ClarkJables
Smash Lord
and kirby is only 2 inches tall
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correction, he's 8 inches tall.and kirby is only 2 inches tall
i only posted it 3 times...ya, har har...it wasn't funny the first 10 times you posted it either.
I might add that that is a terrible MSP job right there...
Can you quote your moveset again? I'd like to see it. Personally, I see a much crazier and a much more unique moveset for Olimar than even that of PT.On the subject of complexity, my Olimar moveset doesn't seem to be looking all that unlikely anymore ^^...although it is still far more complex than the PT moveset. :x
There ya go grim.Captain Olimar
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Weight: 2
Size: 2
Strength: 3
Speed: 3
Reach: 2.5
Star of the Pikmin series Olimar is one heck of a fella. In just a few hours he manages to enslave a race of kind-natured flower people, abuse them by throwing them at things to get
his slave labour done and even has them killing the local wildlife in order to recycle their corpses for making more Pikmin (who are born into slavery). That's just Pikmin 1 though, he does it again in Pikmin 2 but this time in order to pay off a big loan his company has racked up. Just to give you an idea, as explained in the introduction, 100 "pokos" is over 1 year's salary and the aim of Pikmin 2 is to clear the remainder of the debt of 10,000 pokos, that's like...over 100 years salary. Talk about badass, Ganondorf can eat his heart out. Being first party and a game that has produced nothing but excellent titles since Pikmin 1 and 2 were 9.0 and 9.2 games on Gamespot and I think even higher on IGN, 3 on Wii is practically a dead cert. To make the games sell even better, what better than to include the protagonist in Brawl to promote the franchise?
Onto the actual moveset though, the majority of the uniqueness of Olimar would be his Pikmin buddies. After all, it's the game's focus and Olimar's primary way of whooping ***. He can actually fight himself, the Pikmin aren't necessary for him to fight (although incredibly necessary to complete the game, obviously) and so he's more than Brawl-worthy.
I should start off by explaining that there are 5 different kind of Pikmin that you can use primarily in Pikmin 2 and 2 unique but not really obtainable Pikmin in 1 and 2. These 5 main ones are Red, Yellow, Blue, White and Purple. Each have different strengths and weaknesses and like in Pikmin they'll be gotten by plucking them from the ground, but Olimar will start with 4 randomly generated Pikmin in order to not completely gimp him.
The Different Pikmin
You can have up to 15 Pikmin at one time. Oh and I better mention that pikmin when in the air are hapless. No, they can't DI, don't be silly. I should also note that any Pikmin currently engaging in hostile acts on an opponent can't be used in Olimar's attacks, even if they are in range.
Basic Pikmin Mechanics: When thrown will attack and follow the closest target, like in Pikmin, however if the closest target is Olimar they will return to his side. Pikmin come in the 3 different stages of evolution: Leaf, Bud and Flower. Leaf is the most basic, a bud will increase their attack speed by 0.2 seconds and runspeed slightly, while a flower will increase their runspeed slightly, attack speed by a further 0.2 seconds and damage 1%. If a Pikmin lands on you, depending on their weight your runspeed and jump height will be lowered slighty. To rid yourself of a Pikmin, waggle the analogue stick <-, ->, <-, ->. While a Pikmin is attached to you it's attack speed increases slightly by 0.3 seconds. Pikmin evolve by being used in a killing move or after every 15 hits.
Reddy!
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Attack Speed: 1.5 seconds
Damage: 3% per hit.
Weight: 2.5
Speed: 3
Immunities: Fire/Explosions
Special Abilities: None
Takes knockback proportionate to weight and 175% of Olimar's Damage (so if Olimar was on 100% and you smashed a red pikmin, he would get knocked back as if he was of weight 2.5 on 175% damage)
Most basic Pikmin and the first you get, they are also the strongest of the original trio of Yellow, Red and Blue. Immune to fire and so immune to explosions aka. bomb-ombs.
Yellowy!
