Editing Olimar (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Olimar
|name         = Olimar
|image = {{tabber|title1=Classic (PM)|content1=[[File:Olimar SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Olimar.png|250px]]}}
|image       = [[Image:Olimar SSBB.jpg|250px]]
|mod = Project M
|mod         = Project M
|base = SSBB
|base         = ssbb
|moveset1 = Olimar (SSBB)
|moveset1     = Olimar (SSBB)
}}
}}
'''Olimar''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He comes with his Pikmin in tow and a stronger moveset for ''Project M''. Despite the power buffs, ''Melee'' physics and higher lag in most of his attacks have put him in an unfavorable position for ''Project M''.  
'''Olimar''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He comes with his Pikmin in tow and a stronger moveset for ''Project M''. Despite the power buffs, ''Melee'' physics and higher lag in most of his attacks have put him in an unfavorable position for ''Project M''.  


Olimar ranks 39th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the bottom of the D tier. This is an extreme drop from his tier placement in ''Brawl'', where he was ranked 3rd out of 38, and is the largest any ''Project M'' character's standing has fallen when compared to their ''Melee'' or ''Brawl'' tier list. In the official [[Project+]] tier list, he ranks much higher, placing 33rd out of 42 characters.
Olimar ranks 39th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the bottom of the D tier. This is a significant drop from his tier placement in ''Brawl'', where he was ranked 3rd out of 38, and is the largest any ''Project M'' character's standing has fallen when compared to their ''Melee'' or ''Brawl'' tier list.  


==Attributes==
==Attributes==
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==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
While Olimar received some buffs, he has been heavily nerfed overall in the transition from ''Brawl'' to PM. The most notable nerf Olimar received was the reduction to the amount of Pikmin he can have at one time which has been reduced to 4 Pikmin instead of 6. This greatly reduced Olimar's camping potential especially since the rest of the cast have better offence and the reintroduction of ''Melee'' mechanics have also sped up the rest of the cast which makes it easier for them to play around Olimar's defence. Besides this, Olimar's defence is also worse as his higher weight and fall speed when combined with the changes to ''PM''{{'}}s mechanics make him much easier to combo. As well as these changes, his smash attacks are laggier, [[Pikmin Throw]] with white Pikmin is notably weaker and now causes the white Pikmin to self destruct and [[Pikmin Order]] no longer has [[armor]] further hindering his defence.
While Olimar received some buffs, he has been heavily nerfed overall in the transition from ''Brawl'' to PM
 
Olimar has received some buffs however. Olimar's endurance is overall much higher due to him being heavier and his recovery is much better. His air speed is much faster and his new up special: Ionium Jet is a more reliable and consistent for recovering. His Pikmin's endurance is also much higher as their HP has been greatly increased and the flowers on their heads now determines their strength making them even stronger than before.
 
Overall, Olimar's greater endurance and offence does not make up for his less effective defence resulting in him being a much less effective character than in ''Brawl''.


