Project M

Olimar (PM)

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Olimar
in Project M and Project+
Olimar SSBB.jpg
PikminSymbol.svg
Universe Pikmin
Base game appearance Brawl
Moveset inspiration Olimar (SSBB)
Olimar (SSBB)
Stub.png

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.

Attributes

Changes from Brawl to PM

While Olimar received some buffs, he has lost many of the abilities that made him effective in Brawl.

Attributes

  • Buff Pikmin health is effectively tripled (Reds 30, Yellows 30, Blues 40, Whites 14, Purples 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 White Flower Pikmin leave flowers on victims' heads for all their attacks, increasing their potential and do more pummel damage at blossom.
  • Nerf Olimar can only carry 4 Pikmin at a time, instead of 6, shortening his maximum recovery distance, limiting his use of varied Pikmin and encouraging Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.

Ground Attacks

  • Buff Up tilt is now a single jumping headbutt, which delivers a single quicker hit that can be used repeatedly for juggling.
  • Buff Foward tilt does much more damage now doing and is a much stronger KO move.
  • Buff Foward smash has more air time for Pikmin allowing for the hitboxes to be out for longer.
  • Nerf Jab combo and down tilt no longer have the antenna hitboxes.
  • Nerf New Up tilt deals less damage.
  • Nerf Forward smash has a different animation with more ending lag.

Aerial Attacks

  • 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.
  • Buff Down aerial is now a very strong meteor doing more damage.
  • Nerf Down aerial has an increased startup, comparable to that of Ness's down aerial in Brawl, no longer being a quick, reliable edgeguarding option.
  • Change Similar to Marth, Olimar turns around after using his back aerial.

Grabs and Throws

  • Buff Blue Pikmin foward throw does slightly more damage.
  • Buff Blue Pikmin up throw does significantly more base knockback.
  • Buff White flower Pikmin pummel does 7% in addition to poison damage.
  • Nerf Grab range is reduced.

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 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.
  • Nerf Pikmin Pluck has been slowed down.
  • Nerf Pikmin Order no longer has launch resistance.

Revisions

3.01

  • Change Back air animation cleaned up.
  • Change Initial walk speed corrected.

3.5

  • Moveset
    • Buff Yellow and White Pikmin always have the same knockback as they did with flowers in 3.0.
    • Change Red and Blue Pikmin always have approximately the same knockback as they did with buds in 3.0.
    • Change Purple Pikmin have less extreme changes in knockback depending on whether they have a leaf, bud, or flower.
    • Buff Yellow Pikmin animations are faster in all aerials.
    • Nerf White Pikmin deals less damage when latched onto opponent.
    • Nerf All Pikmin no longer deal shield damage.
    • Buff All pikmin can swim regardless of color.
      • Nerf Their elemental immunities has been removed.
    • Change Olimar's antenna light up reflecting the next Pikmin in line.
    • Buff Olimar plucks 4 Pikmin during in entry animation.
      • Buff He also spawns 2 Pikmin evertime he respawns.
    • Nerf All of the Pikmin's health has been reduced.
    • Buff Dash attack connects better.
    • Nerf Forward tilt has less knockback.
    • Buff Down tilt has slightly more knockback.
    • Buff Forward and up smash hitboxes come out quicker.
    • Nerf Up smash has more endlag.
    • Nerf Neutral aerial has slightly less range.
  • Forward smash (Pikmin):
    • Nerf Blue, white, and purple Pikmin deal less damage.
    • Buff Red, yellow, blue, and, white Pikmin deal slightly higher knockback.
    • Nerf Purple Pikmin deal less knockback.
    • Change Purple Pikmin now launches opponents at a more horizontal angle.
  • Up smash (Pikmin):
    • Nerf All Pikmin deal less damage and knockback
    • Change Yellow Pikmin now launch opponents at the same angle regardless of timing.
    • Change Blue, white, and purple Pikmin's launching angle has been slightly altered.
  • Down smash (Pikmin):
    • Nerf All Pikmin deals less knockback.
      • Change Angle of all Pikmin's attacks are slightly less horizontal.
    • Nerf White and purple Pikmin deal less damage.
  • Foward aerial (Pikmin):
    • Nerf All Pikmin deal slightly less damage.
  • Back aerial (Pikmin):
    • Buff Red and purple Pikmin deal slightly more damage.
    • Nerf Yellow and blue Pikmin deal slightly less damage.
    • Change Knockback angle for both red and white Pikmin has been slightly altered.
  • Up aerial (Pikmin):
    • Nerf All Pikmin excluding purple deal slightly less damage.
  • Down aerial (Pikmin):
    • Buff Yellow and purple Pikmin deal slightly more damage.
    • Nerf Blue and white Pikmin deal slightly less damage.
  • Grabs (Pikmin):
    • Buff Blue Pikmin goes slightly farther when attempting to grab.
    • Nerf Purple Pikmin travel less distance and have reduced grabbing time.
    • Nerf White Pikmin pummel deals less damage and no longer causes a flower effect.
  • Forward Throw (Pikmin):
    • Buff Red and blue Pikmin deal slightly more knockback.
    • Nerf Blue Pikmin deal slightly less damage.
    • Nerf Purple Pikmin deal slightly less knockback.
  • Back Throw (Pikmin):
    • Buff Red and blue Pikmin deal slightly more knockback.
    • Nerf Blue Pikmin deal slightly less damage.
    • Nerf Purple Pikmin deal slightly less knockback.
  • Up Throw (Pikmin):
    • Buff Red, yellow, and blue Pikmin deal slightly more knockback.
    • Nerf Red and purple Pikmin deal less damage.
    • Nerf Purple Pikmin deal slightly less knockback.
  • Down Throw (Pikmin):
    • Nerf Red and blue Pikmin deal less damage.
    • Buff Red, yellow, and blue Pikmin deal slightly more knockback.

