A Plethora of Perfectly Plucked Pikmin- A guide to Captain Olimar
Captain Olimar
Introduction: Olimar hails from "Distant Planet" the setting for Pikmin and Pikmin 2. In Pikmin, crash-landing on this strange planet, Olimar finds strange alien creatures that will follow his every command. He named them Pikmin, after Pikpik carrots, a favorite of his. I wouldn't think small multicolored aliens look like carrots, but who knows. Anyway, after fixing up his ship he left these creatures on their planet to fend for themselves. Returning home, Olimar found the company he worked for to be bankrupt, bringing us to Pikmin 2. A nearby machine valued a piece of junk Olimar had brought with him from Distant Planet to be worth quite a large sum of money, and his boss sent him back with Louie to collect various items to bring the company out of bankruptcy.
In brawl, Olimar is a great character with some setbacks that can really be a formidable opponent if the user has taken the time to get used to him. Truly, Olimar has 5 different ways to perform every move requiring pikmin, Dsmash having 25 different combination's if my math is right. Which pikmin you use determines the range, strength, and knockback of each attack. It's the same move, yes, but the difference in range keeps your opponent from knowing what's coming next.
I will warn you, I've played Olimar for months and I'm still constantly learning things about him. He's a very hard character to learn, so if you're not willing to put a lot of time into him I suggest you go now. As well, Olimar is a very tough character to make an alternate out of. You can try, but I honestly wouldn't suggest it myself.
Pros: •Very fast, not much lag time at all. Only lag is from a screwed up move or Up B, really. •Decent aerial game, knocks many out of the park. •Can rack up TONS of damage while dodging like mad •Diverse with having 5 different ways to perform any move involving Pikmin •Small, hard to hit, good dodger. •Excellent ground game •Can be at the advantage in nearly any fight if you know what you're doing. •Best grab range with nearly no lag time •Great Meteor Smash
Cons: •Lightweight. Flies off the screen at low % •Bad recovery. Usually wont be at full strength or will be edgeguarded anyway. •Near defenseless if you let yourself run out of pikmin. (though you can pluck 6 in less than a second) •Can't pluck pikmin in the air obviously, so if you get juggled without any pikmin you're sort of screwed. •Takes a while to master
Pikmin:
Red: Immune to fire attacks. Attacks have fiery effects, which means they pretty much just look cooler. Going to consider these the "average" pikmin.
Yellow: Attacks have electric effects, which again mostly make them look cooler. When thrown travel in an arc just to be confusing. Give slightly more knockback than red Pikmin.
Blue: Immune to water, although any real competitive games shouldn't include stages with water since that would gimp Olimar horribly. Have the farthest knockback and damage when used for throws. Slightly more durable than red and yellow, though this is hard to notice. I have noticed that blue pikmin don't always make a ghost when they die.
Purple: Have less range than other Pikmin, though they have higher knockback. Are less likely to be plucked with B compared to blue/red/yellow. When thrown with Side B knock the opponent back instead of latching on to them. Most durable, these guys probably wont die unless you throw them off the ledge. I've noticed purple pikmin don't always make a ghost when they die.
White: Have more range than any other Pikmin, along with lesser knockback and damage. Less likely to be plucked compared to blue/red/yellow. When used in a grab they rack up more damage with A than other Pikmin, and do 3x the damage of other pikmin when thrown with Side B. The least durable of all the pikmin, you will see more dead white pikmin than any other
Flowering: As pikmin live longer, the leaf on their head changes from a leaf to a bulb to a flower, just like it would in the Pikmin games depending on how long you left the pikmin in the ground. Testing with the help of Yoshi Freak has shown that the damage a pikmin does does not change with whether there is a leaf, bulb, or flower on their head. If anyone finds anything different let me know. For now the only use for this may be that flowering pikmin follow you better, while leaf pikmin become unsynced easier.
Pikmin Status (syncing): There are two types of Pikmin, synced and unsynced (Using this as I can not think of a better term). Synced pikmin are in your chain, waiting for the chance to be used in a move that will probably get them killed. Unsynced pikmin are pikmin either in the air, latched on to an opponent beating their brains out, or traveling back to you to resync. Down B instantly get the latter two pikmin synced into your chain. Pikmin in the air, however, are stuck there until they fall offscreen and die or land on solid ground/and opponent, and then you will need another Down B to bring them back unless you want to wait for them to return on their own. Synced Pikmin cannot be hurt unless they unsync..