===Attributes===
===Attributes===
*{{buff|Olimar dashes faster (1.4 → 1.61).}}
*{{buff|He is significantly heavier (82 → 90), improving his endurance, but also making him susceptible to {{PM|Fox}}'s [[waveshine]] combos.}}
*{{buff|Olimar's air speed is much faster (0.82 → 1.1).}}
*{{buff|Pikmin health is effectively tripled (Reds: 30, Yellows: 30, Blues: 40, Whites: 14, Purples: 50), increasing their overall durability.}}
*{{change|Olimar's traction is higher (0.06 → 0.075).}}
*{{change|He is significantly heavier (82 → 90), improving his endurance, but also making him susceptible to {{PM|Fox}}'s [[waveshine]] combos.}}
*{{change|Olimar falls faster (1.3 → 1.9).}}
*{{change|Olimar's gravity is higher (0.06 → 0.09).}}
*{{buff|Pikmin health is effectively tripled (Reds: 9 → 30, Yellows: 9 → 30, Blues: 14 → 40, Whites: 4 → 14, Purples: 15 → 50), increasing their overall durability.}}
*{{buff|Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful. While Bud Pikmin power is equal to the ''Brawl'' Pikmin, Leaf Pikmin are weaker, and both do not possess any special effects for attacks, though Flower Pikmin are more powerful, which combined with their increased durability cause Pikmin to be overall more useful for attacks.}}
*{{buff|Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful. While Bud Pikmin power is equal to the ''Brawl'' Pikmin, Leaf Pikmin are weaker, and both do not possess any special effects for attacks, though Flower Pikmin are more powerful, which combined with their increased durability cause Pikmin to be overall more useful for attacks.}}
*{{buff|White Flower Pikmin leave [[flower]]s on victims' heads for all their attacks, increasing their potential and do more pummel damage at blossom.}}
*{{buff|White Flower Pikmin leave [[flower]]s on victims' heads for all their attacks, increasing their potential and do more pummel damage at blossom.}}
*{{buff|Yellow Pikmin now have decreased startup and end lag on many of their attacks.}}
*{{buff|Olimar now re-spawns with 2 Pikmin after losing a stock no longer forcing him to pluck out Pikmin after losing a stock.}}
*{{nerf|Olimar can only carry 4 Pikmin at a time, instead of 6 which limits his use of varied Pikmin and encourages Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.}}
*{{nerf|Olimar can only carry 4 Pikmin at a time, instead of 6 which limits his use of varied Pikmin and encourages Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.}}
*{{nerf|The introduction to the ''Melee'' physics inhibit Olimar and his metagame, along with indirectly buffing most of the cast, allowing their metagames to outshine that of Olimar, which was among the best in ''Brawl''. As with {{PM|Snake}}, Olimar does not benefit from these physics and the techniques that come with them other than [[L-canceling]].}}
*{{nerf|The introduction to the ''Melee'' physics inhibit Olimar and his metagame, along with indirectly buffing most of the cast, allowing their metagames to outshine that of Olimar, which was among the best in ''Brawl''. As with {{PM|Snake}}, Olimar does not benefit from these physics and the techniques that come with them other than [[L-canceling]].}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Forward tilt does much more damage (6% → 10%) and is a much stronger KO move.}}
*{{buff|Up tilt is now a single jumping headbutt, which delivers a single quicker hit that can be used repeatedly for juggling.}}
*{{buff|Up tilt is now a single jumping headbutt, which delivers a single hit that can be used repeatedly for juggling. It also has less end lag (FAF 40 → 27).}}
*{{buff|Forward tilt does much more damage now doing and is a much stronger KO move.}}
*{{nerf|New up tilt deals less damage (11% → 8%) and has more startup lag (frame 6 → 7).}}
*{{buff|Forward smash has more air time for Pikmin allowing for the hitboxes to be out for longer.}}
*{{buff|Dash attack has less startup lag (frame 8 → 5) and end lag (FAF 35 → 31).}}
*{{nerf|Jab combo and down tilt no longer have the antenna hitboxes.}}
*{{change|Smash attacks have a different sound effect.}}
*{{nerf|New up tilt deals less damage.}}
*{{buff|Forward smash has more air time for Pikmin allowing for the hitboxes to be out for longer. Forward Smash now lasts until the Pikmin hit the ground.}}
*{{nerf|Forward smash has a different animation with more ending lag.}}
*{{nerf|Forward smash has a different animation with more startup lag except for yellow based forward smash (frame 11 → 15) and ending lag (FAF 40 → 48 (RBPW), 44 (Y).}}  
*{{buff|Yellow based up smash has less startup lag (frame 8 → 7).}}
*{{nerf|Up Smash has less horizontal range and more ending lag (FAF 33 → 43 (RBPW), 42 (Y).}}
*{{nerf|Olimar's [[DACUS]] covers less distance hindering up smash's approach potential.}}
*{{nerf|Down smash has a different animation with more end lag (FAF 39 → 45).}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Up and down aerials have less landing lag (30 frames → 20 (up), 25 (down)) which can be further reduced with L cancelling.}}
*{{buff|Up aerial only hits once, inflicting a strong consistent damage, so it can be effectively used for [[juggling]] with weak Pikmin and as a KO move with strong ones.}}
*{{nerf|Olimar can now only [[auto cancel]] forward aerial out of a short hop as opposed to all of his aerials. Forward aerial now requires perfect timing to be auto cancelled.}}