Moveset

Up to date as of version 3.5.

Name Damage Description
Olimar Red Yellow Blue White Purple
Neutral attack 3%/2% (hit 1/antenna), 5% (hit 2) (8% total) Olimar headbutts twice. The first attacks hitbox goes as far as the antenna on his head.
Forward tilt 10% Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages.
Up tilt 8% Olimar jumps a little and head-butts upward.
Down tilt 6% (body), 2% (antenna) Olimar does a headbutt along the ground and gains slight distance. Minimal knockback, combos well into other moves early on. The hitbox goes as far as the antenna on Olimar's head.
Dash attack 7% (clean), 4% (late) Olimar does sort of a tripping cartwheel. Primarily vertical knockback and a good combo starter.
Forward smash 15%-17% (clean), 12% (mid), 9% (late) 13%-15% (clean), 9% (mid), 6% (late) 14%-16% (clean), 11% (mid), 6% (late) 9%-11% (clean), 6% (mid), 3% (late) 17%-21%, 16% (mid), 13% (late) 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.
Up smash 13%-15% (clean), 10% (late) 11%-13% (clean), 10% (late) 12%-14% (clean), 10% (late) 7%-9% (clean), 5% (late) 13%-17% (clean), 10% (late) Tosses a Pikmin a short distance into the air. Olimar's fastest smash and is great for juggling. Possesses huge knockback when it's a purple Pikmin with a flower, being able to KO at 85% on heavyweights even without a charge.
Down smash 9%-15% (clean), 10% (late) 11%-13% (clean), 8% (late) 12%-14% (clean), 9% (late) 7%-9% (clean), 4% (late) 13%-17% (clean), 10% (late) 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. The player can actually hit with both Pikmin if the opponent is in the middle.
Neutral aerial 2% (hits 1-5) (10% total) Olimar spins in place, hitting multiple times. The last hit has moderate knockback and is a potential combo starter.
Forward aerial 13%-15% 10%-12% 12%-14% 6%-8% 13%-17% Smacks a short range with a Pikmin. Swings in an arc and as decent vertical knockback. It can be wavelanded from a short hop, but it is difficult to do consistently.
Back aerial 14%-16% 11%-13% 13%-15% 7%-9% 14%-18% Similar to the forward aerial, only behind Olimar and more of a horizontal arc.
Up aerial 12%-14% (clean), 7% (late) 9%-11% (clean), 5% (late) 11%-13% (clean), 6% (late) 5%-7% (clean), 3% (late) 14-18% (clean), 8% (late) Throws a Pikmin a short distance over his head. Ideal KO move when used with a red or purple Pikmin. Long duration helps pursuing airdodges.
Down aerial 15%-17% (clean), 9% (late) 13%-15% (clean), 6% (late) 14%-16% (clean), 8% (late) 9%-11% (clean), 4% (late) 15%-19% (clean), 11% (late) Thrusts a Pikmin under himself. Short ranged. The first few frames can spike being strongest with the red Pikmin and weakest with the white Pikmin.
Grab Grabs the enemy with his Pikmin.
Pummel 2% 2% 2% 5%-6% 2% Pikmin attacks with headbutt.
Forward throw 6% 7% 12% 6% 7% Pikmin pushes itself off, launching the enemy forward. Strongest in terms of knockback with blue Pikmin. Purple Pikmin are also slightly more powerful than the blue, red or yellow, although not quite as strong as the blue Pikmin.
Back throw 7% 9% 12% 7% 9% Pikmin jumps backwards while slamming them into the ground. Strongest in terms of knockback with blue Pikmin. With purple Pikmin only being slightly weaker.
Up throw 9% 9% 12% 6% 10% Pikmin leaps into the air (while holding opponent), turns the opponent upside-down, then slams them into the ground. With the blue pikmin, this move can star KO even heavyweights at 130%. Purple Pikmin are of course, the second strongest, but slightly less than the blue Pikmin.
