While playing brawl I've spent extensive time checking out olimar. here are some things i've noticed that no one has said yet.
general pikmin observations
Leaf/bud/flower do nothing to add damage. pikmin throw or smash attacks. maybe pikmin durability?
White- 8% fully charged Fsmash. Best for throwing.
Seems the weakest of all pikmin and dies in one attack almost always.
Purple- 18% on fully charge Fsmash
most durable and least likely to die from attacks.
most knock back a bit better then yellow.
Yellow- 18% on fully charge Fsmash.
Best for general A moves.
immune to electric attacks! pikachu beware!
Red- 16% on fully charged Fsmash
Immune to fire attacks
Blue 15% on fully charged Fsmash.
immune to water attacks! squirtle beware!
the only pikmin that can swim! the others helplessly sink to the bottom on levels with water. (which are quite numerous and fun! toon link boat ftw) whistle to save the the others.
---Grabs---
Olimars grab range is huge! (except with purple pikmin boo!) quick and deceptive.
He orders a pikmin to rush out and grab you pulling you back in. Olimar watches as the pikmin body slams, pile drives and flings the opponent. what a lazy jerk.
his grab range is a bit better then yoshi's but it has no start up lag or punishable whiff lag so you know...its GOOD. if you do whiff you don't have to wait for the pikmin to come back all the way to start shielding or moving.
there is no real way to see that olimar is grabbing ether. those pikmin provide some really nice cover! the only audible cue is a tiny *woosh* windy sound which is not very different then other similar sounds.
suffice to say Olimar's grab is the quickest long range grab in the game. the pikmin are not connected to him so you might be able to bat them away, but its so quick it doesn't really matter.
damage is average 9-14 damage on throw 4ish when pressing A.
knock back is ok, but sends them at high angles for easy juggling/ finshing.
Don't expect to kill anyone with a throw.
---A MOVES---
Olimars ground moves have great great horizontal and vertical range compared to his size.
sadly they are all in straight lines vertical or horizontal leaving diagonal approaches his weakest area.
All of olimars tilts and A (and air A) can be done with no pikmin. EVERY OTHER MOVE requires a pikmin in hand or it does nothing.
tap A--
a one two head swipe. its actually three hits. his antenna hits on the first swipe at a slightly longer range then his head (negligible amount) too!
A(1st)2% (2nd)3%, A(3nd)5%
very short range
hits them a short distance across the ground.
no lag afterwards.
FTiltA--
A flying double kick that has oliimar land on his side a olimar length in front of himself.
6%
short range
little better knock back then tap A
very minor lag afterwards
UtiltA--
Olimar jumps up twice his height and does a spin.
hits 8 times with the last hit sending them flying and more damage.
11%
average range
pops the opponent straight up. great for combos -60% (follow up with upair or Aair)
minor lag afterwards
DtiltA--
olimar scoots across the ground quickly about twice his length again.
6%%
short range
hits the opponent up slightly even at high percents. do this 3-4 times in a row when they are at 0% and watch them unable to get out. (air dodge out of 4th hit possible)
minor lag afterwards
-----Olimars air moves are broad sweeping moves that hit in rather short range wide arks on the direction you use except Uair which is a multi hitting pikmin toss/twirl.
Aair--
a 6 hit spin just like UtiltA only in the air.
12%
very short range
hits opponent up and to the left or right slightly on last hit.
very minor lag.
***under construction****
Uair is very good for combing and juggling. high vertical range. high damage low knockback. if you can hit them with the last hit of the pikmin twirl it is a strong hit. especially with yellow or red pikmin.
Dair is a very quick no lag spike. easy to connect with. most be right below olimar or they go up and to the side at a high angle. works with any pikmin.
**********************
---B---
pluck pikmin from the ground. you can pluck the max of 6 well within a second. No noticble difference has been seen on plucking from different parts of the map or different stages.
overall rate of appearance has been:
yellow 4/6
red 4/6
blue 4/6
white 1/6
purple 2/6
so only 1 white will normally show up (if even that) while you'll normaly have at least one purple. multiple reds blues and yellows will appear.
