Here's what you can do to get the pikmin off you in the various arts, tested. I am not including Purple since it does not latch onto you.
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Buster: Nair is okay; it will kill all attaching pikmin
except blue. Blue pikmin have about 11% life, rather than the usual 8. If you want to guarantee that all Pikmin will be killed, use Bair instead. This is all true for Decisive Buster, as well. However, Hyper Buster Nair does kill the blue one.
-Vanilla/
Jump: One Bair kills all Pikmin. To use Bair safely, you can do a FH rising Bair, and either use another aerial, double jump, or use a special before you reach the ground. One Nair does kill white, who has 7% life.
Speed: One Bair kills all but the blue. However, you cannot escape landing lag from Speed Bair in any way except with jumping off platforms or the stage. The blue pikmin is the most tricky to take out. It takes 3 Nairs to kill blue, now. One way is to determine if he is on your upper side or your downer side, and either use Uair (Uair has the larger hitbox, so go for that more) or Dair. If both hits connect, it will die. However, both hits cannot connect if he's in the middle. A longer way is to use both Nair and Bair. Finally, up smash could be used, but should only be considered if you run away from Olimar before you do it (for safety). As for the white pikmin, one Nair no longer kills it.
Shield: Like Speed, Bair will kill all but the blue pikmin. However, neither Uair nor Dair will kill the blue pikmin, and Up Smash isn't as viable, since you can't get away as easily for safety. The best options for killing it is 1 Nair and 1 Bair, or U-Smash. Thankfully, since Shield takes less damage from Pikmin, it's not as bad if you can't get them off quickly. Shield also has one option the others don't: holding up your shield. At 0%, Pikmin stay on you for about 6 seconds. This drops to maybe 4 seconds at 100% damage. Since Shield art improves Shulk's shield, you could possibly just wait it out in your shield.
Smash: Up Smash takes out all Pikmin but the Blue. Bair + Nair takes out all but the blue. The best option to take out pikmin while in Monado Smash is to FH Rising Bair, double jump before you reach the ground, use another Bair, and spam A at the end to shortly Nair to avoid Bair's landing lag. If a Pikmin other than blue is on you, you can FH rising Bair, use your double jump, and Nair.
I don't use Jump a lot, but it could be useful. I would imagine the 40% extra damage is not fun, especially if the opponent has Whites. You can use the mobility arts to quickly attack Olimar when he has no Pikmin, though.
It's 22% damage, not 40%
. Anyways, I mostly agree here. It is nice to be able to go over his stream of Pikmin. However, it's not bad if you get a Pikmin on you. All you have to do is FH rising Bair, or Nair if it's the white one. Watch out for the yellow/electric pikmin if in Jump, because they travel with a higher arc.
Shield is only going to let Olimar camp you more. Not a good decision imo.
I think I agree. I could say Pikmin do just go through your shield if you are holding it up, so Shield mode could deal with being zoned. However, in this situation, you're just giving Olimar time to get the Pikmin he is looking for - an advantage for him. Still, I do recommend Shield art at kill percents, since Olimar likely wants the kill and can't get that from throwing his Pikmin at you. Here, he will probably approach.
Olimar is light so Smash might be useful. Watch out for Purples and Blue grabs.
It is true that Smash can kill him relatively early, but it is much more of a pain if one of the pikmin gets on you. The best times to use Smash are probably when he can't zone you out with Pikmin, like when he's recovering or trying to get out of a juggle.
You can Vision when Pikmin are on you for a free counter, although the effectiveness of this may vary.
This is true, but there is unfortunately no slowing effect. It relies on Olimar not knowing he should spot dodge or roll to avoid it, rather than shielding. This is why I choose dash vision in the mu. It can be fast enough to surprise Olimar and goes far enough so that you can be a little distance from him too. It also helps against the purple pikmin, who I have not brought up yet...
Purple pikmin are probably most annoying. They don't travel as far as the others, but they deal 6% damage, are thrown quickly (not sure of exact frame, but 1/4x (hold L) shows it's faster than our D-tilt), and for some reason out-priortize all our attacks while they are gliding through the air. Even a decisive buster sweetspot Bair doesn't deal any damage to these guys when they're being sent at us. Thankfully, when they clank with one of our attacks, they go through our hurtbox without harming us. Also, aerials are not interrupted when out-prioritized, so your Nair or Fair will still carry through and possibly damage Olimar. Still, the move is faster than our D-tilt, so it's faster than all our aerials too. It out-ranges our aerials too. This can be troublesome. Thankfully, it's hard for Olimar to have more than one at a time, so he won't really be zoning us out with them. If he does have more than one, his up B will be really crappy, since the purples lower the height of the up B more than the others. Additionally, if he's not careful, we can still kill the purple pikmin after it lands. One Decisive/Hyper Buster D-tilt will do it. A Down Smash is a sure way to get that pikmin dead. Two d-tilts in Vanilla or jump might work. Buster Bair... etc.
Something important to know is he can use an aerial attack out of his up B, but no specials or air dodging! Afterwards, he will enter his free-fall state.
Kenniky already went through the essentials of the different pikmin. If you are looking for more specific information on that, you can find it all
here.
Don't use regular air slash from the ground on Olimar who is on the ground if you are over 84% damage (rage effect sends him too high).
When rage makes normal air slash stop working:
(It's important you read these as your own percents, not the opponents' percents)
(...)
Olimar ~84%
This is just for when both characters are grounded. If Olimar is above you in the air, this does not apply (probably would work then). Also, if you are above Olimar scooping him from below, this does not apply.
Lastly, head over to the combo thread to check out Olimar's combo percents!
http://smashboards.com/threads/altogether-for-a-chain-attack-shulk-combo-thread.385136/
For example, Buster D-throw -> F-smash works from 0-31%!