Moves: For the sake of being neat, all moves will have either a (P) or (NP) after them, (P) meaning you need atleast one Pikmin to be synced with you to perform the move with any purpose and (NP) meaning the move doesn't require you to have Pikmin with you. All (P) moves will be done with the Pikmin closest to Olimar in the chain (dur).
Just about every move Olimar does takes half a second to perform and then he's ready to do the next, so unless I mention the lag assume there is none. Or better yet, try it for yourself.
Nuetral A: (NP) Just a one-two jab with your helmet. Low damage, but it's the best thing for getting your opponent away from you instantly.
Dash Attack: (NP) Olimar does a cartwheel, hitting the opponent a few times and then knocking them upwards with the last hit. Good for getting the opponent set up for a USmash or Utilt-USmash combo. The main strategy for Olimar is to stay away and rack up damage from a range though (atleast mine is), so I find this move mostly useless except for setting up a KO, or just a surprise attack.
Ledge Recovery: (NP) Olimar climbs up, kind of rolls and slams his head into the ground (ouch), sending anyone in the way up and back just a bit. For a ledge recovery, it's one of the better with an insanely large hitbox. Use it as much as you want since it's pretty hard to counter, though mix it up with Fair recoveries to not become predictable. Like I said, INSANE hitbox. Take that Snake... past 100%, you'll climb up and do a little kick attack. Not that good, but it's still pretty decent.
Tilts: At first glance, Olimar's tilts may seem useless. But they really have a great range and priority. For example, the range of Ftilt is shown in the following picture, and Dtilt is nearly the same range.
Utilt: (NP) Olimar jumps up and spins in the air, hitting multiple times. Decent damage, low knockback though. Basically the same as Nair. Ton of priority in the move, surprisingly
Ftilt: (NP) Olimar jumps and kicks forward, landing a bit towards the direction the tilt was going. Really quick, decent horizontal knockback, and almost as much range as Fsmash. If the opponent is hit within the range of where Olimar is, they'll be knocked towards you. If they're hit with the invisible hitbox infront of Olimar's feet they'll be knocked away.
Dtilt: (NP) Olimar gets on the ground and lunges forward, moving about the same distance as Ftilt, but with vertical knockback. Actually hits twice, and if only the second one hits (and barely taps the opponent) it'll just brush them for 1%.
Aerials: Olimar has amazing aerials, that do great damage and there's even a meteor smash in there!
Nair: (NP) Olimar does the same thing he does in Utilt, but in the air. A SH'd Nair is honestly the same thing as a Utilt, though I think Utilt may have slightly more priority and pulls the opponent so they'll be hit more.
Fair: (P) Olimar grabs a pikmin and uses it to slap the area in front of him. Decent damage/knockback, at high percentages you'll score a KO with one of these. REALLY good with a short hop or as an alternative to climbing up on a ledge, down-jump-Fair. I use this combo a lot. SH-Fair or just Fair is probably 25% of my game.
Bair: (P) Same as Fair pretty much, though the knockback isn't as great.
Uair: (P) Olimar twirls a pikmin above him for multiple hits, the last one knocking the opponent up. Good for an aerial juggle, pretty good damage with this one. Just be aware the it might be air dodged if not done correctly. Also a nice range, as you can see.
Dair: (P) Favorite aerial. Olimar slaps a pikmin below him. This is quite an effective Meteor Smash if used at its sweetspot, which is directly below Olimar, pretty much overlapping the Pikmin. A hit not in the sweetspot will do about half damage and send the opponent flying to the side, but probably wont kill them. If done on an opponent on the ground, will send them straight up. Not recommended to be used unless you plan on spiking someone, but can kill someone at almost any percent. Caution: if you mess this up and land in the middle of a Dair, you will encounter the biggest lag Olimar has. Even if you hit someone who is on the ground, you'll lag in the middle of the Dair and still get lag, although slow opponents wont be up in time to hit you before you can move again. Also beware you don't get edgeguarded when trying to spike someone.
