Olimar (SSBB): Difference between revisions

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*Up Smash - Tosses a Pikmin a short distance in to the air. Olimar's fastest smash, has surprising forward range. Has a huge knockback when it's a purple Pikmin. Red Pikmin: 15% uncharged, 21% fully charged. Blue Pikmin: 15% uncharged, 21% fully charged. Yellow Pikmin: 14% uncharged, 19% fully charged. White Pikmin: 9% uncharged, 12% fully charged. Purple Pikmin: 16% uncharged, 22% fully charged.
*Up Smash - Tosses a Pikmin a short distance in to the air. Olimar's fastest smash, has surprising forward range. Has a huge knockback when it's a purple Pikmin. Red Pikmin: 15% uncharged, 21% fully charged. Blue Pikmin: 15% uncharged, 21% fully charged. Yellow Pikmin: 14% uncharged, 19% fully charged. White Pikmin: 9% uncharged, 12% fully charged. Purple Pikmin: 16% uncharged, 22% fully charged.
*Down Smash - Throws out Pikmin a short distance to either side (uses the next two in order). Has no vertical knockback, making it useful against heavyweights and/or characters with short horizontal recovery (i.e. [[Ganondorf (SSBB)|Ganondorf]] or [[Marth (SSBB)|
*Down Smash - Throws out Pikmin a short distance to either side (uses the next two in order). Has no vertical knockback, making it useful against heavyweights and/or characters with short horizontal recovery (i.e. [[Ganondorf (SSBB)|Ganondorf]] or [[Marth (SSBB)|
Marth]]). Red Pikmin: 13% uncharged, 18% fully charged. Blue Pikmin: 12% uncharged, 16% fully charged. Yellow Pikmin: 11% uncharged, 15% fully charged. White Pikmin: 6% uncharged, 8% fully charged. Purple Pikmin: 15% uncharged, 21% fully charged.
Marth]]). You can actually hit with both pikmin if your opponent is in the middle. Red Pikmin: 13% uncharged, 18% fully charged. Blue Pikmin: 12% uncharged, 16% fully charged. Yellow Pikmin: 11% uncharged, 15% fully charged. White Pikmin: 6% uncharged, 8% fully charged. Purple Pikmin: 15% uncharged, 21% fully charged.
*Forward Aerial - Smacks a short range with a Pikmin. Swings in an arc. Red Pikmin: 15%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 14%.
*Forward Aerial - Smacks a short range with a Pikmin. Swings in an arc. Red Pikmin: 15%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 14%.
*Back Aerial - Similar to the forward aerial, only behind Olimar and more of a horizontal arc.  Will deal a powerful blow to enemies close in front of Olimar in the first few frames. Red: 13%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 13%.
*Back Aerial - Similar to the forward aerial, only behind Olimar and more of a horizontal arc.  Will deal a powerful blow to enemies close in front of Olimar in the first few frames. Red: 13%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 13%.

Revision as of 15:29, January 4, 2011

This article is about Captain Olimar's appearance in Super Smash Bros. Brawl. For other uses, see Captain Olimar and Pikmin (species).
Olimar
Olimar
PikminSymbol.svg
Universe Pikmin
Appears in SSBB
Availability Starter
Tier B (8)

Olimar, also known as Pikmin & Olimar (ピクミン&オリマー Pikumin ando Orimā) is a playable character from the Pikmin series in Super Smash Bros. Brawl. Olimar's fighter design in Brawl is collectively comprised of Captain Olimar himself, the main character of Pikmin, as well as his band of polychromatic Pikmin, coming in red, blue, yellow, purple, and white. Olimar is very weak on his own, and needs Pikmin to do smash attacks, most aerial attacks, and all throws. Each Pikmin has different effects for certain attacks. When Olimar plucks some Pikmin, they will all have a leaf on their head. After a certain period of time, their leaf will change into a bud, and later into a flower. All Pikmin are unaffected by bumpers. In the original Pikmin games, Olimar is actually only 4 centimeters tall (including antenna), so he had to have his size increased for Brawl. Olimar is the only character in the game to have no voice at all, but in Pikmin games, he is shown to have a voice which he announces his name and various grunts.

Olimar ranks 8th on the current tier list, putting him in the top of B tier. He is a quick-hitting, high-powered character with great match-ups and amazing camping game.