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Attack Speed: 1.2 seconds
Damage: 2%
Weight: 2
Speed: 3
Immunities: Lightning
Special Abilities: None
Takes knockback proportionate to weight and 200% of Olimar's Damage (so if Olimar was on 100% and you smashed a yellow pikmin, he would get knocked back as if he was of weight 2 on 200% damage)
The 2nd type of Pikmin you are introduced to in Pikmin 1, Yellow's are the lightest are thus are capable of being thrown the furthest. Immune to lightning attacks such as PK Thunder.
Bluey!
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Attack Speed: 1.5 seconds
Damage: 2%
Weight: 3.5
Speed: 3
Immunities: Water
Special Abilities: None
Takes knockback proportionate to weight and 125% of Olimar's Damage (so if Olimar was on 100% and you smashed a blue pikmin, he would get knocked back as if he was of weight 3 on 150% damage)
3rd regular type of Pikmin and the last one found in Pikmin 1. Able to withstand water attacks such as Blastoise (if he's back in Brawl). Slightly heavier than the other 2 and cannot be thrown as far.
Sorry for the terrible, terrible picture. Honestly, there was no good ones of the blue Pikmin >.>
Whitey! (aka. the Albino Pikmin)
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Attack Speed: 1.0 seconds
Damage: 1%
Weight: 3
Speed: 5
Immunities: Poison
Special Abilities: 3% chance on hit poison which deals 2% damage every second for 5 seconds. If ingested (a la Kirby or Yoshi's swallow moves), that opponent is automatically poisoned.
Takes knockback proportionate to weight and 150% of Olimar's Damage (so if Olimar was on 100% and you smashed a white pikmin, he would get knocked back as if he was of weight 3 on 150% damage)
This one seriously scares the crap out of me. Just don't look into it's eyes! Fastest of all the Pikmin and is partially made of toxins I believe. Immune to poison (since it's body contains it) and so immune to poison mushrooms.
Purpley! (aka. the Sumo Pikmin)
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Attack Speed: 2 seconds
Damage: 4%
Weight: 4.5
Speed: 1
Immunities: None
Special Abilities: Apart from being the fattest son'of'a... around, none
Takes knockback proportionate to weight and 75% of Olimar's Damage (so if Olimar was on 100% and you smashed a purple pikmin, he would get knocked back as if he was of weight 5 on 75% damage)
This guy seriously puts on a pound a minute. Even throwing him near an enemy stuns them in Pikmin 2. Obviously has the highest weight and damage at the cost of speed and throwing distance, these guys are heavy brawlers and cause the most slowing and jump height reduction when thrown onto someone. As hard as they are to knock away, they don't have any immunities (except to indigestion).
Good so far eh? We're just getting started!
The Actual Moveset
Finally, onto Olimar's actual moves. That's a lot of information to get down before you can even get onto this stuff, if Sakurai ever finds this moveset and thinks "Wow, that's such an excellent idea!" he'll put it in manual. I hope.
A moves
A - Right fisted punch - 2%, loooooooow knockback
AA - Left fisted punch - 2% loooooooooow knockback
AAA - Olimar's special Rocket Punch(tm)(R)...maybe not...Olimar sticks out both his fists in a double fisted punch of glory - 4% med-low knockback
Dash A - Rush Boots, you slide at 1.5 times your running speed for a short distance, semi-bad wind-down lag though - 8% medium knockback
A -> tilt - Headbutt - 10%, medium knockback
A^ tilt - Rising headbutt - 9% medium knockback
Av - Pik-a-grab, grabs a Pikmin and sweeps out the opponents feet. Knockback, speed and damage vary on the Pikmin sweeping with, ranging from 6%->10%, low -> med-high knockback.
A -> Smash - Swing-a-pik, for every 3 pikmin, Olimar grabs a random pikmin by the flower (so cruel) and swings them forward. Damage is 10% + the damage of each pikmin, knockback and speed again depends on the type of Pikmin and the number. If no pikmin are near, Olimar hits for 10%.
A^ Smash - Soar-a-pik, for every 5 pikmin, Olimar grabs a random pikmin by the flower and swings them in an arc upwards. 10% + pikmin damage, speed and knockback variable. If no pikmin are near, Olimar hits for 10%.
