*Phew* so i'm caught up now, saw all your vids up so far. Its late and i'm a little tired so I'm just going to briefly go over the list of things I wrote while watching the videos, if somethings not clear lemme know, and I focused on the areas there can be improvement more than the good things you do, so if i don't mention of the strengths in your play its not cause they aren't there, its cause i'm sleepy. Last disclaimer I am breaking a very important rule of my own in that i haven't read through all the posts, only skimmed lightly, forgive repetition.
You love USmash. Its a good move, friend of mine hates it passionately, but let me explain why. I use seldom use the move, in general probably about 3 times a match. The reason for this is simple, at full strength, it is a devastating move against all the non heavy characters. Quite honestly a clean USmash up around 100, 110 will kill a majority of characters on a good number of stages, learn which stages have the lowest ceilings =) I cannot express how much more efficient you will become from this small change alone. No more 180% kills that cost you 60% damage to get, you'll simply take his stock at the latest 120% and then be working on the next.
Unfortunately I was misleading above. To remove USmash degradation from your current play style will not be a small change. You need to find other ways to compensate for the damage and control USmash currently provides in the lower and middle percents. Starting with strengths you do fairly well with grabs, your reasonably efficient at getting them and often are able to turn a throw into an advantage allowing you to land a hit or two more. However this can be improved on. Unfortunately theres no easy way to do this, simply become as fluid as possible with stringing together olimar's attacks. There are no great true combos, but there are certainly plenty of good solid follow ups that'll provide punishment on a less than perfect opponent. For instance I'll suggest a nice little and longer combo I picked up from EGruntz in our online games. Grab->DThrow->FAir(Fast Fall)->USmash->UAir->UpB. Done correctly starting at 0% that combo requires solid DI and awareness to break. However it does use USmash, which will require even more strict saving it until your ready to kill. The incredible part of this "combo", besides how cool it looks, is the fact that given most any general random pikmin color order, you'll have just taken your opponent from 0% to 50+%. Not bad by any standard. Work on your own alternatives, you must have options with which to mix them up, else DIing out of the combo will be easy because it is predictable, but this one is certainly worth learning. You also have a strong tendency to resort to smash attacks. While not as troublesome as overusing USmash, degradation should be avoided if possible. Tilts, other Aerials, UpB and Latch all have their own strengths and do good damage as well, look to open up and use a bit more of your move set. UAir is great for damage and leads to more juggling, UpB helps with pesky diagonal situations and is in general a long range unexpected solid move. Most importantly I would suggest in your case though would be Latch. Your use of the move was unusual and in some ways inconsistent, overall I'd suggest not nearly approaching its potential. First a really strong habit you have and need to break is using latch off the ledge of a map. It only killed you once from too short a chain in the videos above, but just in general, unless your landing safely right back on the ledge again, or you need a purple to clear the ledge, throwing pikmin while trying to get your feet back on the ground is ineffective. At best you actually hit them and they take the 6 or 8 damage while taking advantage of your throw, either approaching you to get a strong hit in or some other high priority they have at the time. If you don't even hit them, or they are able to spare the time to throw out an attack at the incoming projectile, you've only lost ground for yourself. Most notably you do this often when recovering from the ledge, however rarely do you have a purple in front that your throwing, so whatever attack your opponent is attempting to prevent your recovering with is guaranteed to cut through your oncoming pikmin and land on you as well, either setting up a chance to ledge hog gimp you or at least reset the him guarding you hanging on the ledge situation. Anyway you did i notice make effort to throw purple and whites in particular, certainly the right choices however for two different reasons and should therefore be followed up in two different ways typically. Often though you seemed to struggle to find the space to throw them, this is mostly because you play primarily a pressure olimar rarely content to keep your distance and bait attack. Feel free to do this more, it'll help you a lot I think. First, it changes the pace of the game on your opponent, requiring them to recognize and adjust play style accordingly. Second it should help you out on that mission to get their damage up around 100% without USmash. Third, your pretty solid at attacks following shield blocking an opponents attack, so right there you have a good part of it down already. Latched guys do both a Ton of damage and very little damage at the same time. In a situation where your opponent allows a latched pikmin to hit him twice but is able to hit you with a strong attack that gave you damage allowed him to control that space and knocked the pikmin off, the damage seems insignificant, easily ignorable and certainly not worthwhile from your point of view. However, a latched pikmin just prior to a grab->FAir combo, not even followed up is suddenly a completely different situation. In that short time an extra 8-24 damage is reasonably possible. Yeah, 24, thats no mistake, 4 attacks from a white, thats practically 1/4 of your target % right there, not even counting the throw and aerial. 