---Down B---
At first i thought down B was really useless and having an attack would have been better, but it has some really usefull functions.
it calls all the pikmin to you instantly. sometimes pikmin will be thrown off the edge or be knocked off an opponent and not know how to get back to you very quickly. this move makes sure you can always have the longest upB recovery you can have even if your tossing pikmin during your return to the stage.
it orders the pikmin! while plucking pikmin come out randomly. having to attack with them in that order can be bothersome and hard to tell what will come up next. this move will put all pikmin of same color next to eachother in the line.
It shuffles the pikmin coming up next. this is the quickest way to get the pikmin color you need. it shuffles by pikmin color so if you have a line like this
(front)Y-Y-W-W-R-P it would skip your next pikmin up (another yellow) and go right to white. whistle again and it goes to Red!
you can whistle 2.5 times per second so if you do it right you can always have the pikmin you need.
---up B---
obviously pikmins greatest weakness his his recovery. average jumping and a tether recovery that can be average with all 6 pikmin to useless with 1 or 2...
does not sweet spot unless your below the level. and even then its touchy about grabing hold.
it comes out lightning quick which is nice. especially if someone approches you while your on the ground.
the range is impressive for a ground based attack but the angle really limits its use as a standard move.
luckily defending from a 45% angle attack is one of olimars weakest areas for most of his attacks so this move makes it one of his best areas! (all of olimars ground attacks are straight up or straight to the side.)
----side B----
!!Damage and number of pikmin hits does not degrade with use! spam as much as you can!!
pikmin hit the target different amounts of time Dependant on damage already on the target.
0-40% 8 times
40-65% 7 times
65-85% 6
85-115% 5
115-155% 4
155-185% 3
185%+ 2
Most any attack will knock a pikmin off. more so for white and less for blue.
<when i say on hit i mean when the pikmin bashes them with their leaf>
White pikmin- (48-54%)6 damage each. chance of interrupting targets actions on hit.
goes 3/4 of (brawl) final destination very quickly.
Purple- knocks them away. deals 6 damage.
goes 1/4 of final destination slowly
Blue- (16%)2 damage each
1/2 FD straight line
Yellow-(16%)2 damage each chance of interrupting targets action on hit.
1/2 FD upward arc
Red-(16%) 2 damage each. chance of interrupting targets actions on hit.
1/2 FD same as blue
general pikmin observations
Leaf/bud/flower do nothing to add damage. pikmin throw or smash attacks. maybe pikmin durability?
White- 8% fully charged Fsmash. Best for throwing.
Seems the weakest of all pikmin and dies in one attack almost always.
Purple- 18% on fully charge Fsmash
most durable and least likely to die from attacks.
most knock back a bit better then yellow.
Yellow- 18% on fully charge Fsmash.
Best for general A moves.
immune to electric attacks! pikachu beware!
Red- 16% on fully charged Fsmash
Immune to fire attacks
Blue 15% on fully charged Fsmash.
immune to water attacks! squirtle beware!
the only pikmin that can swim! the others helplessly sink to the bottom on levels with water. (which are quite numerous and fun! toon link boat ftw) whistle to save the the others.
---Grabs---
Olimars grab range is huge! (except with purple pikmin boo!) quick and deceptive.
He orders a pikmin to rush out and grab you pulling you back in. Olimar watches as the pikmin body slams, pile drives and flings the opponent. what a lazy jerk.
his grab range is a bit better then yoshi's but it has no start up lag or punishable whiff lag so you know...its GOOD. if you do whiff you don't have to wait for the pikmin to come back all the way to start shielding or moving.
there is no real way to see that olimar is grabbing ether. those pikmin provide some really nice cover! the only audible cue is a tiny *woosh* windy sound which is not very different then other similar sounds.
suffice to say Olimar's grab is the quickest long range grab in the game. the pikmin are not connected to him so you might be able to bat them away, but its so quick it doesn't really matter.
damage is average 9-14 damage on throw 4ish when pressing A.
knock back is ok, but sends them at high angles for easy juggling/ finshing.
Don't expect to kill anyone with a throw.
---A MOVES---
Olimars ground moves have great great horizontal and vertical range compared to his size.
sadly they are all in straight lines vertical or horizontal leaving diagonal approaches his weakest area.
All of olimars tilts and A (and air A) can be done with no pikmin. EVERY OTHER MOVE requires a pikmin in hand or it does nothing.
tap A--
a one two head swipe. its actually three hits. his antenna hits on the first swipe at a slightly longer range then his head (negligible amount) too!