Pikmin types and effects

  Health Attributes
File:Pikmin 080111b.jpg 7 Red Pikmin are the basic offensive Pikmin. They deal the most damage for all aerial attacks with the second-highest knockback. Reds are also immune to damage caused by flame hitboxes; they will simply eat the attack and continue their current action - since many characters can use fire, this makes them valuable as pseudo-outprioritizers for many matchups. Red Pikmin themselves deal fire damage for most of their attacks. Their biggest downside is their weakness to water; they die immediately upon landing in swimmable water, unlike other Pikmin. Reds are more likely to appear from cloth and sand floors, while they are less likely to appear from snow and ice (and cannot be plucked from shallow water at all).
Pikmin yellow.jpg 7 Yellow Pikmin deal average damage, with their main asset being their range - all Yellow hitboxes are bigger than their non-Yellow counterparts. Yellows are also immune to electric attacks and produce electric attacks themselves, combined with their increased hitbox size this makes them easier to space with. When thrown, Yellows will travel slower than other Pikmin and move in a pronounced arc, depending on the terrain this can make it easier or harder to connect with. Yellow Pikmin have no particular disadvantages. They are more likely to appear from metallic or sandy floors, while they are less likely to appear from snow and ice.
Pikmin blue.jpg 13 Blue Pikmin have more health than other Pikmin, while most of their attacks deal slightly below-average damage. On the other hand, they have the longest grab range, and their throws deal very high knockback, KO'ing at medium percentages. Blues are immune to water attacks as well as drowning; any non-Blue Pikmin will drown if left swimming for more than a few seconds. Blues are more likely to appear from water-based surfaces (snow, ice, clouds, water itself), while they are less likely to appear from sandy or brick floors.
Pikmin white.jpg 4 While Pikmin have very low health and deal minimal damage for most attacks, although those attacks are usually faster. On the other hand, when used to pummel or when thrown, they deal a lot of poison damage, significantly more than any other Pikmin, and are essentially designed for this purpose. When thrown, Whites travel very fast and very far, making them easy to toss off the edge unexpectedly. White Pikmin typically appear half as often as the basic three, although they are more common when pulled from snow or clouds.
Pikmin purple.jpg 15 Purple Pikmin are the rarest Pikmin, appearing 0.4 times as often as the basic three on most stages. They are also very slow; they sometimes lag behind Olimar and fall out of his lineup, and they don't travel very far when thrown, sent for a grab, or used in a smash attack. On the upside, they provide highly damaging attacks (second to Reds, and only for some attacks), have the most health of all Pikmin, have very good up and down throws, and deal the most knockback. Purples do not latch onto opponents when thrown, they simply ram into them and deal damage. Purples are more likely to appear from metal, brick, or grate floors.

Attributes

Olimar is a very unique character. All but six of his attacks rely on Pikmin to perform, each with unique characteristics and suitability to each type of move. As such, it is difficult to quantify the effectiveness of any particular class of Olimar's moves. In general, the Pikmin can do severe damage if not dealt with, they can block some moves (like Ike's Quick Draw and Ness' PK Thunder), they can allow some of Olimar's attacks to continue even if he is hit, and they can combine to become a long tether. In addition, if Pikmin are ordered correctly, Olimar can have powerful throws (using Blue Pikmin) and having the longest grab range in the game when having a White or Blue Pikmin, great aerials (Red, Yellow, and Purple), and do lots of damage with the Pikmin Throw (White). Olimar generally has quick, long-lasting attacks, including his useful down aerial meteor smash, and he is the smallest character in the game along with Squirtle, a factor that is aided by his Pikmin Order's launch resistance should opponents be looking to KO him. He can also be very difficult to approach if wielding many Pikmin. Finally, Olimar's primary three Pikmin (Red, Yellow and Blue) are each immune to certain types of attacks (fire, electricity, and water respectively), making them more difficult to kill in certain matchups.