Av Smash - Kik-a-pik, All the pikmin around him kick (both sides, so it wouldn't be 15 pikmin on 1 side kicking) for their base damage with good knockback, if no pikmin are currently following Olimar, he does a 360 floor sweep for 8% with low-med knockback.
Nair - Spins around - 2% each hit with low knockback, last one has medium knockback
Bair - Donkey kick - 5% good knockback
Uair - Somersault kick (he's had zero g training after all) - 6% medium knockback
Dair - Mid-air headbutt (kinda like a reverse of his Uair and instead of kicking them, thwacks them with his helmet) - 5%, meteor
Fair - Your standard kick - 5% medium knockback
B moves
These are probably going to be a bit more indepth.
B - Ye olde "Whistle" - Olimar uses this to command his little buddies. Tapping B will make a short shrill whistle noise which is the go ahead for the pikmin to change the order in which they are standing, meaning you can select which pikmin are closest to you at any given time by taps of B. The default formation is Purple -> White -> Red -> Blue -> Yellow and will change as such so the front goes to the back (ie. W->R->B->Y->P is the next formation). Formations are there to give you greater control over which Pikmin you are throwing and with practice will become second nature, even in the heat of a battle, and like everything would just take practice getting used to managing them.
Holding down B will make all pikmin in 4 body-lengths of Olimar will attempt to make their way back to his side. While holding down B (so after 1/2 -> 3/4 of a second), Olimar is forced to continue to whistle for the remainder of 2 seconds and is unable to move or attack during this time.
B -> - Hurl-a-Pik - Throws a pikmin, how hard depends on how far you tilt the control stick. They follow a set trajectory of the classic arc, and will also go different distances depending on their weight. Holding the control stick full tilt and throwing a purple pikmin will yield roughly the same result as throwing a yellow pikmin at under half tilt.
B^ - Dolphin Rocket - Olimar's rocket is also his recovery move! Upon using this move Olimar is instant in his rocket which moves on a shaky trajectory diagonally upwards. You can also control this a little, such as veer it in a direction. Any surrounding pikmin which are falling relatively near to Olimar are taken up in the Onions around the S.S. Dolphin. Upon moving for 1.5 seconds or so, the dolphin explodes out of habit sending 3 randomly generated parts upwards, diagonally down to the right and diagonally down to the left. These parts are parts which you collect from Olimar's ship in Pikmin 1 and all do 5% damage except the secret safe which does 8% and the Massage Machine and the Space Float (with lower chances of appear) which do a healthy 10%.
Bv - Pick-a-Pik - Probably the most complicated one of all that will take some time to explain. Pick-a-Pik works as sectioned areas of each stage where each section has a 60% common chance and 40% uncommon chance of plucking 2 different kinds of Pikmin. Battlefield for example might be split into 5 different sections, the 3 different platforms and the main floor split in half. On these sections 2 types of Pikmin can be plucked (skilled Olimar's will know which Pikmin to get where on each stage) in those 2 percentages but the rarer Pikmin (white and purple) can only ever occur as 40% uncommon chances, so a purple/white or white/purple combination won't happen, but a red/blue could.
To actually pick the Pikmin, Olimar must hold down and press B at which point it will take 2 seconds to pick a Leaf Pikmin form that area. Subsequent presses of B (while still holding down) will yield Pikmin at 1 second delays. The first 2 Pikmin to be picked will be Leaf Pikmin, the next 3 will be Bud Pikmin and all subsequent Pikmin will be Flower Pikmin, up to the maximum of 15 Pikmin. If you start picking with 0 Pikmin, it's possible to pick up to 10 Flower Pikmin.
Grab moves
A (while holding) - Sly dig - 3%
Forward - Bum's rush, 1-3 Pikmin by Olimar grab the opponent and do the Bum's rush on him :(6-9% high knockback), no Pikmin and Olimar weakly attempts it himself resulting in 3% damage and low knockback
Back - Pik-a-Swing, 1-3 Pikmin grab the opponent's feet and swing him backwards for 5-8% damage and med-high knockback, if no Pikmin, Olimar attempts to do it by himself for 3% damage and low-med knockback.