Smashes: The range on Olimar's Smashes are really good, and they all do a lot of damage. Also note nearly no lag, though it's hard to kill with any of these.
Fsmash: (P) Olimar throws a pikmin in front of him, knocking the opponent back. Can KO at decent percentages if you're close to an edge, atleast for Olimar's damage output. This move can be used to hit someone hanging onto a ledge if done at the right distance, though you'll lose the pikmin. This will be used most but remember it has the least knockback.
Usmash: (P) Olimar throws a pikmin in the air, basically a vertical Fsmash. Greatest knockback of any of Olimar's smashes, a Purple Usmash can kill pretty easily if you can manage to land it.
Dsmash: (P) A pikmin dashes out from each side of Olimar with about 75% of the range of Fsmash on both sides. The direction you are facing when Dsmash is performed is the way the closest Pikmin in your chain goes, while the second closest goes the other way. Greater knockback than Fsmash, less than Usmash. The thing about Dsmash is the range is the same for all the pikmin colors, so this is where your Purple pikmin can actually hit something. Also a good move against rollers.
Specials:
Nuetral B (Pikmin Pluck) (NP) Olimar plucks a random Pikmin out of the ground. Doesn't work in the air. If there are already 6 Pikmin somewhere on the stage belonging to your Olimar, you will whiff the pluck and get some lag. 6 Pikmin can easily be pulled out in less than a second. Apparently blue pikmin are more likely to be plucked if you are standing in shallow water. Don't pluck pikmin if you're on a ledge and facing away from it, they will just fall off and the only way to get them with you is to Up B to get them into the chain or whistle after they're about halfway to the bottom of the stage compared to where Olimar is. Supposedly, throwing a pikmin of any color off the screen that doesn't hit anyone, just flies off, will result in there being a lower chance of you plucking that pikmin next try. I'm not sure of the exact mechanics of this move though. Also, white and purple Pikmin do not get thrown as hard as yellow/blue/red, so you can stand at the right distance from an edge to pluck pikmin, grabbing whites and purples while the others plummet to their doom.
Side B (Pikmin Throw) (P) Olimar throws a pikmin. Purple hit for 6% and have knockback but don't travel as far as others. Red/blue/yellow latch on to the opponent and do 2% each hit for a total of 8 hits (16%) if they don't get killed or knocked off first. Yellow travel in a slight arc. White travel farther, faster, and do 6% each hit for 8 hits (for a grand total of 48%!). This is the main reason white pikmin exist and what should be your main source of damage. Just spam this when you have your opponent at range, or it's so quick you could even throw a pikmin and then dodge the next attack or make one of your own.
Up B (Pikmin Chain) (P... sort of) Olimar grabs all Pikmin in sync with him and forms a diagonal chain. This is a bad recovery, but it's the only one you get. If you have no pikmin in sync with you, you will still get a slight boost upwards, comparable to an unsynced Ice Climbers Up B, although Olimar's gets more distance. The damage put out by this move is caused by whichever pikmin hits the opponent it seems, so you can't really choose who hits. Decent range for the damage, although it has the second highest lag of any of Olimar's moves. Don't use this move for the knockback either. It's worth it to note that if your chain is used when you have pikmin, and it doesn't grab a ledge, you will not be able to grab the ledge until you're fully upside-down in Olimar's helpless falling position. If you don't have any pikmin with you when you do this move, Olimar will get more distance from the move and can grab onto the edge without completing the falling position animation.
Down B (Pikmin Order) Olimar blows his whistle, causing him to be surrounding in pretty rainbow colors and calling all Pikmin to him. Does not work on Pikmin still in the air from a throw or such- they have to have hit solid ground or an opponent. This WILL call all Pikmin that are beating up on anyone to you. The first time you use this, all pikmin come to you and order themselves by color, in a Purple-White-Blue-Yellow-Red-Olimar order. Now, after the initial whistle, if all pikmin are synced and with you, the next Down B will switch to the next COLOR pikmin, making cycling easier. This move can also be used along with Fsmash or Dsmash since it takes about as much time to perform as plucking one pikmin, and the lights make it harder to see the pikmin coming at your opponent. It is also worth it to note that during the first part of Olimar's Down B, during the frames that his head are tilted back, he has Super armor. Very good for catching people offguard for a surprise kill.
