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Alph (Pikmin): Difference between revisions
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Revision as of 09:27, 25 December 2021
“ | It's a miracle! I'm alive, and I seem to be all in one piece.
Just as the SS Drake was about to land, we lost control and had to make an emergency escape. I got separated from the other two team members in the commotion. I hope the other two are safe! I need to find them, and the SS Drake too!'' |
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~ Alph's first words on PNF-404 |
Background
Captain Alph (キャプテン・アルフ), or simply Alph (アルフ) is one of three Koppai explorers in Pikmin 3 sent to PNF-404 in search of food for their dying planet. However, upon entering the planet's atmosphere, the crew was sent into freefall, separating the team of explorers in the process. As Alph was the closest to the S.S Drake, a ship engineered by his grandfather of the same name, he took it upon himself to find his missing crew and collect as much fruit as possible.
Despite saving both Brittany and Captain Charlie, their cosmic drive key was picked up by a treasure hunter named captain Olimar, who was lost on the foreign planet. Through various attempts at finding Olimar, including the introduction of Louie to the story, they eventually find and save Olimar from the mysterious lifeform, and escape from the planet with enough food to save koppai.
Statistics
Tier: At least 10-C
Name: Alph
Origin: Pikmin
Sex: Male
Age: Unknown
Classification: Alien
Dimensionality: 3-D
Attack Potency: At least Below Average Human level (Can harm those who can harm him. Has punched fully grown Bulborbs to death)
Durability: At least Below Average Human level (Alph survived a fall from orbit), Higher with Metal Suit Z (The Metal Suit Z is a direct upgrade from Alph's original suit and reduces all forms of damage)
Striking Strength: At least Below Average Human Class
Lifting Strength: At least Below Average (Can lift roughly 350 grams and effortlessly throw Rock Pikmin)
Travel Speed: At least Superhuman, likely Supersonic (Scales to Olimar and Louie who maneuver and keep pace with the gunfire from Man at Legs), High Hypersonic launching speeds (Can scale to Pikmin, who can launch each other above the clouds in seconds), FTL+ with S.S Drake (The S.S Drake can travel 279,000 light years in seconds and beyond "super light speed")
Combat Speed: Supersonic (Should be comparable to lesser enemies and can fight Louie)
Reaction Speed: At least Supersonic (Can fight off enemy Pikmin, and scales to other captains)
Stamina: High (Scales to Olimar and Louie)
Range: Below Average Melee physically (Can only punch a few centimeters far), at least Standard Melee with Pikmin (Can throw pikmin long distances), Hundreds of Meters with whistles (As Alph's whistles are sound-based, they should naturally travel around 340 meters), Complex Universal with S.S Drake (The Chronos Reactor can warp the space-time continuum), Low Multiversal with Information Analysis, and Purple Pikmin's Shockwave Generation
Intelligence: Extraordinary Genius (Is an Engineer and Astronaut who helped construct and modify the S.S Drake. Studied the Pikmin species along with the enemy species to learn their weaknesses and how they act and react to things. Managed to save his crew several times and defeat foes like the Armored Mawdad with little exposure to the Pikmin species available to him)
Powers and Abilities
All previous powers. Spaceflight, Inorganic Physiology, Information Analysis and Cosmic Awareness (Can scan anomalies such as the Waterwraith and was able to deduce and sense that its physical form was present in a separate dimension), Dimensional Storage, Radiation Manipulation (The Radiation Canopy can transform and nullify space radiation), Electricity Generation (Can generate electricty with the Positron Generator), Limited Purification (Can filter out toxins to prevent pollution with the Anti-Dioxin Filter), Gravity Manipulation (The Gravity Jumper can manipulate gravity, allowing for easier takeoff and reentry on various planets), Possible Gluon Manipulation (The Gluon Drive is implied to metaphysically bind gluons to travel through space), Regeneration (Mid. The Repair-Type Bolt can repair anything in the ship, including the engine), Reality Warping and Transmutation (The Chronos Reactor can warp space-time and transmutate it into pure energy), Resistance to Cosmic Radiations, Space-Time Manipulation, and Reality Warping (Should be unaffected by its own weaponry which warps all of space and time)
Standard Equipment
Pikmin, Whistle, Space Suit, Sprays, and S.S Drake
Notable Techniques
Pikmin Throw: Alph throws his Pikmin at nearby foes for them to latch on and attack the enemy with their stems. This includes:
Red Pikmin: Immune to and can manipulate fire, along with doing more damage than a regular Pikmin.