Down - Pik-a-pounce, Olimar throws the opponent to the floor, 1-6 Pikmin + Olimar jump on one end of the floored opponent for half their totaled base damage + 3% and med-high knockback depending on Pikmin weights. If no Pikmin, Olimar once again foolishly attempts it by himself and doesn't get very far, 3% damage and very low knockback.
Up - Pik-a-Punch, Olimar releases the opponent and uppercuts them at the same time as 1-5 Pikmin. Damage and knockback depends on Pikmin's strength. If no Pikmin, Olimar does it by himself for 3% damage and low knockback.
Final Smash Move
Pikmin Bomb Squad!
The S.S. Dolphin flies in from the top left of the screen over the battlefield and exits again to the top right, pausing only to fire the Nova Blaster down on Olimer's position. Any enemies caught in the dazzling beam are stunned as if their shield was broken. Any yellow pikmin bathed in the light acquire bomb rocks with a minimum of 3. If 3 yellow pikmin aren't present, 3 random pikmin caught in the light will be transformed into yellow bomb pikmin and if 3 pikmin aren't present (if any), then any pikmin caught in the light will be transformed and up to 3 bomb pikmin appear to a maximum of 3 in total. However, if 15 pikmin of that Olimer are present on the battlefield but none caught in the beam, the bomb pikmin will not appear.
Yellow bomb pikmin are able to be thrown as far as regular yellow pikmin and if they land on an opponent after being thrown will automatically explode for 15% damage and high knockback and the pikmin will automatically be star-ko'd. A yellow bomb pikmin will give chase to any opponents they land near like regular pikmin, but instead will self-detonate (star-ko'ing itself) and do 10% damage and med-high knockback. If the opponent attempts to evade the pikmin and succeeds (so the pikmin cannot follow), he will attempt to throw the bomb rock at the opponent with a good degree of precision for 7% damage and med knockback but unfortunately not a star-ko.
Taunt
All the pikmin by Olimar's side line up facing the screen and do the leaf-mexican-wave from the good ending of Pikmin 1, speed varies on how many pikmin are in the line as to always be the same amount of time for the taunt. If no pikmin are by Olimar's side, he looks left, then right (as if looking for the pikmin) and then bows his head (in realisation that he's all alone *tear*).
Kirby Hat
Kirby dons the entire spacesuit with a small (non-spherical) helmet over the top third of his head. Kirby's B move now plucks and throws pikmin. Holding B will pluck the pikmin from the ground at the same rate as Olimar does but Kirby is not adept at throwing the pikmin. Upon tapping B Kirby throws the pikmin horizontally for less distance than Olimar as they spin through the air. Like Olimar's pikmin they well give chase and attack nearby opponents but due to their spinning in the air will bounce off of any enemies they are thrown at for their base damage rather than landing on them.
It's not exactly orthodox, but nothing about an Olimar moveset really could beand the way the controls are set up at the moment (B for whistle, side B to throw pikmin, down B to pluck) at least make sense and such things as the whistle will feel natural for Pikmin players. Thus making one which would also make sense for Kirby's B would be practically impossible.
I think that about wraps it up for the my Olimar moveset. Thanks for taking the time to read it.
http://www.youtube.com/watch?v=b_slmbAtWe0
^ Awesome Pikmin advert, well worth checking out.
If anyone is unfamiliar with Pikmin and the gameplay behind it, check out this music video of Pikmin clips from Pikmin 2. While it's not exactly a tutorial video or anything you might be able to at least pick up some gameplay mechanics and how **** awesome Pikmin is.
http://www.youtube.com/watch?v=DRmY9EYmj9U
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same thing with the dedede thread. i mean if it wasn't for me and grim, that thread would still be dead, with only 3 pages on it.Considering the sheer volume of Olimar supporters, I'm surprised this thread is so small and hardly ever maintains it's rightful position on the front page. I think it may be due to the fact that any sane person already knows that Olimar will be included due to sheer popularity and originality and so no hand-holding and reassurance posts need to be done.