Final Smash (End of Day) You shouldn't ever get to use this in any competitive play, but I'll add it anyway because it's a great FS and still part of his moveset. Anyone close to Olimar will get stuck into the ground and then hit by the ship when it flies off, doing about 25% damage. Then Bulborbs will come and attack you, doing about 47%, 46% if you were stuck in the ground from the blastoff. Then the ship comes down and hits everyone for 10-20%, knockback and damage determined by how close your enemies were. Great FS because you really don't have/get to do anything with it, and still do upwards of 70% damage, knocking everyone off or setting them up to be KOd the next hit. After the ship hits you'll be knocked up while your pikmin stay on the ground until you reach them, so you're pretty much helpless for a few seconds by anyone that avoided the explosion.
Spoiler: Pics
Olimar flies off in the ship... Bulborbs come out and attack everyone on the field. The ship crashes back down, causing an explosion and hitting everyone.
Throws: Up Throw throws up, Down Throw throws down, Back Throw throws back, Forward throw Throw throws forward. Not much to say. The farthest knockback Olimar has would be Purple Uthrow, followed by any of a blue's throws (excluding Dthrow). If you grab with anything but a blue pikmin you probably aren't going to do a ko, and nonblue grabs should only be done for comboing. Uthrow and follow up with a Uair-Up B or just Up B at lower percents, Dthrow and Uair-Up B, Up B, or Fair. I have gotten many Dthrow-somethingair-Usmash-somethingair-Up B combos as well at lower percentages. A Blue Pikmin's side throw can get good enough distance to KO someone or set up for a Dair spike, so use it well. While blue pikmin are the only ones with really good knockback, Olimar still has a giant range (excluding purple grabs) so use this as a good alternative to dash. Also remember: ALWAYS SHIELD GRAB. More range/less lag. Also pivot grabs are good. It has come to my attention that a few members of the cast are actually chain grabable. Up throw can chain Wolf, Shiek, Fox, and Captain Falcon until around 40% or so, which is when you try to hit with a sh-fair instead. Down Throw chains Captain Falcon, Falco, Fox, Shiek, Snake, and Wolf, same strat applying to the Up throw CGs.
Spoiler: Throws
Range of your grab Grab attack Fthrow Uthrow Dthrow Bthrow
Techniques: Olimar sadly doesn't have many techniques that I've found, but I'll list what I can. Some of these might not be considered techniques perse, but whatever. •Use Yellow pikmin to get through any electric based attacks (this is the only way you'll beat a good pikachu), red to get through fire attacks. This is very important, although it should be considered pretty simple stuff. •Stack a pikmin or two on an opponent and then grab them before they can shake it off, preferably get a white on them. You can also hit with any color + a purple to insure the first pikmin gets a few hits off, or hit with a purple and then any color so that the second one is insured to land and get a few hits. •Follow up every Dthrow with a Fair or possibly an UpB. Running forward and doing a Usmash, or doing a Fsmash could also work. •You can chain Fair like crazy, and due to Olimar's small size you can dodge under/over another characters aerials and follow up with your Fair. •Whistle and then Fsmash, using the colors of the whistle so that the opponent can't see the pikmin coming at them. •WHISTLE IS THE GREATEST MOVE EVER. Seriously. Use it whenever you're knocked off the edge to get all your pikmin to you, use it to switch so you're using a blue to grab, or not using a white/purple to smash, or whatever. Also, possibly the most useful part of the whistle is the super armor. It will set you up for so many attacks it isn't even funny. •Tilts are your friend. You might think they seem useless for the most part, but they aren't. You mainly need them for priority reasons, because all of your smashes suck for priority. Your tilts will at least cancel out the opponents move. •Short hop Fair is a good approach. In fact Fair is a great move all around. Abuse this! •When your opponent dies it may be a good idea to refresh your pikmin. Nothing changes due to how long they've been out, but you can be sure the pikmin with you are low on health. Just throw them all off and pluck a new batch. Alternatively, throw off any you might not want and hope to pluck more that will help you (try and get a ton of yellows against Pikachu, for example). •Side B and Fsmash look nearly the same in animation. Have fun confusing people with this ^^ •When you're thrown off the stage and could possibly be edge guarded, try to cycle to a purple pikmin, then throw it to knock off the would-be edgeguarder. If you can, try to reach them with a Uair or Fair as well.