At his purest, Olimar is about damage. Aside from Purples, all his Pikmin can be continuously thrown at the opponent until they are up close, constantly racking up the damage, while Olimar has two Pikmin-less moves capable of sucking in the opponent for more damage in his up-tilt and neutral-air. Pikmin Throw is the most damaging projectile in the game (White Pikmin can do up to 36% damage each). Also note that Olimar's f-smash, side special, and grab all look alike, making it difficult to tell what he is doing. He can also continuously guard himself with long-lasting/reaching moves for the opponent to run into, in their hurry to stop having Pikmin assault them. Olimar is arguably the best shield-grabber in the game, with his grab range being fantastic on all Pikmin except the Purple ones; the range is good enough to make up for the slight lag of the grab as opponents are occasionally too far away to take advantage of the grab attempt (unless they've sidestepped). On the downside, Olimar gains no launch resistance from grabs. Olimar is excellent at popping the opponent into the air for aerial damage with his fast, deceptively ranged (in front) up-smash, best performed with a Yellow Pikmin for max range. From there, he has a long-lasting up-air which serves as both a superb defence above him, as well as an excellent way to harass opponents returning to the ground, and it cancels quick enough to throw up another up-air, an up-smash, or a Pikmin Chain should they be more to the front of Olimar. Like Falco, even good players can count on a good Olimar taking the first 50% or so of a stock without a problem, especially if d-tilt, Olimar's best setup move regardless of percent, hits.

Olimar's not bad at killing, either. Rarely can an opponent facing an Olimar predict which Pikmin is coming next, or how, so surprise Purples and Reds on potent moves like his f-air, b-air, d-air, d-smash, f-smash, u-smash, and Pikmin Chain can cause serious problems. Forward smash in particular is deadly, due to its range, power (especially when it's a Purple Pikmin), and how difficult it is to punish. Blue Pikmin-based back and forward throws, along with Purple Pikmin-based down and up throws, are also cause for concern due to their killing ability.

Though he has significant strengths, he does have his drawbacks. Olimar is completely dependent on Pikmin for his smashes, grabs, specials, and four of five aerials, so if he has no Pikmin nearby, these moves have no hitboxes, leaving him in serious trouble. When Olimar has no pikmin, only 6 of his attacks have hitboxes. This problem is heightened as Olimar loses all his Pikmin when he is KO'd, making him predictable for the first few seconds of every stock (save for the first) because most Olimar players will most likely use Pikmin Pluck for their invincibility frames instead of attacking. All Pikmin (excluding Blue ones) drown in water deep enough to swim in, which can make him vulnerable when fighting on stages such as DK Island: Jungle Japes and Summit. He is also a very light and floaty character; his floatiness causes him to be easy to juggle for most characters, especially since his neutral air (his only non-Pikmin-based air attack) is not designed for defense. His mobility is also slow, both in the air and on the ground. Olimar players must also learn what each Pikmin are capable of and must adapt to each one, especially in the middle of a fight - an inattentive Olimar player can end up whiffing on a Purple smash attack or dealing minimal damage on a White air attack. This gives him an extremely high learning curve.

Olimar's biggest problem is his abysmal recovery. Although his double jump is decent, he relies on a tether recovery to save himself because of his poor air speed. While the tether increases in size depending on how many Pikmin are in Olimar's line, it is utterly useless against edge-hoggers and puts him into helpless. This can be averted by having the Purple Pikmin in front to hit the enemy while edgehogging and grab the ledge, but the Purple Pikmin must be last in the Pikmin line-up.

Moveset

Olimar-Only Attacks

Normal

  • Neutral attack - Olimar headbutts twice, but hits three times. The antenna on his head deals slight damage, but not knockback. 15% damage (the last 10% is on the final hit, which connects with opponents in front of, above and behind Olimar, in that order).
  • Dash attack - Olimar does sort of a tripping cartwheel. 11% damage. Primarily vertical knockback.
  • Strong Side - Olimar kicks both legs forward, falling to the ground. 6% damage and decent knockback at higher percentages.
  • Strong Up - Olimar jumps a little and spins in place, hitting multiple times. The last hit has significant knockback. Similar to his neutral aerial. 11% damage. Higher priority than his up smash.
  • Strong Down - Olimar does a headbutt along the ground and gains slight distance. 8% damage. Minimal knockback, combos well into up-tilt/smash early on, and is an excellent setup move at higher percents. Helmet antenna will do 2% damage and knockback if it connects by itself.

Aerial

  • Neutral Aerial - Olimar spins in place, hitting multiple times. The last hit has significant knockback. 12% damage.

Pikmin Attacks

All of the Following moves use the next Pikmin in the line to perform the given attack, and the knockback and damage are dependent on the Pikmin type. That Pikmin then goes to the back of the line. Same happens for grabs. Generally, Olimar's aerial moves have higher priority if used earlier (Particularly his up aerial, which interrupts virtually everything if used early enough).

