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His whistle.

SmashBro99

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Sakurai mentioned the Pikmin will often wander away from Olimar, I'm thinking the whistle will be one of his taunts, and it would bring the Pikmin back to him. I wouldn't want this as a special move, but it might be.

Thoughts?
 

SinisterLizard

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No, his taunt should be the chant the Pikmin make when you clear the level in Pikmin2.

Two of his B-moves should be whistle. One to call, another to dismiss. If you've ever played the games, you know what I'm talking about. He should pretty much play like he did in the games...
 

smashbot226

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THAT is ********.

No offense... actually I DO mean offense.

I can see it being ONE of his B moves, but TWO?

That... is... re... tar... ded.

Since they are short lived, why the hell would you NEED to dismiss them?
 

SmashBro99

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Well, maybe one move can alternate, like his B will call all of his Pikmin close, press it again and they will stay still.

If they use up 2 of his B moves for those that'll really hurt him.
 

SinisterLizard

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THAT is ********.

No offense... actually I DO mean offense.

I can see it being ONE of his B moves, but TWO?

That... is... re... tar... ded.
You've obviously never played the Pikmin games. Two of his special moves isn't that big of a deal. They're called special moves for a reason. I think it would be re..tar...ded if he DIDN'T have them as two of his B-moves. How in the world is he supposed to organize them and control and direct them? Go play the game and stop talking.

Well, maybe one move can alternate, like his B will call all of his Pikmin close, press it again and they will stay still.

If they use up 2 of his B moves for those that'll really hurt him.
Are you that ignorant? People! Stop making threads if you've never played the games and don't know what you're talking about. Go play the games. Right now. Seriously.
 

smashbot226

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Ahem...


I remember a certain stick that controls your Pikmin's movements.

Yellow and with a C on it...

They'd use one of those on a Wiimote, or you could point to where they will attack.

Wasting TWO spots for similar attacks seems... overdose.

I've played the game! Sakurai says they're short lived: THEY'RE SHORT LIVED!!!

Hey... it could be a taunt, but it could have the regrouping effect.
 

SinisterLizard

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Ahem...


I remember a certain stick that controls your Pikmin's movements.

Yellow and with a C on it...

They'd use one of those on a Wiimote, or you could point to where they will attack.

Wasting TWO spots for similar attacks seems... overdose.
What the crap are you talking about? Do you know what you're talking about? No. So stop talking. The whistle has the the call to gather lose Pikmin, and dismiss to have organize them into groups or to just have them attack of their own free will.

I'm not joking. Don't come around here and say crap if you haven't played. You are making a fool of yourself.

If you've played, I'd expect you to be a little less ignorant. Do you know what the two different moves do? Obviously not. You'd be better off pretending you haven't played with what little knowledge you show that you have.
 

smashbot226

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I'm pretty sure I'm not the only one who doesn't want to special moves taken up by commands, when they could also be taunts.

Here is an example:

Taunt One: Regroup!

Taunt Two: Attack!

Taunt Three: Split Up!
 

SinisterLizard

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OK smashnoob, you asked for it...

Possible Moveset:

Captain Olimar



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!



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!



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!



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)



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)



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 ::chuckle: (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*).​


pwned

Oh, and before you go into "he only had b as one"...this is just one possible moveset (albeit a good one). I'd still expect their to be a move similar to dismiss.​
 

SmashBro99

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I have played Pikmin, but think about this:

Up + B - Some sort of recovery move, won't be whistle.

Side + B - Throw Pikmin most likely.

Down + B - Pick Pikmin out of the ground

B - Whistle; alternating on and off.

How would they use up 2 of those spots on whistle commands?
---

Smashbot's idea actually isn't bad, he seems at a disadvantage not being able to use smash attacks without Pikmin, so I can see them using taunts like he posted, sort of to make up for his need to have Pikmin.
 

Eagle

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THAT is ********.

No offense... actually I DO mean offense.

I can see it being ONE of his B moves, but TWO?

That... is... re... tar... ded.

Since they are short lived, why the hell would you NEED to dismiss them?
The dismiss part is also a good idea. If you play 2 player and you leave a Pikmin somewhere and let your enemy walk by it the Pikmin will attempt to maul the opponent to death. I would love to see that.

Although I don't think it will be 2 B moves, just one.
 

SinisterLizard

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I have played Pikmin, but think about this:

Up + B - Some sort of recovery move, won't be whistle.

Side + B - Throw Pikmin most likely.

Down + B - Pick Pikmin out of the ground

B - Whistle; alternating on and off.

How would they use up 2 of those spots on whistle commands?
Fair enough, but they'd have to make you able to control it in such a way that would either allow you to run around calling for free Pikmin or dismiss them into ranks somehow. Vali actually had it spelled out in this way.

I also like the idea of letting you dismiss your Pikmin en masse, so if you want a lot to attack, you don't have to throw all of them, but can simply dismiss them, and they'll attack your opponent all at once.
 

SmashBro99

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Or since alternating is kinda random, tap it to call them, hold it longer to dismiss?
 

Eagle

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How about if you hold B the big circle aura thing appears, and circles around Olimar and you can run while whistling, and if you just sharply press B it dismisses.
 

SinisterLizard

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Well, something tells me our questions will be answered tomorrow. Sakurai has a knack for revealing movesets for unique characters right after they are announced.
 

SmashBro99

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By the end of this week we will get his moves, yeah probably next update.
 

SmashBro99

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I think by "scatter" he just meant that they are killed off easily, not that they will wander away. that never happened in the games...
If there was a monster nearby they would go attack it on their own...
 

Chepe

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People, when thinking of B movesets, do think of Kirby pretty please. The team will not give Kirby a form with a nonfunctional B move, so it will not be the whistle, and Olimar's B might not involve Pikmin altogether...

Something all fan movesets should always consider is Kirby's implication of neutral B. Too many forget...
 

GofG

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Howabout yellow pikmin can pick up Bombombs and mines? Then they might get... I dunno... passed hand to hand to Olimar who can then throw them. Or they can throw them themselves.
 

smashbot226

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OK smashnoob, you asked for it...



pwned

Oh, and before you go into "he only had b as one"...this is just one possible moveset (albeit a good one). I'd still expect their to be a move similar to dismiss.
Ah, but your idea is flawed, for this is a good enough move.

By alternating, tapping, holding, and holding B, you use different commands. A lot like Snake's B, except for different commands.

There could also be Pikmin switching for commands every time you tap the B button more than once, going from Pikmin to Pikmin.

EDIT: You owe me an apology Sinister Lizard. Whistle is ONE B move.
 
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