Super Smash Bros. Brawl: Difference between revisions

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m (Reverted edits by 76.18.202.140 (talk) to last version by Jimbo Jambo)
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;Neutral special attack – Pikmin Pluck:This move allows Olimar to pluck a Pikmin, of which there can exist up to six for one player. The type of Pikmin plucked is not noticeably dependent on the area picked in. This move can only be performed on the ground, and using it while running with five or fewer Pikmin stops Olimar instantly.
;Neutral special attack – Pikmin Pluck:This move allows Olimar to pluck a Pikmin, of which there can exist up to six for one player. The type of Pikmin plucked is not noticeably dependent on the area picked in. This move can only be performed on the ground, and using it while running with five or fewer Pikmin stops Olimar instantly.
;Side special attack – Pikmin Throw:Olimar throws Pikmin, which stick to the opponent and do damage, much as they would to enemies in the Pikmin games. [[Purple Pikmin]], however deliver knockback to the foe ''instead'' of clinging to the opponent. [[White Pikmin]] are particularly effective in this attack because they do three times the damage of any other Pikmin. It should be noted that the high-angled throw of [[Yellow Pikmin]] is preserved from the Pikmin games, but that their motion is also slow. White Pikmin move quickly and horizontally when thrown, and Purple Pikmin land short.
;Side special attack – Pikmin Throw:Olimar throws Pikmin, which stick to the opponent and do damage, much as they would to enemies in the Pikmin games. [[Purple Pikmin]], however deliver knockback to the foe ''instead'' of clinging to the opponent. [[White Pikmin]] are particularly effective in this attack because they do three times the damage of any other Pikmin. It should be noted that the high-angled throw of [[Yellow Pikmin]] is preserved from the Pikmin games, but that their motion is also slow. White Pikmin move quickly and horizontally when thrown, and Purple Pikmin land short.
;Down special attack – Pikmin Order:Olimar calls any idle Pikmin to him, which are then organized by color. If this is already the case, the move cycles through the Pikmin, and the the order is the same as in Pikmin 2. During the few frames before blowing his whistle, Olimar is invulnerable to knockback, though he can still take damage and be grabbed. The benefit, then, is that a counter attack can be made more quickly than if Olimar had shielded.
;Down special attack – Pikmin Order:Olimar calls any idle Pikmin to him, which are then organized by color. If this is already the case, the move cycles through the Pikmin, and the order is the same as in Pikmin 2. During the few frames before blowing his whistle, Olimar is invulnerable to knockback, though he can still take damage and be grabbed. The benefit, then, is that a counter attack can be made more quickly than if Olimar had shielded.
;Up special attack  – Pikmin Chain:Olimar releases his Pikmin all together at an angle that can be somewhat varied. The move has a high range, proportional to the number of Pikmin at Olimar's side, and fair knockback. Its speed suits the purpose of a surprise attack. Its main purpose is as a form of recovery from off the stage, but it cannot grab an edge that an opponent is hanging onto.
;Up special attack  – Pikmin Chain:Olimar releases his Pikmin all together at an angle that can be somewhat varied. The move has a high range, proportional to the number of Pikmin at Olimar's side, and fair knockback. Its speed suits the purpose of a surprise attack. Its main purpose is as a form of recovery from off the stage, but it cannot grab an edge that an opponent is hanging onto.