8% alone may not seem like much, but it certainly helps and adds up quickly. However this great damage is largely unnoticed, because the pikmin beating his head is secondary compared to the more direct attacks connecting. The beauty, and difference between the two situations is this, keeping your opponent occupied. However that may be, whether its latching a pikmin then suddenly but safely rushing in, or threatening with a SH potential aerial, maybe an attack that has little chance of connecting but will not be punished, or even just throwing more pikmin at him, all of these direct attention away from the latched guy while giving only minimal advantage up to keep him there. You want to create a situation, or at least the illusion of a situation, in which you are making the opponent decide between removing the pikmin and being hit by you, or leaving the pikmin and guarding against you. The correct choice is obviously deal with your more direct attacks as they pose a bigger threat. The trick then is creating this threat while remaining safe yourself, and also maintaining this threat as long as possible before your opponent has a chance to safely remove the pikmin. This all depends on what your opponent fears, their tendencies, what moves are capable of removing the pikmin, many factors that a great Olimar will juggle to keep latched pikmin on safely as long as possible. Rinse and repeat without becoming repetitive.
This leads into the next thing, your approach is not very unpredictable. You fall habit to running in for an USmash, running in for a grab, and SHFAir almost entirely. In no way are these bad options, they are some of the best, however mixing them up, using them at the right time, and incorporating other options will keep opponents on their heels. They must watch longer and then attempt to react to your approach rather than be able to expect whats coming and have more time to decide how to respond. The easiest way to keep approaches varied however is a point made above, change the pace and style. If you suddenly become campy and require your opponent to approach strictly you don't have to worry about becoming predictable in your own approach, however patterns you notice in your opponents approach will now be wide open for punishing.
Last couple notes and a conclusion left, i'm even wordier than normal when tired sorry =/ First your ledge guarding is interesting. I've never seen someone connect on so many way off ledge FSmashes, I've also never seen anyone try as many times. It kinda works for you, but in particular learn to recognize times that great ledge hogging can get you a kill so long as your invincible when they UpB. A number of opportunities for this were lost by you being busy FSmashing pikmin off the stage. Its also not bad for you to not necessarily fight aggressively for the ledge, especially against opponents with great recovery. Instead make use of Olimar's range/disjointed hit boxes to make recovery from the ledge to the stage difficult. Takes some developing and triyng things out, but is another option and game to play with your opponent in which you can press your advantage. Spacing as with everyone can use some work, but this applies less to pressure type olimars. Work a little on your whistle super armor, the timings worth having, you had the thought to use it a few times, however i'm not sure you actually timed it right in any of the videos. Also feel free to use the whistle more to order pikmin, grouping them does make things easier typically, it seems your still developing the ideas of knowing your pikmin order and using each color effectively if the option is avaliable, keep it up. Lastly i'm not sure of opponent availability but finding opponents who are better than you will greatly help you improve, Nold and FireWulf are not bad players, but currently are not really pushing you too much it seems.
So in 4 words how do i sum up that mess. Work on playing fluidly. A lot of what i mentioned is details and theory, but it adds up to a more fluid olimar extending the options and ideas you have now. A number of times it was possible to quite literally see your train of thought, as you somewhat stutter stepped through situations directly acting or responding a single move or two at a time. It'll come in time as you become even more familiar with olimar and what options and styles he has. You've got a lot of good things down, yet theres lots of more things to go, were all still trying to figure out what works in this new game, no ones got it all yet and I doubt anyone even really even knows it all. Maybe not all my suggestions are what will work for you, or necessarily even right. Just keep thinking about what your doing in each game, whats working against you, and what you could do better. From that you'll figure out how to improve.
-True