  • Forward smash - throws a Pikmin in front of him, it deals damage and knockback, rather than latching on, having great knockback if the Pikmin is purple. A weak hit will occur if the Pikmin connects as it falls, making this move good for edge-guarding, but the Pikmin will die if thrown off the edge. Red Pikmin: 15% uncharged, 21% fully charged. Blue Pikmin: 15% uncharged, 21% fully charged. Yellow Pikmin: 13% uncharged, 18% fully charged. White Pikmin: 9% uncharged, 12% fully charged. Purple Pikmin: 18% uncharged, 25% fully charged.
  • Up Smash - Tosses a Pikmin a short distance in to the air. Olimar's fastest smash, has surprising forward range. Has a huge knockback when it's a purple Pikmin. Red Pikmin: 15% uncharged, 21% fully charged. Blue Pikmin: 15% uncharged, 21% fully charged. Yellow Pikmin: 14% uncharged, 19% fully charged. White Pikmin: 9% uncharged, 12% fully charged. Purple Pikmin: 16% uncharged, 22% fully charged.
  • Down Smash - Throws out Pikmin a short distance to either side (uses the next two in order). Has no vertical knockback, making it useful against heavyweights and/or characters with short horizontal recovery (i.e. Ganondorf or Marth). You can actually hit with both pikmin if your opponent is in the middle. Red Pikmin: 13% uncharged, 18% fully charged. Blue Pikmin: 12% uncharged, 16% fully charged. Yellow Pikmin: 11% uncharged, 15% fully charged. White Pikmin: 6% uncharged, 8% fully charged. Purple Pikmin: 15% uncharged, 21% fully charged.
  • Forward Aerial - Smacks a short range with a Pikmin. Swings in an arc. Red Pikmin: 15%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 14%.
  • Back Aerial - Similar to the forward aerial, only behind Olimar and more of a horizontal arc. Will deal a powerful blow to enemies close in front of Olimar in the first few frames. Red: 13%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 13%.
  • Up Aerial - Throws a Pikmin a short distance over his head (multi-hit, with the last hit having some knockback). Ideal KO move when used with a red Pikmin. Red: 24%, Blue: 22%, Yellow: 16%, White: 9%, Purple: 22%.
  • Down Aerial - Thrusts a Pikmin under himself. Short ranged. The first few frames can spike being strongest the red Pikmin and weakest the white Pikmin, but the sweet spot for spiking is diagonally below the Captain. Can spike at low percents depending on weight of character and recovery trajectory/length. Red: 16%, Blue: 14%, Yellow: 12%, White: 8%, Purple: 14%.

Grabs & Throws

Olimar himself does not do grabbing and throwing, instead he has the next Pikmin in order dash forwards and do the grabbing and throwing for him. (This is an extended grab.) All Pikmin except for Purple Pikmin have decent grabbing range, with the White, Blue and Red Pikmin having the longest grab range in the game. All his grabs have a start-up of 11 frames.

  • Pummel - Pikmin attacks with headbutt. Red Pikmin and White Pikmin deal their respective damages. Red: 2%, Blue: 2%, Yellow: 2%, White: 4%, Purple: 2%.
  • Forward Throw - Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it has a very high knockback for a throw. Red: 6%, Blue: 13%, Yellow: 7%, White: 6%, Purple: 7%.
  • Back Throw - Pikmin latches onto opponent and jumps backwards while slamming them into the ground. One of the strongest back throws in the game when it's a blue Pikmin. Red: 7%, Blue: 14%, Yellow: 9%, White: 7%, Purple: 9%.
  • Up Throw - Pikmin leaps into the air (while holding opponent), turns the opponent upside-down, then slams them into the ground. With the purple pikmin, it is by far the strongest up throw in the game, being even able to star KO under 125%. It is overall the second strongest throw in the game (only Ness's back throw is stronger). Red: 9%, Blue: 12%, Yellow: 11%, White: 6%, Purple: 11%.
  • Down Throw - Pikmin slams opponent on ground, then jumps quite high, to jump on top of opponent. Can be used to chaingrab fastfallers and heavyweights, like King Dedede. Red: 9%, Blue: 12%, Yellow: 8%, White: 6%, Purple: 8%.

Special Moves

Taunts

Up: Jumps joyfully as if he had gained a new part for the Dolphin. Similar to the Ice Climbers' up taunt.
Side: Lays down on the ground as if he were asleep, then rolls over and gets up. Similar to Pikachu's down taunt.
Down: Plants feet and spins his hips twice.