Down throw 1% (hit), 6% (throw) (7% total) 1% (hit), 8% (throw) (9% total) 1% (hit), 9% (throw) (10% total) 1% (hit), 5% (throw) (6% total) 1% (hit), 7% (throw) (8% total) Pikmin slams opponent on ground, then jumps quite high, to jump on top of opponent, with purple pikmin being the strongest, and the blue and white pikmin having the highest combo potential. Can be used to tech-chase fastfallers and heavyweights, and can combo into an aerial at higher percentages.
Floor attack (front) 6% Throws his arms out and hits from left to right.
Floor attack (back) 6% Throws his arms out and hits from left to right.
Floor attack (trip) 5% Swirls his legs around in a full circle.
Edge attack (fast) 8% Flips over.
Edge attack (slow) 10% Gets up slowly and quickly sticks his feet out.
Neutral special Pikmin Pluck Olimar quickly pulling 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, trying to pluck another, will result in Olimar grabbing nothing and being vulnerable for a moment, using the move in the air will act like another second jump and make Olimar rise a little, but only once. It can be used several more times before touching the ground to increase horizontal distance.
Side special Pikmin Throw 2% - 4% 2% - 4% 2% - 4% 3%-5% (latched; 8-9 hits), 6%-8% (explosion) 10% Olimar throws a Pikmin at an enemy, then the Pikmin latches onto the enemy and slowly racks up damage, similar to the effects of Lip's Stick. Different Pikmin have different effects when thrown. The move should be used to repel incoming opponents that are charging at Olimar while he is throwing Pikmin (latched-on Pikmin do not cause an enemy to flinch, and so they can continue attacking normally). However, it may make opponents have to take time to knock the Pikmin off. Pikmin can be reflected back at Olimar, in which case, they will stick to him. The player can simply use Pikmin Order to get them off if this happens.
Up special Pikmin Chain 7% 6% 6% 10% 8% Olimar creates a chain of Pikmin and uses it to latch onto a ledge. It functions as a tether recovery. The less Pikmin Olimar has, the less reach his tether has, however Olimar will rise up more and more to counteract this.
Down special Pikmin Order Olimar quickly blows his whistle, and a colored area surrounding 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 End of Day 10% (bury), 15% (launch), 42% (Bulborbs), 30% (landing) (97% total) Olimar takes off in his spaceship (which traps and hurts enemies, doing about 27% damage from entering to take-off), leaving his opponents alone for Red Bulborbs (a common Pikmin enemy) to attack them. During the duration of the Bulborbs' attacks, the opponents receive about 42% damage. Afterward, the ship crash lands back onto the stage, hurting anyone in its path. A perfectly performed End of Day attack can cause nearly 100% damage to the opponents, plus the final explosion is often powerful enough to land a KO after the Bulborbs do their damage. Despite being left behind, Olimar's Pikmin are unharmed, but left vulnerable to attack.

In competitive play

Notable players

Alternate costumes

In terms of cosmetics, Olimar now has a clearer blue team color, his black costume from Brawl now has black 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.

Olimar's alternate costumes in PM.
OlimarHeadSSBB.png OlimarHeadWhiteSSBB.png OlimarHeadRedSSBB.png OlimarHeadBlackSSBB.png OlimarHeadGreenSSBB.png OlimarHeadBlueSSBB.png OlimarHeadYellowPM.png OlimarHeadPurplePM.png

External links