Color Pikmin
The Color Pikmin is an unofficial combination of the 3 classic pikmin
types. Bringing with it the seed abilities from Nintendo Land’s Pikmin
Adventure as part of its moveset.
The thumbnail image currently uses The Forest Navel stage by ViviVinya,
as The Color Pikmin currently does not have a home stage of its own.
I will update the thumbnail once the stage is done, and also update
the victory background once when I can.
Overtime, the Color Pikmin’s leaf sprout into a bud, and then
into a flower. This boosts The Pikmin’s speed and one of 3
other attributes determined by what element is selected:
Fire -> Attack
Electricity -> Jump height
Water -> Knockback resistance
Getting hit decreases the bloom, which is determined by how
hard it launches the Pikmin.
If in practice mode, you can fix the bloom to one of its 3 stages
by shielding and holding up or down.
The Color Pikmin pulls a pellet from the ground, and can throw
them around at opponents. Pellets can be thrown in all directions
except for straight up or down. Up to 4 pellets can be available
at once on stage, and can be picked up later. The pellets come
in 3 colors which are not just visual:
=Red pellets deal more damage.
=Yellow pellets have more knockback.
=Blue pellets stun enemies in longer hitpause.
Whatever element is selected will also boost the pellets’ hitboxes
when contacting enemies. It works the same as the color pellet thrown.
Pellets can also be hit by attacks, which can be used to rack up extra
damage. However, enemies can also use this to their advantage.
When holding a pellet, The Color Pikmin cannot dash, double
jump, nor walljump. But it can still crouch, parry, roll, and
airdodge. Doing one of these states drops the pellets in different
ways:
=Crouching or parrying will simply drop the pellet on the floor.
=Rolling throws the pellet in the direction The Pikmin was initially facing,
-and makes it damage enemies on contact.
=Airdodging throws the pellet straight up, also damaging enemies.
Getting hit will force The Color Pikmin to drop the pellet.
Rarely, a bomb rock may be pulled up instead of a pellet. These explode
the instant they hit an enemy. If the miss, and land on the floor, their
fuse will start to go off, and will explode after a delay. Bomb rocks still
receive the same element boosts pellets do.
If in practice mode, you can hold up to always receive a bomb rock.
When holding down special at the start of the move, The Color Pikmin
will prepare to leap forward, with a gauge increasing and decreasing all
the while. The higher the gauge, the farther the leap, and the stronger
the impact on other enemies. You can jump and shield/roll during the
charge and leap. You can also move during the leap.
If The Color Pikmin comes into contact with an enemy, it’ll grab onto
them. They’ll still be able to move and attack while it’s holding onto them.
The Pikmin has soft armor when holding opponents, and can attack
repeatedly. If held on for too long, it’ll let go of it’s victim. If special is
pressed, The Pikmin will land a heavy attack on it’s target, which is a useful
kill option offstage. Jump can also be pressed to wall jump off the enemy.
A swooping snitchbug will appear and grab The Color Pikmin. It flies to
the top of the screen, constantly moving forward, but can turn around on
command. If attack is pressed (or if the snitchbug holds The Pikmin for too
long), the snitchbug will throw The Pikmin downward, crashing into anyone
in the way. Jumping and air dodging cannot be done in this state, but you
can wall jump. Yet this is still dangerous offstage.
If you press shield, The Color Pikmin will force the snitchbug to let go of
The Pikmin, putting itself into a pratfall state.
The snitchbug can get hit, forcing The Color Pikmin into a pratfall state if
this happens.
Switches between one of the 3 elemental abilities based the 3 classic
colors of pikmin. Element swapping goes in a set order:
Fire -> Electricity -> Water -> Loop to Start
There is a hitbox upon The Color Pikmin when swapping elements, which
also modifies the effects of the hitbox:
-Fire burns opponents.
-Electricity stuns them in place.
-Water launches with increased knockback and hitstun.
A cooldown is placed on DSpecial when used.
The Color Pikmin blows on a whistle, causing hordes of pikmin to sprout
all over the stage. Three different colors sprout during the final smash:
=Red pikmin run forward, leaving when hitting a wall. The turn towards
-the nearest enemy once they start running.
=Yellow pikmin jump high in the direction they spawned.
=Blue pikmin stand idle while searching for nearby targets. If any are
-detected, they will attempt to tackle the enemy, stunning them in place.
-Blue pikmin will leave automatically if no enemies are detected.
(I may add more pikmin types later on.)
The Color Pikmin has 2 taunts.
The Color Pikmin has a crawl.
Before the match begins, you can select which if the 3 elements to start
with:
Left = Fire
Up = Electricity
Down = Water
FTilt is a 1, 2. Press attack again after the double punch to follow up
with a kick.
The Color Pikmin comes with voicelines. Simply press the audio button
on the css to enable or disable them.
Jigglypuff
The Knight (by Reiga)
Villager
Weegee
Outskirts Invasion
Mt. Dedede Stadium/Boxing Ring
Soulbound Conflict
Star/Screen Ko Buddy
Final Smash Buddy
Polar Bear (by SkyCrafter1234)
King Dedede (by Harbige12)
Mr. Oarly (by FelixDevBlob)
Ao Oni (by Dopefish)
Aria’s Garden (by FelixDevBlob)
Dripstone Cave (by Lasercraft32)
Pyribbit (Boss) (by Harbige12)
All sprites were made by me.
* Custom Sounds *
Pikmin 2
Pikmin 4 (Voicelines)
Super Mario Bros. Wonder (Talking Flower Voicelines)
* Victory Themes *
Pikmin – Main Theme (Smash Bros Remix)
Super Mario Bros. Wonder
* Other *
Muno for the sprite set code from Goku.
(I asked for permission on Goku’s steam page, but he never replied
and I used it anyway. I’m sorry.)
This is an unofficial character from the Pikmin franchise.
Pikmin is owned by Nintendo, whom I am not part of.
No, I am not making Olimar.