A(1st)2% (2nd)3%, A(3nd)5%
very short range
hits them a short distance across the ground.
no lag afterwards.
FTiltA--
A flying double kick that has oliimar land on his side a olimar length in front of himself.
6%
short range
little better knock back then tap A
very minor lag afterwards
UtiltA--
Olimar jumps up twice his height and does a spin.
hits 8 times with the last hit sending them flying and more damage.
11%
average range
pops the opponent straight up. great for combos -60% (follow up with upair or Aair)
minor lag afterwards
DtiltA--
olimar scoots across the ground quickly about twice his length again.
6%%
short range
hits the opponent up slightly even at high percents. do this 3-4 times in a row when they are at 0% and watch them unable to get out. (air dodge out of 4th hit possible)
minor lag afterwards
-----Olimars air moves are broad sweeping moves that hit in rather short range wide arks on the direction you use except Uair which is a multi hitting pikmin toss/twirl.
Aair--
a 6 hit spin just like UtiltA only in the air.
12%
very short range
hits opponent up and to the left or right slightly on last hit.
very minor lag.
***under construction****
Uair is very good for combing and juggling. high vertical range. high damage low knockback. if you can hit them with the last hit of the pikmin twirl it is a strong hit. especially with yellow or red pikmin.
Dair is a very quick no lag spike. easy to connect with. most be right below olimar or they go up and to the side at a high angle. works with any pikmin.
**********************
---B---
pluck pikmin from the ground. you can pluck the max of 6 well within a second. No noticble difference has been seen on plucking from different parts of the map or different stages.
overall rate of appearance has been:
yellow 4/6
red 4/6
blue 4/6
white 1/6
purple 2/6
so only 1 white will normally show up (if even that) while you'll normaly have at least one purple. multiple reds blues and yellows will appear.
---Down B---
At first i thought down B was really useless and having an attack would have been better, but it has some really usefull functions.
it calls all the pikmin to you instantly. sometimes pikmin will be thrown off the edge or be knocked off an opponent and not know how to get back to you very quickly. this move makes sure you can always have the longest upB recovery you can have even if your tossing pikmin during your return to the stage.
it orders the pikmin! while plucking pikmin come out randomly. having to attack with them in that order can be bothersome and hard to tell what will come up next. this move will put all pikmin of same color next to eachother in the line.
It shuffles the pikmin coming up next. this is the quickest way to get the pikmin color you need. it shuffles by pikmin color so if you have a line like this
(front)Y-Y-W-W-R-P it would skip your next pikmin up (another yellow) and go right to white. whistle again and it goes to Red!
you can whistle 2.5 times per second so if you do it right you can always have the pikmin you need.
---up B---
obviously pikmins greatest weakness his his recovery. average jumping and a tether recovery that can be average with all 6 pikmin to useless with 1 or 2...
does not sweet spot unless your below the level. and even then its touchy about grabing hold.
it comes out lightning quick which is nice. especially if someone approches you while your on the ground.
the range is impressive for a ground based attack but the angle really limits its use as a standard move.
luckily defending from a 45% angle attack is one of olimars weakest areas for most of his attacks so this move makes it one of his best areas! (all of olimars ground attacks are straight up or straight to the side.)
----side B----
!!Damage and number of pikmin hits does not degrade with use! spam as much as you can!!
pikmin hit the target different amounts of time Dependant on damage already on the target.
0-40% 8 times
40-65% 7 times
65-85% 6
85-115% 5
115-155% 4
155-185% 3
185%+ 2
Most any attack will knock a pikmin off. more so for white and less for blue.
<when i say on hit i mean when the pikmin bashes them with their leaf>
White pikmin- (48-54%)6 damage each. chance of interrupting targets actions on hit.
goes 3/4 of (brawl) final destination very quickly.
Purple- knocks them away. deals 6 damage.
goes 1/4 of final destination slowly
Blue- (16%)2 damage each
1/2 FD straight line
Yellow-(16%)2 damage each chance of interrupting targets action on hit.
1/2 FD upward arc
Red-(16%) 2 damage each. chance of interrupting targets actions on hit.
1/2 FD same as blue