Tips: •Never stop moving •Throw pikmin in a variety of places and with good timing, making sure atleast one lands (preferably a white one). Try to use more reds in throws against someone with a lot of fire moves (Bowser, Zard, etc) •Keep pikmin with you as much as possible. Watch what you have and try to keep yourself at 6 living pikmin, though don't let yourself whiff a pluck by doing this. 5 Pikmin wont necessarily kill you. •WATCH WHAT PIKMIN IS UP NEXT. This requires focus and quick wit, and you don't really have to watch it in the beginning. Pretty soon you'll get tired of a failed KO from white pikmin, missed attack from a purple, or grabs that aren't blue pikmin and this will be a big deal. •DISTANCE DISTANCE DISTANCE. •Dair can kill most any opponent at any percentage, depending on how good their recovery is. Anyone past 50% is probably dead. Ganondorf, Donkey Kong, and Bowser come to mind as possible Dair spikes when they're at 0%. Something that usually kills me is that Yoshi has super armor during his second jump. You wont be spiking him much, if at all. Don't risk KOing yourself. •Just cause your opponent is KOable doesn't mean you can't throw more pikmin. What is KOable at 120% is waiting to explode off the stage at 180%. •If you're being edgeguarded, try to hit your opponent with some move before you Up B, or at least try to hit them with Up B. It just might kill them, and if not at least you did a little more damage. •Olimar's grab is (imo) the best in the game. Best range of everyone I believe, and it's very short and quick. Has good combo possibilities, at 0% it's an easy Dthrow-Fair combo that your opponent can't get out of. Just use grabs as much as possible without becoming too predictable. Or using purples, unless you're really close to your opponent and want to Uthrow them to their death.
Matchups, Good:
Dedede: D3 can smash the hell out of you, so watch out for any of his smashes. He's a giant target for pikmin and for grabs, so use this to your advantage. A thrown pikmin can stop any of his minions being thrown at you, so I advise you use them. Watch out for his aerials, they are definitely better than yours. Only thing you might have is a faster Fair.
Toon Link: He seems easy enough anyway. Abuse the lag from his Dair when he lands, avoid his ranged attacks and blow him up in melee attacks. Grabs are really good against TL too. But beware, many of your pikmin are going to die. Many, many pikmin.
Donkey Kong: Giant, slow target to stack pikmin on. Main concerns are staying distanced, NEVER getting above the ape, and the KO. Several ways you can try to KO him, mainly a mad dash and then Usmash, or a short hop-air dodge-Fair. Coming at him in the air is a good idea to keep him from slamming you into the ground and smashing you off the stage.
Bowser: Easier than Donkey Kong with the same principals, as well as know fire will give you a slightly hard time throwing pikmin.
Mario: Lol, Mario. Use just about whatever you want on him. Being the middle man isn't very fun. Just beware his cape reflecting pikmin and possibly screwing up your recovery. FLUDD shouldn't hit you, being you're so small.
Ganondorf: a Captain Falcon clone that's worse than captain falcon. Be sure he doesn't catch you with anything that can send your light self flying, and use the same rules that apply to Captain Falcon.
Ike: Ike is a slower Marth. Abuse this. Spam pikmin on him and smash him whenever he gets close enough to do anything. His only ranged attack gives a giant sign that he's going to use it beforehand, so it's easy to avoid. Ike will smash you off at low percentages, so don't get careless.
Matchups, Nuetral:
Captain Olimar: (Thanks Jugjug for some tips) I've always dreaded fighting myself, and Olimar vs Olimar is the worst. Pikmin everywhere, god knows which belong to who, or if you have 1 or 6 pikmin. But hey, you know yourself and your moves, think of what you would do and how to counter that, and then how to counter those counters, etc. There's really no good strategy for fighting yourself. Uair is an excellent pikmin killer, but it will set you up for a dash or Fsmash if you spam it. Say two of you Fsmash and they collide- the heavier/more durable pikmin will kill the weaker one. Also any pikmin used in any smash or air will kill those it collides with that are being thrown. I watched a white Fsmash kill two reds and a blue that were being thrown in a match against Jugjug.
