Editing Olimar (PM)
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!Grab | !Grab | ||
| || colspan= | | || — || colspan=5 | — || Olimar sends a Pikmin forth to grab an opponent. | ||
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!Pummel | !Pummel | ||
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!Neutral special | !Neutral special | ||
| [[Pikmin Pluck]] || colspan= | | [[Pikmin Pluck]] || — || colspan=5 | — || Olimar quickly pulls out a random Pikmin out of the ground. What type of terrain where this move is used has some influence on what type of Pikmin will be pulled out more often. Olimar can have up to four Pikmin following him, and trying to pluck another, will result in Olimar grabbing nothing and being vulnerable for a moment. Using the move in the air will make Olimar rise up a little, but it only once. | ||
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!Side special | !Side special | ||
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!Down special | !Down special | ||
| [[Pikmin Order]] || colspan= | | [[Pikmin Order]] || — || colspan=5 | — || Olimar quickly blows his whistle, and a colored area surrounds him. Any Pikmin that are separated from Olimar will, after a split second, immediately fly to his side. This can be used to recall ones that have fallen behind or are pummeling an enemy, though Pikmin in the midst of some actions (such as travelling after being thrown) cannot be recalled. If there are no Pikmin separated from Olimar, the ones in Olimar's line will be organized by colour. If they are already in sorted order, the next colour of Pikmin will be sorted to the front, following the order of Red, Yellow, Blue, White, and Purple, with the previous front-runners being shifted to the back. As various Pikmin have different strengths, Olimar must do this to control his lineup to get the most out of it. | ||
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!Final Smash | !Final Smash | ||
| [[End of Day]] | | | [[End of Day]] || 10% (bury), 15% (ascent), 1-43% (Bulborbs), 10% (descent), 15%/20% (explosion) || colspan=5 | — || Olimar takes off in the S.S. Dolphin, leaving his opponents alone for Red Bulborbs to attack them. Afterwards, the ship crash lands back onto the stage, hurting anyone in its path. | ||
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