Goodness! Captain Olimar joins the fray with five colors of Pikmin in tow! He plucks Pikmin from the ground and they fight as his allies.
Without Pikmin, Olimar can’t even do a Smash Attack. And the short-lived Pikmin tend to scatter. Theirs is a fated symbiotic relationship.
Let's start things off on the right foot. He's called Pikmin AND Olimar for a reason. Aside from his dependency on Pikmin for most of his moves, if you want to become a truly great Olimar user, you must use your battalion to your full advantage, and with hundreds of line possibilities, you must stay on your mental toes. We'll talk more about knowing your Pikmin and your line later.
That aside, Olimar is one of the most specialized characters in the game, and he has incredible advantages going for him. His smashes cover a wide area, establishing a difficult-to-punish barrier of defense and offense. He has one of the, if not the, longest tether recoveries in the game (provided he has 6 pikmin). His grab IS the best in the game. His aerials are solid, powerful, quick to use, and have minimal lag. His combo potential is incredible. His toss is incredibly lengthy, and strategically placed Pikmin can absorb hits for Olimar. His tether allows for excellent edge-guard potential. He requires just over a second to bring his company from zero to maximum capacity. He's even equipped with a spike. Even without Pikmin, his non-pikmin attacks allow considerable combo ability and knockback, enough to serve the purpose to pluck more pikmin.
Covering the basics of Olimar, you will be a difficult foe already. However, this is not the beginning. To truly master the symbolic relationship between Pikmin and Olimar, you must fully understand the potential of the pikmin that follow him.
STANDARD ATTACKS
i. Without Pikmin
A: Head-swing
Olimar swings his head in front of him. If Olimar is close enough for his antennae to make contact, it will deal an extra, weaker blow.
3%, 2%
AA: Double Head-swing
Olimar swings his head the other way, dealing more damage and knockback.
10%
Dash A: Cartwheel
Olimar performs a basic cart-wheel that hits twice. The opponent is knocked high into the air.
7%, 4%
Side Tilt A: Sideways Lunge
Olimar moves forward, land on his side as he kicks his feet, hitting once. Is possible to travel across the stage using this. Knocks opponent horizontally.
6%
Up Tilt A: Body Spin
Olimar jumps up and spins very quickly. Opponent is caught in a chain of attacks before being launched upwards, provided the final blow lands. Antennae is the top of the attack.
1%, 1%, 1%, 1%, 1%, 1% 1%, 4% (total of 11%, 8 hits)
Down Tilt A: Body Slide
Olimar lays and slides across the ground. Antennae deals additional damage as extended hitbox, but does not knockback.
6%, 2%
Neutral Aerial: Olimar Aerial Spin
Olimar spins around in the air, attacking 6 times.
2%, 2%, 2%, 2%, 2%, 2% (total of 12%)
ii. With Pikmin
Forward Smash: Pikmin Ram
Olimar issues a command and his pikmin in the front of the line flies out to hit the opponent. Major range, knockback and power for the most part. Purple pikmin have the short range, but more knockback. Yellow pikmin have slightly weaker knockback than red and blue. White is the weakest in terms of knockback. Power and knockback weakens as distance increases. Optimal power when contact is felt while the Pikmin travels horizontally
(based on distance [optimal to worst] Uncharged smashes)
Up Smash: Pikmin Jump
Olimar issues a command and his pikmin in the front of the line jumps up to hit the opponent. Major range, knockback and power for the most part. Purple pikmin have the short range, but more knockback. Yellow pikmin have slightly weaker knockback than red and blue. White is the weakest in terms of knockback. Power and knockback weakens as distance from Olimar increases. Optimal power when contact is felt while the Pikmin is closest to Olimar, and when opponent is directly above Olimar. Power weakens slightly if the target is left or right of the pikmin.
(based on distance, enemy position [optimal to worst]. Uncharged smashes)
Down Smash: Pikmin Flank
Olimar issues a command, and his 1st 2 pikmin in the line dash out, headbutting anyone in range. If you only have 1 pikmin in immediate command, you will only smash with one pikmin, going in front of you. Unlike the other 2 smashes, all pikmin have equal range. The first pikmin with head out in front of Olimar, while the second will run behind. Purple pikmin have more knockback. Yellow pikmin have slightly weaker knockback than red and blue. White is the weakest in terms of knockback. Power and knockback weakens as distance from Olimar increases. Optimal power when contact is felt while the Pikmin is closest to Olimar. It is possible to knock opponents between the 2 pikmin, dealing additional damage.
(based on distance [optimal to worst]. Uncharged smashes)
Forward Aerial: Pikmin Swing
Olimar swings a pikmin in front of him. Simple and quick. Purple pikmin have more knockback. Yellow pikmin have slightly weaker knockback than red and blue. White is the weakest in terms of knockback.
Backward Aerial: Backwards Pikmin Swing
Olimar swings a pikmin behind him. Unlike the forward aerial, damage is altered based on how bluntly you hit the target. If you use the pikmin's whole body, maximum damage is assured. If you only hit with the tip, decreased damage. Purple pikmin have more knockback. Yellow pikmin have slightly weaker knockback than red and blue. White is the weakest in terms of knockback.
Up Aerial: Pikmin Spin
Olimar holds a pikmin above his head, and it spins, locking a target in a damage dealing combo. Very devastating. 7 hits are involved, and the last hit knocks the opponent away.
Down Aerial: Pikmin Spike
Olimar's Spike. Olimar swings a pikmin underneath him. If you hit the target just as you are pulling the pikmin out, it will send the opponent hurtling down. If you pull it too soon, it will not send them downwards, will have less knockback, and will cause less damage.
Grab + Jab: Pikmin Bite
When Olimar grabs somebody, the pikmin he used to grab him or her with will bite every time you press A.
Red: 2% for every jab
Yellow: 2% for every jab
Blue: 2% for every jab
Purple: 2% for every jab
White: 4% for every jab
Forward Toss: Pikmin Fling
Olimar flings the person away, dealing damage. Blue and purple pikmin toss the farthest.
Red: 6%
Yellow: 7%
Blue: 13%
Purple: 9%
White: 6%
Back Toss: Pikmin Back Fling
Olimar flings the person backwards, dealing damage. Blue and purple pikmin toss the farthest.
Red: 7%
Yellow: 9%
Blue: 14%
Purple: 9%
White: 7%
Up Toss: Pikmin Piledriver
The pikmin takes the victim into the air, and slams them into the ground, sending the victim very high. Blue and purple pikmin toss the farthest.
Down Toss: Pikmin Slam
The pikmin bodyslams into the opponent, sending them diagonally into the air, dealing damage. Blue and purple pikmin toss the farthest. Hits twice