, paralyzed, until they are [[whistle]]d.
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In {{p1}} and {{p2}}, some Pikmin are more likely to die than others, due to engine limitations. It boils down to how the games check which Pikmin should die for any given attack.{{cite youtube|-t_3nXsIhrA|explaining what Pikmin are more likely to die in ''Pikmin''}}{{cite youtube|e8Jw5UoeO4g|explaining what Pikmin are more likely to die in ''Pikmin 2''}} In ''Pikmin 3'' and ''Hey! Pikmin'', although it isn't clear, it seems that the Pikmin closest to the center of the attack are the ones that get hit by it.
In {{p1}} and {{p2}}, some Pikmin are more likely to die than others, due to engine limitations. It boils down to how the games check which Pikmin should die for any given attack.{{cite youtube|-t_3nXsIhrA|explaining what Pikmin are more likely to die in ''Pikmin''}}{{cite youtube|e8Jw5UoeO4g|explaining what Pikmin are more likely to die in ''Pikmin 2''}} In ''Pikmin 3'' and ''Hey! Pikmin'', although it isn't clear, it seems that the Pikmin closest to the center of the attack are the ones that get hit by it.


The general idea is that each game keeps a list of loaded Pikmin in memory. This list can fit 100 entries, and normally, it starts off empty. When a Pikmin is loaded into memory, it fills in the next vacant slot. In the case of an empty list, this is slot 0. The second Pikmin to be called out fills slot 1, and so on. When an enemy attacks to eat, the game checks every loaded Pikmin to see if it is colliding with the mouth's hitbox, and starts checking slot 0, then slot 1, etc.
The general idea is that each game keeps a list of loaded Pikmin in memory. This list can fit 100 entries, and normally, it starts off empty. When a Pikmin is loaded into memory, it fills in the next vacant slot. In the case of an empty list, this is slot 0. The second Pikmin to be called out fills slot 1, and so on. When an enemy attacks to eat, the game checks every loaded Pikmin to see if it is colliding with the mouth's hitbox, and starts checking slot 0, then slot 1, and so on.


This behavior is also used for other enemy-related actions, like a [[Fiery Blowhog]] deciding whether to change targets or to keep the current one, in ''Pikmin''.
This behavior is also used for other enemy-related actions, like a [[Fiery Blowhog]] deciding whether to change targets or to keep the current one, in ''Pikmin''.
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{{guide}}
{{guide}}


While combat can be as simple as [[throw]]ing or [[charging]] Pikmin at the beast until it does, there are a few tactics that players can make use of to minimize casualties and get the task done faster. Naturally, basic tactics include not submitting Pikmin to [[hazard]]s they are vulnerable to, and not going all-out when the enemy is doing something dangerous.
While combat can be as simple as [[throw]]ing or [[charging]] Pikmin at the beast until it dies, there are a few tactics that players can make use of to minimize casualties and get the task done faster. Naturally, basic tactics include not submitting Pikmin to [[hazard]]s they are vulnerable to, and not going all-out when the enemy is doing something dangerous.


As described [[#Enemy patterns|above]], most enemies tend to perform specific things at specific times. A player that is savvy of these actions is better prepared to deal with them, and is at a lower risk of losing Pikmin or leaders. On top of that, expert players can predict and even bait the enemy into performing specific actions so they can optimally punish them.
As described [[#Enemy patterns|above]], most enemies tend to perform specific things at specific times. A player that is savvy of these actions is better prepared to deal with them, and is at a lower risk of losing Pikmin or leaders. On top of that, expert players can predict and even bait the enemy into performing specific actions so they can optimally punish them.
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;Combat as Olimar
;Combat as Olimar


Olimar commands a [[squad]] of small Pikmin robots that each deal a small amount of damage, just like the main series. Tapping with {{button|wiiu|stylus}} will throw one of these Pikmin to the location tapped. They will attack automatically if they latch on to a weak point, but will attempt to return to Olimar if they miss. They can be regathered by using {{button|wiiu|zr|wiiu|zl}}. When calling Pikmin, the Mii Pikmin will also fly to Olimar and stack atop his head, where he can then throw them like the robotic Pikmin. Powerups change how Olimar and his Pikmin attack, but the core concepts remain.
Olimar commands a [[squad]] of small Pikmin that each deal a small amount of damage, just like the main series. Tapping with {{button|wiiu|stylus}} will throw one of these Pikmin to the location tapped. They will attack automatically if they latch on to a weak point, but will attempt to return to Olimar if they miss. They can be regathered by using {{button|wiiu|zr|wiiu|zl}}. When calling Pikmin, the Mii Pikmin will also fly to Olimar and stack atop his head, where he can then throw them like the Pikmin. Powerups change how Olimar and his Pikmin attack, but the core concepts remain.


;Combat as the Pikmin
;Combat as the Pikmin
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