GrizzleDrizz1ed
Smash Apprentice
I think that there should be changes to some of the Pikmin. Basically to make it so that they are useful in their own right. My goal is to have the thought while playing him, "Sweet, I have a line up of Red, Yellow, Blue, and Purple!"
Now Obviously having more Purples is better in virtually all cases, but let's let the Purple stay in it's own high chair on the playground and talk about the other colors. I'll start with those in need of more help first, and offer suggestions as to what it could do to make it a wanted Pikmin and be a valued resource. I also believe that each Pikmin should have a specialty that makes it better in certain situations than other Pikmin. I'll add a Role to color for what I think it should be. I will also give it a Value Rank between 1-5, 1 Being worthless and 5 being very useful.
Yellow - Role: Combo Starter and Continuer.
Currently, Yellow has a hitbox that is neglegably larger than the other Pikmin. It has a 0.6 increase in comparison which is virtually nonexistant. I won't pretend to know what that number should be, but the effect should be noticable. There is also unusable hitlag/hitstun.
Added stats:
Yellow Pikmin should have a noticably larger hitbox.
Yellow Pikmin should have more hitlag/hitstun.
Yellow Pikmin should come out, and finish it's animations faster than the other Pikmin, allowing for easier followups.
Yellow Pikmin should also still maintain the lowest damage of the 5 colors.
3.02 Value: 2
Suggested Value: 4
Red - Role: Edge Guarder
Currently, Red is a mix between Blue and Yellow. It hit's closely to the power of Blue but isn't particularly good at anything besides giving a few extra percents on hits.
Added stats:
Red Pikmin should hit at an akward angle. This means that when opponents are hit with Red, they go at more of a downward horizontal angle, as opposed to the other Pikmin hitting at a horizontal upward angle. The tactics would be intersting on stage because the opponent could tech the Fair at higher percents but it would be leathal as an edgeguarding tool.
Red Pikmin should maintain the rest of it's stats.
3.02 Value: 3
Suggested Value: 4
Blue - Role: Graber
Currently, Blue is great for grabs. It can lead to chain grabs and has kill throws. It hits hard enough to kill at decent percents.
Added stats:
None. It's perfect as is.
3.02 Value: 4
Suggested Value: 4
White - Role: Damage Dealer
Currently, White is an investment that pays off once flowered. It is capable of dealing massive amounts of damage in a short time.
Added Stats:
None. If the feature of thrown and attached Pikmin get invincability frames long enough for them to hit once, it would be perfect.
3.02 Value: 4
Suggested Value: 4
Purple - Role: Knockback King
Currently the Purple is the most saught after Pikmin. The basic reason for this is because it is useful in nearly all situations. This is a powerful Pikmin and should remain Olimars most powerful tool.
Added Stats:
None. Nothing about the Purple Pikmin should change. There are issues that should be dealt with regarding all Pikmin, such as Priority, but in general this Pikmin should stay the same.
3.02 Value: 5
Suggested Value: 5
Now Obviously having more Purples is better in virtually all cases, but let's let the Purple stay in it's own high chair on the playground and talk about the other colors. I'll start with those in need of more help first, and offer suggestions as to what it could do to make it a wanted Pikmin and be a valued resource. I also believe that each Pikmin should have a specialty that makes it better in certain situations than other Pikmin. I'll add a Role to color for what I think it should be. I will also give it a Value Rank between 1-5, 1 Being worthless and 5 being very useful.
Yellow - Role: Combo Starter and Continuer.
Currently, Yellow has a hitbox that is neglegably larger than the other Pikmin. It has a 0.6 increase in comparison which is virtually nonexistant. I won't pretend to know what that number should be, but the effect should be noticable. There is also unusable hitlag/hitstun.
Added stats:
Yellow Pikmin should have a noticably larger hitbox.
Yellow Pikmin should have more hitlag/hitstun.
Yellow Pikmin should come out, and finish it's animations faster than the other Pikmin, allowing for easier followups.
Yellow Pikmin should also still maintain the lowest damage of the 5 colors.
3.02 Value: 2
Suggested Value: 4
Red - Role: Edge Guarder
Currently, Red is a mix between Blue and Yellow. It hit's closely to the power of Blue but isn't particularly good at anything besides giving a few extra percents on hits.
Added stats:
Red Pikmin should hit at an akward angle. This means that when opponents are hit with Red, they go at more of a downward horizontal angle, as opposed to the other Pikmin hitting at a horizontal upward angle. The tactics would be intersting on stage because the opponent could tech the Fair at higher percents but it would be leathal as an edgeguarding tool.
Red Pikmin should maintain the rest of it's stats.
3.02 Value: 3
Suggested Value: 4
Blue - Role: Graber
Currently, Blue is great for grabs. It can lead to chain grabs and has kill throws. It hits hard enough to kill at decent percents.
Added stats:
None. It's perfect as is.
3.02 Value: 4
Suggested Value: 4
White - Role: Damage Dealer
Currently, White is an investment that pays off once flowered. It is capable of dealing massive amounts of damage in a short time.
Added Stats:
None. If the feature of thrown and attached Pikmin get invincability frames long enough for them to hit once, it would be perfect.
3.02 Value: 4
Suggested Value: 4
Purple - Role: Knockback King
Currently the Purple is the most saught after Pikmin. The basic reason for this is because it is useful in nearly all situations. This is a powerful Pikmin and should remain Olimars most powerful tool.
Added Stats:
None. Nothing about the Purple Pikmin should change. There are issues that should be dealt with regarding all Pikmin, such as Priority, but in general this Pikmin should stay the same.
3.02 Value: 5
Suggested Value: 5