Been playing olimar nonstop. Most brawl things don't work, but he still thrives off the bait and punish game. You're best edge guards are fair and dair. The natural floatiness of olimar makes dair a pretty optimal choice.
Dtilt a lot. This is working wonders for me, it even lunges underneath some grabs, combos into utilt and upsmash, and sometimes even a pivot/turnaround grab if they hold shield out of reactionary habit.
Don't be afraid to run in after you throw a pikmin or two. Chances are the opponent either comes in with their attack or does an attack to knock the pikmin off which can net you a follow up after their move ends, like a grab or fair.
Up smash has the potential to hit three times from low percents to follow up with an uair or two for a sweet 50-60%. What a lead.
Blue pikmin bthrow and fthrow can kill around the 110 region. Purple upthrow can kill around that percent also. I also have a theory that the different pikmin dthrows have different trajectories. Maybe its just my opponents not DIing. Don't take my word for it.
Air neutral B, or the pikmin pluck or whatever the **** we call it, gives a mini jump and aids us really well in the recovery game. Use it before you use your double jump when recovering, Cuz you don't get another boost until you land onstage.
Dsmash hits like a ****in truck.
Fthrow and dthrow at low percents are regrab potential depending on the char. For example, ivy can nair out of dthrow, so oli can just grab again as ivy drops. Or throw a pikmin and regrab for that extra percent if they don't attack out of our throw. Or just do it anyway. Fthrow is basically the same, but safer if you think you can't follow up on dthrow. I believe bthrow behaves just about the same, but sends the opponent more towards the ground.
Usmash outta shield comes out super fast, not sure how reliable it is though in PM.
Bair turns oli around, just like marth bair. Bair to cover distance, then look for the fair. Fair also has super low ending frames, so if you hit with one and that ***** is still close, throw out another.
Oli has NO, NO, NO grab armor, and attacks WILL trade before we get the throw out. But because of the reduced range of our grabs, shield grab is actually pretty reliable. Make sure you don't get caught up with just throwing out attacks. Olis damage output will turn games upside down if reduce the damage we take as well.
That's all I got so far. Still experimenting. Looking at MUs. All that jazz. I'm hoping to get some replays on the 22nd to contribute to olis metagame