Captain Falcon: FALCOOOOON PUNCH! Except no. Don't let that hit you. It hurts. Captain Falcon isn't the same as he was in melee. Just avoid his attacks and rack up damage. If you're stuck in an unavoidable Punch, use your whistle's super armor, throw on some pikmin, take a nap, then smash him back. That is some serious lag. Just beware that most of his moves will kill, or at least knock off your pikmin.
Mr. Game & Watch: Top tier and you have a chance ! He can knock off pikmin rather easily and has disjointed hitboxes just like you, so it'll still be tough. The majority of the match you'll be dodging and trying to take advantage of being faster than him. He has decent lag on most of his moves, abuse this. Mr. G&W is vulnerable to grabs, so use a decent number of those along with as much range as you can and you should be good. Most of his moves will keep a pikmin from getting on rather than knocking them off due to his large amount of disjointed hitboxes, so if you can latch on pikmin they probably wont come off. Bair will really destroy you, so watch out for this.
Yoshi: Yes, Yoshi. Super armor on his second jump makes it nearly impossible to spike him, and his eggs destroy your ranged attacks. Most of his attacks out-prioritize you, and he can combo very good, as well as spike you. Just try to get pikmin on him, grab repeatedly, and hit him while he's lagging.
Matchups, Bad:
Meta Knight: Possibly the worst matchup ever. He can spam tornado and there's nothing you can do about it, then he'll come in and KO you. Only strat would be to avoid the tornado and hit him while he's not in the tornado. If the MK doesn't know this strat, distance him. If he can get pikmin off, run up and beat his face in. MKs aerial game > Olimar's aerial game. Your only chance is to use your absence of lag to your advantage, as well as some nicely timed tilts. As unpunishable as MK may be, you have to make time to punish him. Just predict where he's attacking and then get out of the way while still being in range to hit him.
Fox/Falco/Wolf: No matter how you look at it, these guys suck. Reflector knocks your pikmin back at you, and their guns do some decent damage. Just get pikmin on them during the lag in their moves and try to keep them in the air as much as possible. Remember these guys are all CGable.
Lucas: (Thanks Yoshi Freak for some of this) Lucas will kill all of your pikmin with his PK Attacks, and then juggle you. Remember that synced Pikmin aren't as vulnerable, so try to not waste all of your pikmin on throws. He's hard to hit anyway. Lucas is all about distance, and since your distance against him is bleh, Run in and make good use of the lag he has on all of his moves. I use Lucas as a backup, and his lag is horrible. His ground game isn't nearly as good as yours, and your aerial game is a little better than his. Just keep your pikmin alive and try to KO him, he's a lightweight.
Lucario: Character that gets stronger as he takes more damage vs character that puts out a ton of damage... hmm... yeah you're screwed. Work on luring Lucario off and Dairing him, try to kill him at low percentages rather than stacking him to 180% before you kill him, or he'll never die
Ice Climbers: I can never pick a character that can beat these guys :[. Only good thing is thrown pikmin seem to ignore nana and go right for popo. Bad thing is if you manage to get a pikmin on him, the next attack they do will knock it off. Make sure to not get grabbed either. You're hard to grab but once you are grabbed there's no chance your making it out alive.
Pikachu: Dirty electric rat zaps pikmin to death :[. Most of his moves will kill pikmin and kill them good, so beware of throwing all your pikmin at once. The only advantage you have over Pikachu is a longer range. Use your longer air and ground range to deal some good damage. Do not EVER let yourself be above Pikachu though, Thunder's a bitch. Might just be me, but I usually get hit with it a lot. The only advantage to this is that you may be able to trick the Pikachu into thundering where you can easily avoid it and get a hit in during the thunder lag. Another tip- STAY AGGRESSIVE. A Pikachu will be used to being the aggressive one, so abuse this with smart dodges and even more aggressiveness. Obviously Yellow Pikmin > Pikachu, so use lots of them.