Matchups

Role in the Subspace Emissary

In SSE, Olimar's Pikmin count is reset to 3 every time he spawns (either through someone else's fall or walking through a door).

Captain Olimar's Pikmin are attacking a huge R.O.B. (even the Purple Pikmin are latched on to the Giant R.O.B., unlike in the game where they slam on to the enemy); however, they are so weak they do no damage. The R.O.B. simply spins around, and all the Pikmin that were on him fly in all directions. Most of them die. Captain Olimar starts shivering in fear at the huge robot. A red Pikmin walks up to Olimar and taps him on the side. Olimar turns around and the red Pikmin points out the Blue Falcon speeding their way. Captain Falcon jumps out of the Blue Falcon and then Falcon Punches the huge robot right in the face. The R.O.B. then falls back destroyed. Captain Falcon lands back on the ground while doing a slide similar to the Falcon Kick. However, while he is sliding on the ground, he accidentally hits the remaining Pikmin and kills all of them except the red one next to Olimar. Captain Falcon just stands there, striking a pose while Captain Olimar just watches as the wind blows a leaf by. Olimar and Captain Falcon decide to team up to fight the Subspace Army.

Olimar in the SSE

Upon reaching the edge of the Isle of Ancients, they witness Diddy Kong attacking some Primids and rescuing Donkey Kong. Captain Falcon and a reluctant Olimar then decide to join forces with the Kongs, and upon reaching them, the Primids return with backup. Donkey Kong, Diddy Kong, Captain Falcon, and Olimar manage to fight them off before they see off Falco Lombardi, who had helped Diddy in bringing him to the large Cargo that DK was held on.

The Cargo takes Olimar and his crew inside the Subspace Bomb Factory, and they begin to move through it. They eventually find the Ancient Minister, along with Pikachu and Samus Aran. A hologram of Ganondorf suddenly appears and commands the R.O.B.s in the room to detonate the Subspace Bombs in the room so he could create a large enough hole in space to fit a Subspace Gunship through. The Ancient Minister reveals himself to be the leader of the R.O.B.s and helps the other heroes defeat the Subspace underlings that Ganondorf sent out. Olimar, along with R.O.B. and the rest, escapes from the island before it is sucked into Subspace. All of the heroes then unite to take down the Subspace Gunship and enter Subspace. Olimar contributes by putting his ship, the Hocotate, at the heroes disposal. His excellent piloting allows him to avoid the huge ship's turrets until Kirby destroys it. Unfortunately, Olimar and the others were doomed to be turned into trophies by Tabuu.

However, hope comes in the form of King Dedede, who created some badges that revive trophies into the original fighter. Olimar and others are rescued by Dedede and his team consisting of Luigi, Ness (and Kirby). With everyone revived, they are able to take down Tabuu and save the world.

Olimar can perform a glitch with Pikmin Throw in the Great Maze. In the Halberd stage with the elevator, if one throws Pikmin down the hole after one destroys the blocks, they will be stuck in spinning mode and eventually die unless one hits the other bomb blocks.

In SSE, in the first cutscene with Olimar there are no White Pikmin on the Giant R.O.B. In fact, only two White Pikmin appear in the entire SSE.

Costume Gallery

File:Alt-olimar.jpg
Olimars different colors in SSBB

Cheer

  • "Pikmin! Olimar!"

Trivia

  • In the Home-Run Contest, Olimar will only pick Purple Pikmin.
  • As soon as Olimar's tether latches onto a ledge, Olimar will hold his arms out in a "T" (blind position), the position used by game producers while designing characters.
  • If Olimar gets hit, his eyes pop out. (a reference to Pikmin 2.)
  • When giant or tiny, Pikmin's voices do not change pitch while being thrown or when they die, although they do change when Olimar plucks them.
  • Olimar holds the world record for Level 1 Target Smash (3.86 seconds).
  • Olimar, Samus, R.O.B., and Mr. Game and Watch are the only characters that do not talk or make vocal noises in Super Smash Bros. Brawl.
  • Olimar (only with the purple pikmin) is one of the four characters who's all four throws KO in Sudden Death.
  • When Olimar loses in a Stamina match, his Pikmin do not die, but stand around Olimar.
  • Olimar is tied with Sonic for highest increase in a tier list (Olimar rose to 10th from 18th from the 1st Tier List to the 2nd).

External links