Yellow Pikmin: Immune to and can absorb electricity, along with being lighter than other Pikmin.
Blue Pikmin: Immune to and can manipulate water, along with intake/breathe water as fish would.
White Pikmin: Immune to and can induce toxins and acid, along with having enhanced senses.
Purple Pikmin: Has the physical power of 10 Pikmin and can send vibrations through the ground that paralysis nearby foes.
Rock Pikmin: Pikmin with a solid rock-like body that are crush resistant and can shatter brittle surfaces like glass or crystal
Winged Pikmin: Pikmin with the ability to fly. They can carry Alph to new heights and avoid grounded obstacles
Other
Weaknesses: Must wear a spacesuit while on unknown planets. He mainly relies on his Pikmin to get work done, so losing all Pikmin causes him to become extremely depressed and drop everything he's doing to flee.
Pikmin
For the Pikmin profile, click the following:
Pikmin |
This dropdown contains a full run-down of all of the Pikmin if one does not wish to go on the separate Pikmin profile. |
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BackgroundPikmin are a plant-animal life-form first encountered by Captain Olimar when his ship crash-lands on an uncharted planet in Pikmin. The Pikmin are loyal to their leaders, although their criteria for deciding a leader is unclear. They come in a number of different types, each indicating a unique set of attributes that better suit them to different environments and tasks. Most Pikmin are 1.2 cm, from the top of the head to the feet, and have a vaguely humanoid shape, allowing them to walk, run, carry, and fight. Different types can have different shapes or sizes. Atop any Pikmin's head is a stem, topped with a leaf, bud, or flower, depending on their maturity. Captain Olimar was noted in Pikmin to wonder, a bit uneasily, why the Pikmin don't attack him, and he speculated that they might see him as a "parental figure". However, the Antenna Beetle being able to control Pikmin with its sound might prove that it is in fact the whistle that makes Pikmin non-aggressive. BiologyAlthough each species have different characteristics, most Pikmin have the same general appearance: a roughly humanoid body shape, two round eyes, two arms and two legs, two hands and two feet – each with three digits – and a tall stem on which a single leaf, bud, or five-petaled flower grows. Their limbs also serve as roots when buried in the ground. In fact, Olimar refers to their entire bodies, save the stems, as ambulatory root structures. The internal structures of Pikmin are a mystery, but certain things about them can be speculated. Since Pikmin never seem to eat anything, save nectar, they probably have a very simple digestive system, if any. As such, it is likely that Pikmin get a majority of their nutrients from food the Onions break down. Since the Onions are the center of Pikmin reproduction as well, it seems likely that Pikmin are incapable of sexual reproduction. However, in Pikmin flowering Pikmin will sometimes drop seeds when slain in battle, suggesting that they may be able to reproduce asexually, but also that they do not have defined sexes and are hermaphrodites like many plants. Pikmin also have a skeletal system, as seen when electrocuted. These bones however are incredibly flexible to the point of allowing the Pikmin to act like rubber. Pikmin don't appear to have any sort of lungs (however, the Blue Pikmin are observed to have gill structures), but their leaves, buds, and flowers appear to serve as their main means of respiration, since poison gas or water droplets collecting around them suffocates the Pikmin; inversely, walking in shallow water in which their leaf/bud/flower does not touch (as seen in the Shower Room) is fine. When killed, Pikmin disappear and a ghost resembling the original Pikmin flies into the air, sometimes after releasing a liquid of the same color as the Pikmin, possibly the Pikmin equivalent to hemolymph or blood – this is best seen when the Cloaking Burrow-nit attacks. Pikmin start off as seeds ejected from the Onion, which, after landing on the ground, transform into sprouts. A leader must pluck a sprout so that the Pikmin may come out or alternatively have the Pluckaphone whistle blown at them to "inspire" them. While idle, the Pikmin's leaves and flowers glow that Pikmin's respective color; that, coupled with a cutscene at the end of Pikmin 2, would suggest that Pikmin are somehow bioluminescent, though what causes this and what function(s) it might serve in the wild have never been explained. Regular Pikmin are able to carry (at least) ten times their own weight, as evidenced by the ability of Blue Pikmin to lift and toss heavy Purple Pikmin when they are drowning in water, and have even been shown to lift entire nuggets of