~Working on these obviously. Any tips would be great.
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[size=1][color=#666666]This message was edited by Menkoy on Sep 03 2008.
re: A Plethora of Perfectly Plucked Pikmin- A guide to Captain Olimar
Movies:
Up B Techniques
More distance with no pikmin (Possible tech against edgeguards)
Quick Moving with Up B
Able to do any move out of this, simply brings you down to the ground instantly.
Getting only Purple and White Pikmin
'Edgueguarding' Pikmin
(if you didn't understand that, the pikmin attached to him and I believe hit him as he passed the edge, keeping him from grabbing the edge.)
Desynced Usmash
Understage Grabbing
The yellow pikmin grabs Ivysaur and brings him underneath the stage. May only work on Corneria due to it's unique tilting.
Pikmin Bombing
Throws pikmin to latch onto any opponent that runs into them.
Pro Videos
Post past here if you like with any CONSTRUCTIVE suggestions, errors (in the moves, grammar, or whatever) comments, movies, advanced techs, etc.
And before this comes up, here's a little FAQ Q: Why don't you just post this in the guides section? A: A good question. The purpose of writing a guide is to not only help other people with how to play Olimar, but to learn something about him myself. If this guide were just posted in the guides section of brawl, there wouldn't be any discussion about it, and anything wrong in the guide would go unfixed, not to mention I wouldn't improve and anyone reading the guide wouldn't improve their Olimar as much. In the forums, more people will see the guide, and there can be a discussion about it. This guide would never have included the fact that budding pikmin are stronger than flowering ones or ones with a leaf had it not been posted on the forums, and I probably wouldn't have known about this either.
If anyone wants a hands on demonstration to Olimar, I'll be glad to play against you. Code is 4468-0636-5192, pm me and we'll set up some time to brawl.
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[size=1][color=#666666]This message was edited by Menkoy on Aug 23 2008.
re: A Plethora of Perfectly Plucked Pikmin- A guide to Captain Olimar
Great another guide I'm not willing to read. Thanks for taking up your time and effort to make it though. I'm pretty sure your most likely going to help the olimar players. And the players who want to take up Olimar.
at the rate this is going, there should be a guide subforum
HINT HINT MODS Actually, then you'd have a subforum with one guide per character, and that would be it. If we allowed more than one guide per character you would have a ton of people making short ones that wouldn't help anyone, kind of like now but to a larger scale that pushed any helpful ones down and made the forum really messy. I'd say require people to send in their guides to gotenks for the OK to post it, to keep the people that just want attention and dont want to take the time to actually make a good guide from flooding the forums :[. Obviously I have no say in this, but it's my two cents.
Great another guide I'm not willing to read. Thanks for taking up your time and effort to make it though. I'm pretty sure your most likely going to help the olimar players. And the players who want to take up Olimar.
This one was NOT a washout like mine. Ive gotta say, as the guides become more popular, they get better and better. I was thinking of seeing how he fairs against Ike and make him my secondary. Could you put a matchup against Ike?
re: A Plethora of Perfectly Plucked Pikmin- A guide to Captain Olimar
Done. Olimar would be a great secondary for Ike if you're willing to learn how to play him decently, although the skill needed to play Ike vs playing Olimar is pretty big ^^
And before this comes up, here's a little FAQ Q: Why don't you just post this in the guides section? A: A good question. The purpose of writing a guide is to not only help other people with how to play Olimar, but to learn something about him myself. If this guide were just posted in the guides section of brawl, there wouldn't be any discussion about it, and anything wrong in the guide would go unfixed, not to mention I wouldn't improve and anyone reading the guide wouldn't improve their Olimar as much. In the forums, more people will see the guide, and there can be a discussion about it. This guide would never have included the fact that budding pikmin are stronger than flowering ones or ones with a leaf had it not been posted on the forums, and I probably wouldn't have known about this either.
re: A Plethora of Perfectly Plucked Pikmin- A guide to Captain Olimar
Phew. I think i have become the 7th best Captain O player Evar just from reading this guide! Hmmm, i just thought of something. If Olimar builded up damage, and then DDD hit with a smash attack.... That would be pwnage!