On the subject of complexity, my Olimar moveset doesn't seem to be looking all that unlikely anymore ^^...although it is still far more complex than the PT moveset. :x
Edit: Miis? Miis?! *head explodes*
I didn't put Jump in actually, I probably should've done but I just tried to give him basically average stats so that he wouldn't be too weak on his own (to the point where it's impossible to win) but obviously not too great as then he'd be invincible with a full army. If you made Olimar too fast there's a good chance that he'll be very cheap kind of hit and run, so I think putting him down as a 3 for agility would be better, for balance (and trying to keep cheap tactics down's sake). Jump could then be around a 2.5, slightly higher than what you said due to the lower speed.Is this running speed? If so this is fine. I think his lag should be low, though. So, maybe a 4 on agility or whatever. You should have a jump stat of 2.
Too many pikmin would be a bit hard to manage and could mean a lot of spamming. I'm sure if this moveset was actually made a reality it'd be far more balanced (such as numbers and damage etc.) than I could ever make it and I chose numbers which instinctively felt right, since even if I tried to pen a balanced moveset I'd still come up short. A lot of people quibble at the prospect of more than 5 or 10 pikmin though so it's anyones guess.I'd like to see 20-25 Pikmin at a time (not cheap because it takes a while to pluck). Also, what should their AI be if you're running around. Like Nana? Will they occasionally run off and attack things that they pass or get lost altogether and just stand their like they do in the games?
I'd love to see it happen, since it rewards longer plucking sessions (adding in more tactics!) but you're right, it'll probably end up as just a visual thing (them all being flowers maybe?) and a wasted opportunity.I don't know if they'll incorporate the leaf/bud/flower aspect. I think they'd probably just make them aesthetic, but I like your ideas.
Well if they get knocked into water for example I'd imagine the blue ones would swim back to the stage and climb out and the others die and anything like an electric/fire hazard would just damage them normally as if they were a PC. This is balanced when you think about it because even though water hazards are instant death - there's only going to be a couple of stages _max_ with them included and it makes the blues a little less useless since there's far more electric and fire moves in the game than there are water (thankfully the addition of characters like squirtle might help add more water moves in). I guess it wouldn't be too unfair for a pikmin to thrash about in the water for about 3 or 4 seconds and could be rescued by the good ol' whistle, but it just depends on how much of an advantage the fire/electric immunities give the red and blue.I love your Pikmin stats, too. I really hope that is how Sakurai incorporates them into the game. One question, though: If they run into something they aren't immune to, what happens? Do they run around so you can save them or do they die instantly or what?
I think they might have to jump. That's the only logical way that they could following him around while he climbs up a stage like Rumble Falls, or around any stages with levels.Do the Pikmin jump in the air? Or do they just stand there as Olimar jumps around.
Cheers. On reflection it does seem a tad similar now (PT stole my thunder!) but it's necessary in order for complete control of your pikmin. A good Olimar player would know which formation his pikmin are in and which order the rotation is in and so if you had a certain colour out and you needed the yellow pikmin for long distance throwing, the right amount of taps of B would then let you throw the yellow pikmin you have rather than just randomly throwing all your pikmin in the hope of throwing the yellow ones.I like your whistle move. It's a lot like the PT vB, but you came up with yours before you knew about it. I see this as being a lot more useful in the spur of the moment in battle, though. Very cool.
All Pikmin fans should ^^.EDIT: Also, I'm totally going to main or secondary Olimar.
it would be awfull to have such an obvious anti char.yellow pikmin for pikachu!! purple pikmin for snorlax!!!
we've saying this a lot in the ridley thread, but i think it fits more here.
Pikmin, the Anti-Pokemon!!
why would he have to be a pokemon trainer clone? he can do his own fightin!Why couldn't we just have Olimar as an Assist Trophy? After all, having him as character would screw over the originality that comes from the Pokemon trainer and make it all a gimmick.
Captain Olimar isn't in the background... Also you don't control the pikmin with your controller like you do with the Trainer's pokemon.Sure, but the cool thing about Pokemon trainer is that he is the only one we know so far that controls other creature primarily. If they were to put Olimar as a character it'll be like saying, "Hey everyone, we were thinking of more characters that control creatures and guess what we came up with? Thats right, now you can be molested by hordes of Pikmen, have fun!"