gold roughly the size of the Pikmin. Pikmin are also capable of basic speech and can even be heard saying English phrases like "OK!", "Hi!", and "Yahoo!" after being plucked from the ground. When in a group they will sometimes sing parts of Ai no Uta in Pikmin 2. If left idle for a long time, Pikmin will moan at each other. From what is heard, it can be assumed that Pikmin language is very simple and primitive. StagesPikmin can be divided into three stages. In the first of these, the Pikmin will have a leaf on their stem, which changes to a bud and then a flower as the stage increases. Leaf Pikmin are the slowest and least efficient at performing tasks, but as the stage goes up the movement speed and task efficiency increases. Along with that, Pikmin think more efficiently in both combat and task when in a higher stage as they sprout into their flower state when thinking of more elaborate plans. Pikmin can advance their current stage in several ways. The most common way is by being fed nectar. Alternatively, they may be left underground before being plucked, where they will gradually mature with time, or, in Pikmin 3, they can be sprayed. When knocked to the ground in battle in Pikmin and Pikmin 2, they have a chance of losing their maturity and decreasing in stage. They will never revert their current stage in Pikmin 3. In Pikmin, if a flower Pikmin is shaken off, it will revert to a bud, and the bud will revert to a leaf in the same scenario. In Pikmin 2, however, flower Pikmin revert to leaf Pikmin immediately. Like flower Pikmin, buds can be received when leaf Pikmin are allowed to stay in the ground for a certain amount of time. StatisticsTier: At least 10-C, 10-A with Purple Pikmin, higher with multiple of them attacking at once Name: Pikmin (Name of species), Red Pikmin, Yellow Pikmin, Blue Pikmin, Purple Pikmin, White Pikmin, Rock Pikmin, Winged Pikmin etc. (Not all Pikmin types have been discovered as shown in the ending of Pikmin) Origin: Pikmin Sex: Unknown (Has no confirmed sex and are hermaphrodites like many plants) Age: Unknown Classification: Plant-like Creatures, Pikmin Dimensionality: 3-D Attack Potency: At least Below Average Human level+ (Puffmin can harm Olimar, and pikmin can harm Puffmins), Athlete level with Purple Pikmin (Purple Pikmin have ten times the strength of a regular pikmin and can one-shot most enemies regular Pikmin can't), higher with multiple of them attacking at once (Up to 100 pikmin can attack enemies at once, in many cases killing enemies nigh-instantly) Durability: At least Below Average Human level+ (Puffmin can tank hits from Pikmin and Pikmin can tank hits from Puffmin), Athlete level for Purple Pikmin, higher for Rock Pikmin (Unlike most pikmin, Rock Pikmin can survive getting crushed by bosses that attack by crushing pikmin, such as the Shaggy Long Legs) Striking Strength: At least Below Average Human Class+, Athlete Class with Purple Pikmin higher with multiple of them attacking at once Lifting Strength: Below Average, higher with multiple of them (With 100 Purple Pikmin can lift the "Doomsday Apparatus"[a 1 kilogram dumbbell]) Travel Speed: Supersonic (White Pikmin can outpace the gun fire from Man at Legs), High Hypersonic launching speeds (Can launch each other above the clouds in seconds) Combat Speed: Supersonic Reaction Speed: Supersonic (Can react to Puffmin) Stamina: Superhuman (Constantly do heavy lifting [for them], fighting, and treasure hunting for an entire day without getting tired) Range: Below Average Melee Range (Can only attack a few centimeters far), Standard Melee Range when thrown, Low Multiversal with Vibration Manipulation and Paralysis Inducement Intelligence: At least Animalistic (Pikmin naturally require a leader to do actions, however they can fight for themselves and by Pikmin 2 have become competent enough to fight enemies without Olimar or another captain's command. They also are capable of forming elaborate plans to escape bottles and Blue Pikmin are intelligent enough to understand that their other brethren are drowning and will proceed to save them) Powers and AbilitiesStandard EquipmentBomb Rocks OtherWeaknesses: Every Pikmin either only resists one elemental type or none of them. Purples and Rocks resist no elemental types, and any Pikmin that's not a blue pikmin or Winged Pikmin can drown. Though if a Winged Pikmin does get caught off guard they can fall in the water and proceed to drown themselves. However this weakness can be avoided with the help of Blue Pikmin throwing them out of the water Gallery
Pikmin 2
Pikmin 3
Super Smash Bros. series
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Battle Records
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Discussions (Link For Mobile Users):
Discussion threads involving Alph (Pikmin) |