EDIT: ... HILT GOSH DANGIT.
Welcome to the Oli boards, where racism, communism, and slavery are in abundance!
alright im not gonna go over everything, just the basics and some useful tips.
Ghost pikmin is very irrelevant, it almost never happens so don't worry about it.
Pikmin rocketing and desyncing is too complicated and really is unnecessary, sometimes fun but way situational and hard to pull off, don't worry about that either.
K terms,
sh=short hop
fh=full hop
d=down
u=up
f=forward or front
b=back
COMBOS
easy ones, as in the ones you will almost always use
dthrow->sh fair (guaranteed at early percents)
dthrow->usmash
dthrow->usmash-uair (i love this one)
Land canceled Nair(when you do a neutral air into the ground and it doesn't finish)->usmash
those are the main combos you're gonna want to use for now, more complicated and less guaranteed ones come later.
PIKMIN TOSSING
This is a must for olimar, it's easily a third of his game (more for a lot of matchups... lol ddd xD.) one of the best ways of using this is sh double toss: You will get extra distance on your throws and also not leave yourself too open.
How to do this: Short Hop then pikmin toss twice, but don't hold forward on the control stick between tosses, let go as soon as you've tossed the first
slave pikmin. try to slam the stick backwards in between your two throws to keep get a small retreat on it as well.
UP SMASH
hyphen smash:
simple, just dash then usmash, you'll usmash out of a dash. good to use for kills or damage.
Reverse hyphen smash:
not really necessary for olimar, if you want you can get into that some other time.
usmash out of shield (OoS)
Yummy, this is not the same thing as dropping your shield and usmashing, you won't experience the lag of that with this. TO DO: you shield, you jump, then nearly at the same time or immediately after you usmash. DO THIS A LOT.
Overall usmash is amazing, its speed is godly and its range is godly, you will be surprised by how far sideways it reaches, with yellow pikmin it hits more than an olimar's distance in front and behind.
FORWARD SMASH
i'm not gonna go all the way for this move, though it is epic. overall a powerful and quick move that is good to use in a lot of situations.
hills and ledges: pikmin will continue to fall down with their hitboxes a bit after they lost horizontal momentum. This can be useful for ledgeguarding and setting up a wall of pikmin for yourself.
Everywhere else: pretty much the best fsmash ever, quick and
painless painful, insane range and epic. C-STICK FTW!
GRABBING
"WHAT THE **** IS THE DEAL WITH OLIMAR'S **** GRAB?!"
you will hear this a lot, they are jealous of our communist benefits... mwuahahah. Anyway, olimar's grab is insane. It's one of the longest in the game and it is unaffected by hills and tilting stages. bottom line, it *****.
PIVOT GRABBING
i can't stress this enough, replace every roll you would normally do to avoid your opponent with a pivot grab, it's helped my game so much...
TO DO: dash one way then slam the control stick the other way and grab at nearly the same time. (when i say slam i mean go the other way, but slam is just way more epic) I'm not sure why but this increases the grab range A LOT. Do this more than you think you should do this, it is one of the best parts about playing olimar, GRABS FTW.
THROWS
dthrow- amazing for combos, use this throw the most, don't stale your other throws, you want to save them for kills
uthrow- purple uthrow is a very good kill move
bthrow- blue bthrow is also a very good kill move. Sometimes you will use this as a gtfo move but usually you want to stick with dthrow
fthrow- same as bthrow really but kills at way higher percents, use this as a gtfo move or just something to get them in front of you out of the way or off the ledge or whatever.
DON'T GO OFF STAGE. I know how tempting it is to go for a dair spike! don't do it, olimar has a terrible recovery and you will get gimped if you screw up!
DI (directional influencing)
I won't talk much about this, but this is definitely a must. When you get hit by a kill move, as you are in the hitstun push the control stick at a 90 degree angle away from the direction you will be sent in. Easiest moves to do this with imo are zelda's smash attacks. You will bend a little the way your control stick was faced, and this helps you because of this
picture the stage as a big rectangle. The blast zones (the part you die in) are the sides of this, the top, the right, the left, and the bottom. You want to try to go as close to the corners as you can, this is where you will survive the longest.
My description of di is definitely a fail, there are a lot of descriptions of it though, you'll learn. There's a thread to a very good description, ill try to find the link in a bit.
RECOVERY
SAVE YOUR JUMP, DON'T USE IT AS SOON AS YOU CAN. The best option is to try to get close to the ledge, then jump. If they are guarding the ledge then you need to whistle as you are jumping so they can't hit you out of it. Then if they are edgehogging you need a purple pikmin to throw at them and that will get them off of it so you can tether (up b, also known as utility belt). Tether also gives you a small hop, so if they are edgehogging you and you are close enough then use it and you will land safely on the stage.
I don't have much on this, but it is a very important thing to get better at.
PIKMIN COLORS
almost forgot about this lol
anyway, not gonna go over much here, just the basic uses for each color.
Reds: element fire, Good for aerials (more damage, kills earlier etc), a smidgeon stronger for smashes, and isn't affected by fire attacks (ex. bowser's flame thrower)
Blue: Good throw and pummel damage, kills at a decent percent from bthrow. A good overall color that isn't particularly good at aerials/smashes, but not bad. This is the only pikmin that won't die in water.
Yellow: Bigger hitboxes than most pikmin colors, element is electric so it isn't affected by electric type attacks. Highest priority of any pikmin color for all attacks (it beats other moves better) has more hitstun than other colors
White: Extremely far pikmin toss, they travel with very small arc and deal high latch damage. They have the highest pummel damage when you grab with them. Most attacks from whites have very little knockback, meaning DON'T EVER USE ONE OF THESE FOR A SMASH ATTACK, THEY WILL SCREW YOU OVER. Pluck 'em and chuck 'em.
Purples: Grape n' ****, they have the highest damage output on pretty much every attack. Purple usmash is insane, you wouldn't even know killing someone that early was possible. Purple uthrow kills at a reasonable percent as well. Grape n' **** man, grape n' ****...
Keep track of your pikmin line, know which one you have next.
My last piece of advice, use common sense and don't be stupid.
some useful threads
http://www.smashboards.com/showthread.php?t=284729
http://www.smashboards.com/showthread.php?t=285739
there's another one regarding pikmin colors, i can't remember what it was called.