*{{buff|Down aerial is now a very strong meteor doing more damage.}}
*{{buff|Yellow based forward aerial has less startup lag (frame 7 → 4) and all versions of forward aerial have less end lag (FAF 43 → 34 (RBPW), 31 (Y).}}
*{{nerf|Down aerial has an increased startup, comparable to that of {{SSBB|Ness}}'s down aerial in ''Brawl'', no longer being a quick, reliable [[edgeguarding]] option.}}
*{{buff|Yellow based back aerial has less startup lag (frame 10 → 6) and all versions of back aerial have less end lag (FAF 49 → 38 (RBPW), 34 (Y).}}
*{{buff|Up aerial only hits once, inflicting a strong consistent damage, so it can be effectively used for [[juggling]] with weak Pikmin and as a KO move with strong ones. Yellow based up aerial also has less startup lag (frame 8 → 5).}}
*{{nerf|New up aerial however deals much less damage (24% → 13/15/17% (R), 16% → 9/10/11% (Y), 22% → 11/12/13% (B), 9% → 5/6/7% (W), 22% → 13/14/15% (P)). It also has more end lag except for yellow based up aerial (FAF 35 → 38).}}
*{{buff|Down aerial is now a very strong meteor doing more damage (12% → 13/14/15% (Y), 14% → 15/17/19% (P), 8% → 9/10/11% (W). The late hit also deals more damage with the exception of white based down aerial (7% → 9% (R), 6% → 8% (YB), 6% → 11% (P). Lastly, it has much less end lag (FAF 52 → 37 (RBPW), 33 (Y).}}
*{{nerf|Down aerial has an increased startup (frame 9 → 16 (RBPW), 12 (Y)), comparable to that of {{SSBB|Ness}}'s down aerial in ''Brawl'', no longer being a quick, reliable [[edgeguarding]] option. It also has a much shorter duration (frames 9-29 → 16-20 (RBPW), 12-16 (Y) and can no longer [[trip]] grounded opponents.}}
*{{change|Similar to {{PM|Marth}}, Olimar turns around after using his back aerial.}}
*{{change|Similar to {{PM|Marth}}, Olimar turns around after using his back aerial.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|All grabs have decreased startup lag (frame 11 → 9).}}
*{{buff|Forward throw with Blue Pikmin does slightly more damage.}}
*{{nerf|Grabs have increased end lag (FAF 30 (standing), 40 (dash) → 44/54).}}
*{{buff|Up throw with Blue Pikmin does significantly more base knockback.}}
*{{buff|Forward throw with Blue Pikmin does slightly more damage (13% → 12/14/16%).}}
*{{buff|Up throw with Blue Pikmin has significantly more base knockback. The changes to ''Project M'''s physics also improve its combo potential beyond low percents. Red, yellow and blue based up throws also deal more damage (6% → 7% (R), 7% → 9% (Y), 12% → 12/14/16% (B).}}
*{{nerf|Purple based up throw deals less damage (11% → 9%) and deals less knockback hindering its KO potential and no longer making it the strongest up throw in the game.}}
*{{buff|Pummel with flower White Pikmin does 7% in addition to poison damage.}}
*{{buff|Pummel with flower White Pikmin does 7% in addition to poison damage.}}
*{{nerf|Grab range is reduced.}}
*{{nerf|Grab range is reduced.}}
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===Special Moves===
===Special Moves===
*{{buff|[[Pikmin Pluck]] gives Olimar a short boost upwards every time it is used in midair, so it can be used repeatedly (but not unlimitedly) to recover in a manner similar to [[Pound]].}}
*{{buff|[[Pikmin Pluck]] gives Olimar a short boost upwards every time it is used in midair, so it can be used repeatedly (but not unlimitedly) to recover in a manner similar to [[Pound]].}}
*{{nerf|Pikmin Pluck has been slowed down (FAF 10 → 11).}}
*{{nerf|Pikmin Pluck has been slowed down.}}
*{{nerf|White based [[Pikmin Throw]] deals less damage (6% → 3/4/5%) and white Pikmin now sacrifice their-selves afterwards (although their new explosion produces a damaging hitbox). Olimar's reduced Pikmin count also hinders Pikmin throw's utility.}}  
*{{buff|Olimar has a new up special: Ionium Jet. This move propels Olimar upward diagonally on a jetpack, damaging enemies along the way, and unlike [[Pikmin Chain]] its effectiveness is not based on the number of Pikmin accompanying Olimar, making this new move a more reliable recovery.}}
*{{buff|Olimar has a new up special: Ionium Jet. This move propels Olimar upward diagonally on a jetpack, damaging enemies along the way, and unlike [[Pikmin Chain]] its effectiveness is not based on the number of Pikmin accompanying Olimar, making this new move a more reliable recovery. It also deals more damage (6/7/8% → 12%), and has less landing lag (32 frames → 30).}}
*{{nerf|Ionium Jet only ledge sweetspots at the end of the move, making it easy to intercept.}}
*{{nerf|Ionium Jet only ledge sweetspots at the end of the move, making it easy to intercept. It also has more startup lag (frame 12 → 21) and much less range compared to a full length Pikmin Chain making it significantly less useful for edgeguarding and is less reliable as an attack due to being a multi hit. He also can't cancel Ionium Jet's landing lag by landing at the right time unlike with Pikmin chain.}}
*{{buff|[[Pikmin Order]] has been significantly sped up, so it can be used for about five times per second, allowing to call Pikmin back with little to no ending lag.}}
*{{buff|[[Pikmin Order]] has been significantly sped up (FAF 21 → 11), so it can be used for about five times per second, allowing to call Pikmin back with little to no ending lag.}}
*{{nerf|Pikmin Order no longer has [[armor]].}}
*{{nerf|Pikmin Order no longer has [[armor]] completely removing its defensive capabilities.}}


