Combat: Difference between revisions

2,382 bytes added ,  19 days ago
→‎In Pikmin Adventure: Added double and tripple Attacks to the list. Also added the hammer Attacks to the same list.
(→‎In Pikmin Adventure: Added double and tripple Attacks to the list. Also added the hammer Attacks to the same list.)
Tag: Mobile edit
(10 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{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.


Line 17: Line 17:
{| 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
|}
|}


Line 51: Line 53:


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===
Line 75: Line 81:
{{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==
Line 82: Line 88:
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.
Line 142: Line 148:
{{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.
Line 218: Line 224:
The other players control [[Mii]]s in Pikmin costumes. They can attack with {{button|wii|1}}, which will do a simple smack with whatever is on the end of their stem. This, in combination with {{button|wii|2}} to jump, makes the players able to utilize several attacks. When using powerups, some of these attacks behave differently.
The other players control [[Mii]]s in Pikmin costumes. They can attack with {{button|wii|1}}, which will do a simple smack with whatever is on the end of their stem. This, in combination with {{button|wii|2}} to jump, makes the players able to utilize several attacks. When using powerups, some of these attacks behave differently.


{{todo|Add behaviours for powerups, and complete the table if anything is missing.}}
Note: all double and tripple Attacks does the previous attack first.
{{todo|Complete this table with the whip and knuckle Attacks. Also, fix any spelling mistakes that I've probably done.}}
{| class = "wikitable"
{| class = "wikitable"
! Move
! Move
Line 228: Line 235:
| Single smack that deals small damage.
| Single smack that deals small damage.
|-
|-
| Repeated attack
| Double attack
| {{button|wii|1}} repeatedly.
| {{button|wii|1}} twice while level 5 or higher.  
| A short series of smacks, each dealing small damage.
| A smack from left to right, having more range and dealing more damage.
|-
| Tripple attack
|{{button|wii|1}} thrice while level 10 or higher.
| A small spin into a jump, hitting from behind and dealing a lot of damage
|-
|-
| Charged attack
| Charged attack
Line 242: Line 253:
| Latched attack
| Latched attack
| {{button|wii|1}} while latched onto an enemy.
| {{button|wii|1}} while latched onto an enemy.
| Similar to the standard attack, but it will always hit and is quicker.
| Similar to the standard attack, but it will always hit, is quicker and it deals less damage.
|-
| Hammer attack
|{{button|wii|1}} while having a hammer seed.
| Simmular to normal attack, but slower, more damage and a chanse to stun enemies.
|-
| Double hammer attack
| {{button|wii|1}} twice while having a hammer seed and are level 5 or higher.  
| Like the hammer attack, but slightly in the air and more damage.
|-
| Tripple hammer attack
| {{button|wii|1}} thrice while having a hammer seed and are level 10 or higher.
| Like the double hammer attack, but the hammer grows larger, deals more damage and you're slightly more in the air. But watch out, becuce it can make teammates flat, which makes them unable to move for a short while.
|-
| Charged hammer attack
| Hold {{button|wii|1}}, then release while having a hammer seed.
| Makes the Pikmin go forwards and flip 7 times. With each flip, the Pikmin will slam their hammer into the ground, dealing damage, stunning enemies and making teammates flat (see above).
|-
| Air hammer attack
| {{button|wii|1}} while in the air and having a hammer seed.
| Does a flip, then goes straight down, dealing damage. When landing, jumps to a safe spot. Can make teammates flat (see above) and stun enemies. Note that what the game considers a safe spot might not actually be a safe spot, so be careful.
|-
| Latched hammer attack
| {{button|wii|1}} while latched onto an enemy and having a hammer seed.
| Same as a normal latched attack, but slower and has a chanse to stun
|}
|}


43

edits