SEC4: Attacks/Moves
B…Olimar plucks a single Pikmin of random color from the ground. Repeatedly pressing the button can get you up to 6 Pikmin at any one time. This move is quick—you just need to find the moment to use it. Your opponent won’t be able to punish you if you use it smartly.
Left/Right + B (Over-B)…Olimar quickly throws the first Pikmin (the Pikmin nearest to him), hopefully hitting an opponent. Damage will initiate if a Pikmin comes in contact with an opponent. Olimar’s only true projectile and vital to any Olimar player. Use this a lot.
Up + B (Up-B)…Olimar’s Pikmin form a chain that can be used as a tether recovery. The length of the move depends on how many Pikmin you have. The attack can also be used as a pseudo-projectile firing up and in front of you if on the ground. The move does damage depending on which Pikmin is at the chain’s tip. The move also gives a very slight upwards boost when used in the air, so the chain may not even be necessary at times with this in mind. Tip: If you organize your Pikmin so that a purple Pikmin is at the front, not only can you knock off an edgeguarding opponent, you can usually grab the ledge as your opponent falls to its doom. Regardless, be careful with this move.
Down + B (Down-B)…Olimar blows a whistle. This move calls back all nearby Pikmin (even if on opponents), segregates them by color (R-B-R-Y < R-R-B-Y), and sends the nearest color to the back of the line and puts the next nearest color up front (R-R-B-B-Y < B-B-Y-R-R). This move also has some sort of armor at one point in the animation that completely negates knockback. Keep in mind that YOU STILL RECEIVE DAMAGE! If anyone has additional info regarding this I’d appreciate it. Otherwise I’m still looking into it.
No direction + A in air (N-air)…Olimar spins in the air for about a second and a half. Not much to say about this one. It’s acceptable, but nothing special.
Forward + A in air (F-air)…Olimar swings a Pikmin in front of him. This attack comes out quickly and can sometimes get you a kill at a moderate amount of damage. A good move, but don’t overdo it.
Down + A in air (D-air)…Olimar swings the nearest Pikmin in line down below him. This move spikes. Watch out though; ending lag is punishable and this can cost you if you mess up due to Olimar’s lackluster recovery. It’s a great move, but be careful with it…
Back + A in air (B-air)…Olimar swings a Pikmin behind him. Pretty much the same as Fair, except backwards.
Up + A in air (U-air)…Olimar spins a Pikmin above him. This is arguably Olimar’s best aerial and one of his best moves overall. It does solid damage, comes out pretty quick, and has respectable knockback. Use and abuse this one.
Forward Smash (F-smash)…Olimar points/throws a Pikmin a short distance. It has wonderful range for being a smash attack and can easily kill. Good for keeping your opponents at bay with some spacing as well. Quick enough too. Don’t ignore this one.
Up Smash (U-smash)…Olimar throws the next Pikmin in line up in the air. This is, hands down, Olimar’s best smash. It’s a great combo starter, does about the same damage as the F-smash, comes out quickly, and has some sexy range (use this though platforms ^_^). Nominated for Olimar’s best attack. Between this and the U-air your opponents would be wise to just stay on the ground.
Down Smash (D-smash)…Olimar sends 2 Pikmin charging from his sides. The little guys soon come back. This move is nice for a smash attack, but there’s nothing quite as notable as the perks of the other two smashes in my opinion.
Forward + A (F-tilt)…Olimar hops up and forward, launching his feet first. The range is nice for a tilt, but there isn’t much else to note here. Good for mixing up your playstyle I guess but I don’t see it as being a very practical move…
Up + A (U-tilt)…Olimar hops up and spins. This attack’s range and duration is nice, but it just pales in comparison to Olimar’s U-smash or a short-hopped U-air.
Down +A (D-tilt)…Olimar slides across the ground. It can be a good combo starter if your opponent has low damage and it looks hilarious, but again, not very practical. Has a little ending lag also. This can do a little extra damage if Olimar’s antenna hits toward the end of the move.
A…Olimar just swings his head. As far as I’m concerned its only uses are to surprise your opponent with a different move or to go into A+A.
A + A…Olimar swings his head back. Can only be used if the first part of the jab is executed. It is petty much essential to use after the first part of the attack. Again, this one isn’t anything to write home about, but it’s passable…
Dash + A…Olimar runs while doing a flip. It’s fun to use, it’s quick, and ends pretty quickly. Try not to spam it though; Olimar has too many other great moves to use.
Grab + A…The selected Pikmin hits the opponent. White Pikmin deal twice as much damage as other Pikmin if using here. This is only really useful if you just plan to pummel your opponent due to the weaker power of a White’s throw. Be careful—not only are grabs easier to escape from in Brawl than in Melee, but Olimar’s grab seems especially easy to escape from (this may just be me V_V)
Grab + Forward throw (F-throw)…I’m not really sure what happens here. The Pikmin sort of pulls the opponent back, spins them and it, and launches the opponent away. This throw isn’t great, but it’s not bad either in terms of general efficiency.
Grab + Back throw (B-throw)…The Pikmin falls backward and sends the opponent with it. Good for getting the opponent off the stage. Has killing potential at mediocre percentages if using a Blue.
Grab + Up throw (U-throw)…My personal favorite of all the throws. The Pikmin lifts the opponent in the air, spins them and it, and slams the opponent into the ground. Not as efficient as the other throws but it looks really cool ^_^
Grab + Down throw (D-throw)…The Pikmin lays the opponent on the ground and slams itself into the enemy. Good for comboing, especially at low percentages, at which point you can connect to a well timed F-smash or U-smash.
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