==Revisions==
==Revisions==
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|-
|-
!Up tilt
!Up tilt
| || 8% || colspan=5 | — || Olimar hops and performs an upwards headbutt. Olimar's head is [[intangible]] when performing this attack.
| || 8% || colspan=5 | — || Olimar hops and preforms an upwards headbutt. Olimar's head is [[intangible]] when performing this attack.
|-
|-
!Down tilt
!Down tilt
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|-
|-
!Grab
!Grab
| || colspan=6 | — || Olimar sends a Pikmin forth to grab an opponent.
| || — || colspan=5 | — || Olimar sends a Pikmin forth to grab an opponent.
|-
|-
!Pummel
!Pummel
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|-
|-
!Neutral special
!Neutral special
| [[Pikmin Pluck]] || colspan=6 | — || 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.
| [[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.
|-
|-
!Side special
!Side special
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|-
|-
!Up special
!Up special
| Ionium Jet || 10% (startup), 1% (hits 1-7), 5% (hit 8) || colspan=5| — || Olimar jets upwards diagonally, dealing damage while flying. If Olimar takes a hit while using this move, Olimar will lose his jump (even if he did not use his second jump before using Ionium Jet).
| Ionium Jet || 10% (startup), 1% (hits 1-7), 5% (hit 8) || colspan=5| — || Olimar jets upwards diagonally, dealing damage while flying. If Olimar takes a hit while using this move, Olimar will loses his jump (even if he did not use his second jump before using Ionium Jet).
|-
|-
!Down special
!Down special
| [[Pikmin Order]] || colspan=6 | — || 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.  
| [[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.  
|-
|-
!Final Smash
!Final Smash
| [[End of Day]] || colspan=6 | 10% (bury), 15% (ascent), 1-43% (Bulborbs), 10% (descent), 15%/20% (explosion) || 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.
| [[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.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Brood|Japan}}
*{{Sm|Guttey|USA}} - Ranked #49 on [[PMRank 2023]].
*{{Sm|CP9|USA}}- One of the best solo Olimar mains in the world.
*{{Sm|Bees|USA}} - Ranked 6th in Massachusetts.
*{{Sm|Dotcom|USA}}-The best solo Olimar main in the world. Ranked 4th on the Philadelphia Project M Power Rankings.
*{{Sm|~CP9~|USA}} - Formerly ranked #42 on [[PMRank 2022]].
*{{Sm|Eyeheartlovetap|USA}}-Defeated {{Sm|Morsecode762}} and took a game off of {{Sm|Professor Pro}} with Olimar at [[Summit 2016]].
*{{Sm|Dotcom|USA}} - Strong tristate player.
*{{Sm|Shokio|USA}}- Pulls him out occasionally at locals.
*{{Sm|SS|USA|p=Arizona}}-Placed 9th at [[EVO 2014]] and 7th at [[Low Tier City 2]].
*{{Sm|Xero|USA}}
*{{Sm|Zork|USA}}-Placed 33rd at [[Olympus]].
*{{Sm|Zygo|USA}}-Ranked 8th on the Washington Project M Power Rankings.


