I finally got around to finishing testing Olimar's custom moves, so I'll post what I noted down here.
First, a small note. Apparently when Pikmin are not in Olimar's line and left vulnerable to attacks, it seems they gradually lose health. It doesn't look apparent for Pikmin plucked with default B or Custom B 2, but Custom B 3 is different, as I'll talk about later in this post.
(All damage percentages tested in Training. They do not take the fresh move bonus and stale move penalty multipliers into account.
Neutral B 2 -
Hardy Pikmin Pluck
- Plucking Pikmin now has a lot of startup lag.
- Out of the 3 neutral B's, this has the slowest plucking rate; it's impossible to pluck 3 Pikmin with the respawn invincibility.
- Pikmin plucked with this variation can take a lot more hits than default. Using Mario's Dsmash that deals 10% in front of him and Dtilt that deals 5%, it takes:
- At least 9 Dsmashes and a Dtilt to kill a red or yellow Pikmin
- At least 10 Dsmashes to kill a blue Pikmin
- At least 5 Dsmashes to kill a white Pikmin
- At least 15 Dsmashes to kill a purple Pikmin
- Olimar cannot pluck cancel with this variation. Since the animation for pulling the Pikmin out is much longer, trying to pluck cancel results in only triggering the "pulling up" sound.
- Most Pikmin except whites pop up much lower when plucked than the default.
Neutral B 3 -
Explosive Pikmin Pluck
- Plucking a Pikmin now creates an explosion in front of Olimar.
- Damage dealt is 8% for reds, yellows, and blues; 5% for whites; and 10% for purples
- A purple pluck KO's Mario at 118% at the starting position of Battlefield Omega
- Pikmin plucked with this variation have very low health than default. If a Pikmin is not in Olimar's line, it is possible for a Pikmin to die prematurely before it comes back without help of Down B.
- Olimar can pluck cancel with this variation, but it feels harder to do so than the default. Additionally, pluck cancelling doesn't create an explosion.
- Pikmin plucked go up at a much higher distance than the default. It can land on the top platform from Battlefield's main platform.
- Has a bit of ending lag, in contrast to the previous one.
Side B 2 -
Sticky Pikmin Throw
- Damage is decreased to 5% for purples, 2% per hit for whites, and 1% per hit for all other colors.
- The rate at which the Pikmin hits the opponent when latched on is doubled.
- Number of hits on a standing CPU:
- 0-2%: 16
- 3-25%: 15
- 26-48%: 14
- 49-71%: 13
- 72-94%: 12
- 95-117%: 11
- 118-140%: 10
- 141-163%: 9
- 164-186%: 8
- 187-209%: 7
Testing further is a bit trivial since at this point, Olimar should be aiming to finish off the opponent. (The minimum number of hits a Pikmin can do is 3, at 300+%.)
- Range on the ground seems to be decreased for all colors except whites, which go about 2/3rds of Battlefield Omega
- It can take a few more hits to shake off Pikmin latched on. I tested this and the default side B with custom Neutral B 2, so it may not be relevant to default neutral B.
- All Pikmin share same properties with default otherwise.
Side B 3 -
Tackle Pikmin Throw
- All Pikmin have the same properties of purple Pikmin. This means that:
- Pikmin can hit shields.
- Pikmin can deal hitstun and knockback.
- Pikmin can be eaten by Wario, Pocketed by Villager, and sucked in by Rosalina's Gravitational Pull.
- Damage dealt is 3% for whites, 8% for purples, and 5% for all other colors.
- The attack animation is slightly longer than default or Side B 2.
- Range is similar to default.
Up B 2 -
Winged Pikmin Jump
- Recovery is now totally vertical; Olimar can only move horizontally while in free-fall.
- Vertical range is similar to default with 2 Pikmin in tow.
- It is still possible to attack out of recovery; however, it seems to be only possible if the move is completely fresh, the window to attack is small, and Olimar will still move upwards after attacking, forcing him into free-fall.
- Range is not affected by Pikmin in tow.
- The move has a windbox around Olimar that pushes opponents away.
Up B 3 -
Mighty Winged Pikmin
- Distance traveled is now not affected by number of Pikmin in tow.
- Maximum vertical distance is similar to default with 2 Pikmin in tow.
- More or less seems to function the same as default otherwise.
Down B 2 -
Order Tackle
- When Olimar whistles, Pikmin not in line can hit opponents up to 2 times, once when they react to the whistle, and again when they travel through the air.
- Damage dealt by 1st hit is 3% for whites, 5% for purples, and 1% for other colors. 2nd hit deals 2% for whites, 5% for purples, and 3% for other colors.
- It takes longer for Pikmin to come back to Olimar's line, as they seem to jump up higher than default.
- Has a bit of ending lag. It's the slowest of all 3 down Bs.
- Olimar has super armor right before he tweets, though I'm not sure if the time it's active is longer than default.
Down B 3 -
Dizzy Whistle
- Whistling now can hit opponents two times. The first hit does no damage and just makes the opponent flinch very briefly. The second does 1% damage, turns the opponent around, and makes him/her gravitate towards Olimar, and does not make him/her flinch.
- If the opponent only gets hit at the very end of the attack, the opponent takes the 2nd hit.
- Range is about a quarter of Battlefield Omega horizontally, and about the height of Olimar vertically, including the antenna.
- This variation does not grant Olimar super armor right before he whistles.
Done. All that's left is just testing out rough KO percentages on several weight classes. If anyone has anything to add or make a correction about custom moves, please do so.
EDIT: Now that I've hit 10 posts and can link to videos, I want to show a small additional thing that I found while doing stuff in Training.
When Olimar grabs but does not throw the opponent, he'll go into this animation.
There is also another thing that happens if the opponent is released from the grab. If Olimar attempts to do a dash grab, he won't do the grabbing animation. Instead, the Pikmin that should have been used for the grab will go to the back of the line, and Olimar will go into his "grab release" animation. Any dash grab attempt after this will proceed as normal.
A few other things about this:
- Olimar can pummel the opponent without throwing, and he'll still go into the animation if he tries a dash grab.
- Olimar can still do a standing grab normally after the opponent is released. If the standing grab fails, then Olimar's animation for dash grabs will work on subsequent grabs.
- Olimar's momentum can be influenced by these grab animation. If Olimar attempts to do a normal dash grab, then Olimar will completely stop. On the other hand, attempting to do a pivot dash grab will result in Olimar moving a bit more distance in the direction he was originally running to. He can go over a ledge if he runs close enough to it.
I put up a
video showing this. I apologize if the quality looks bad, but I don't have a proper capture device for a 3DS.