==Alternate costumes==
==Alternate costumes==
===Project M===
In terms of cosmetics, Olimar now has a clearer blue team color, his black costume from ''Brawl'' now has darker skin rather than a darker helmet, he has a purple alt, and his blue color from ''Brawl'' now has blonde hair to further reference Louie.
In terms of cosmetics, Olimar now has a clearer blue team color, his black costume from ''Brawl'' now has darker skin rather than a darker helmet, he has a purple alt, and his blue color from ''Brawl'' now has blonde hair to further reference Louie.  
 
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Olimar Palette (PM).png|frame|center|Olimar's alternate costumes in PM.]]
|colspan=8|[[Image:Olimar Palette (PM).png|frame|center|Olimar's alternate costumes in PM.]]
|-
|-
|[[File:OlimarHeadSSBB.png]]
|[[Image:OlimarHeadSSBB.png]]
|[[File:OlimarHeadWhiteSSBB.png]]
|[[Image:OlimarHeadWhiteSSBB.png]]
|[[File:OlimarHeadRedSSBB.png]]
|[[Image:OlimarHeadRedSSBB.png]]
|[[File:OlimarHeadBlackPM.png]]
|[[Image:OlimarHeadBlackPM.png]]
|[[File:OlimarHeadGreenSSBB.png]]
|[[Image:OlimarHeadGreenSSBB.png]]
|[[File:OlimarHeadBlueSSBB.png]]
|[[Image:OlimarHeadBlueSSBB.png]]
|[[File:OlimarHeadYellowPM.png]]
|[[Image:OlimarHeadYellowPM.png]]
|[[File:OlimarHeadPurplePM.png]]
|[[Image:OlimarHeadPurplePM.png]]
|}
|}


===Project+===
''[[Project +]]'' gives Olimar two costumes based on the bad ending of the first ''Pikmin'' game (one of which references {{s|pikipedia|Mushroom Pikmin}}, which are Pikmin that have been infected by the spores of a {{s|pikipedia|Puffstool}}), as well as an alternate costume based on real-world astronauts.
2.5 adds another costume known as Deep Space Olimar, which gives Olimar an appearance similar to actual spacesuits, although the backpack is now the Planter Pack from Pikmon Bloom. Every costume now has an updated jetpack inspired by ''Hey! Pikmin'' and giving his yellow costume a warmer skin tone.
[[File:Olimar Palette (P+).png|800px|thumb|center|Olimar's alternate costumes in P+]]
'''Z-Secret Costume:''' The President
'''R-Secret Costume:''' Louie


==External links==
*[https://www.reddit.com/r/SSBPM/comments/nq02kx/olimar_tech_post_repost_cause_it_wasnt_working/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Olimar]]
[[Category:Olimar]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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