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Olimar (PM): Difference between revisions

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m (removing duplicate point)
(→‎Moveset: Move set completed. Although of course, all the names of his move set are missing.)
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|-
|-
!Neutral attack
!Neutral attack
| || 3% then 5% (8% total) ||colspan=5|—||
| || 3% then 5% (8% total) ||colspan=5|—|| Olimar headbutts twice. The first attacks hitbox goes as far as the antenna on his head.
|-
|-
!Forward tilt
!Forward tilt
| || 10% ||colspan=5|—||
| || 10% ||colspan=5|—|| Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages. 
|-
|-
!Up tilt
!Up tilt
| || 8% ||colspan=5|—||
| || 8% ||colspan=5|—|| Olimar jumps a little and head-butts upward. 
|-
|-
!Down tilt
!Down tilt
| || 6% ||colspan=5|—||
| || 6% ||colspan=5|—|| Olimar does a headbutt along the ground and gains slight distance. Minimal knockback, combos well into other moves early on.
<!--Crawl attack-->
<!--Crawl attack-->
|-
|-
!Dash attack
!Dash attack
| || 7% (clean), 4% (late) ||colspan=5|&mdash;||
| || 7% (clean), 4% (late) ||colspan=5|&mdash;|| Olimar does sort of a tripping cartwheel. Primarily vertical knockback. 
|-
|-
!Forward smash
!Forward smash
| ||&mdash;||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}, {{ChargedSmashDmgSSBM|9}} (late)||{{ChargedSmashDmgSSBM|13}} - {{ChargedSmashDmgSSBM|15}}, {{ChargedSmashDmgSSBM|6}} (late)||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}, {{ChargedSmashDmgSSBM|6}} (late)||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}}, {{ChargedSmashDmgSSBM|3}} (late)||{{ChargedSmashDmgSSBM|18}} - {{ChargedSmashDmgSSBM|22}}, {{ChargedSmashDmgSSBM|13}} (late) ||
| ||&mdash;||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}, {{ChargedSmashDmgSSBM|9}} (late)||{{ChargedSmashDmgSSBM|13}} - {{ChargedSmashDmgSSBM|15}}, {{ChargedSmashDmgSSBM|6}} (late)||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}, {{ChargedSmashDmgSSBM|6}} (late)||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}}, {{ChargedSmashDmgSSBM|3}} (late)||{{ChargedSmashDmgSSBM|18}} - {{ChargedSmashDmgSSBM|22}}, {{ChargedSmashDmgSSBM|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
!Up smash
| ||&mdash;|| {{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}||{{ChargedSmashDmgSSBM|14}} - {{ChargedSmashDmgSSBM|16}}||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}} ||{{ChargedSmashDmgSSBM|16}} - {{ChargedSmashDmgSSBM|20}}||
| ||&mdash;|| {{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}||{{ChargedSmashDmgSSBM|14}} - {{ChargedSmashDmgSSBM|16}}||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}} ||{{ChargedSmashDmgSSBM|16}} - {{ChargedSmashDmgSSBM|20}}|| Tosses a Pikmin a short distance into the air. Olimar's fastest smash. Possesses huge knockback when it's a purple Pikmin, being able to KO at 70% on heavyweights when fully charged. 
|-
|-
!Down smash
!Down smash
| ||&mdash;||{{ChargedSmashDmgSSBM|13}} -  {{ChargedSmashDmgSSBM|15}}||{{ChargedSmashDmgSSBM|14}} - {{ChargedSmashDmgSSBM|16}}||{{ChargedSmashDmgSSBM|12}} -  {{ChargedSmashDmgSSBM|14}}||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}} 4% (late)||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|19}}||
| ||&mdash;||{{ChargedSmashDmgSSBM|13}} -  {{ChargedSmashDmgSSBM|15}}||{{ChargedSmashDmgSSBM|14}} - {{ChargedSmashDmgSSBM|16}}||{{ChargedSmashDmgSSBM|12}} -  {{ChargedSmashDmgSSBM|14}}||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}} 4% (late)||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|19}}|| 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
!Neutral aerial
| || 5 hits of 2% (10% total) ||colspan=5|&mdash;||
| || 5 hits of 2% (10% total) ||colspan=5|&mdash;|| Olimar spins in place, hitting multiple times. The last hit has moderate knockback.
|-
|-
!Forward aerial
!Forward aerial
| || &mdash; ||15%-17%||13%-14%||13%-15%||10%-12%||14%-18%||
| || &mdash; ||15%-17%||13%-14%||13%-15%||10%-12%||14%-18%|| Smacks a short range with a Pikmin. Swings in an arc. Has decent vertical knockback.
|-
|-
!Back aerial
!Back aerial
| || &mdash; ||13%-15%||12%-14%||13-15%||12%-14%||13%-17%||
| || &mdash; ||13%-15%||12%-14%||13-15%||12%-14%||13%-17%|| Similar to the forward aerial, only behind Olimar and more of a horizontal arc.   
|-
|-
!Up aerial
!Up aerial
| || &mdash; ||14-16% (clean), 9% (late)||13-15% (clean), 8% (late)||13-15% (clean), 8% (late)||10-12% (clean)||14-18% (clean), 10% (late)||
| || &mdash; ||14-16% (clean), 9% (late)||13-15% (clean), 8% (late)||13-15% (clean), 8% (late)||10-12% (clean)||14-18% (clean), 10% (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
!Down aerial
| || &mdash; ||16%-18%||12%-14%||14%-16%||10%-12%||14%-18%||
| || &mdash; ||16%-18%||12%-14%||14%-16%||10%-12%||14%-18%|| 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 aerial-->
<!--Grab aerial-->
|-
|-
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|-
|-
!Grab
!Grab
| ||&mdash;||colspan=5|&mdash;||
| ||&mdash;||colspan=5|&mdash;|| Grabs the enemy with his Pikmin.
|-
|-
!Pummel
!Pummel
| || &mdash; ||2%||2%||2%||5%-7%||2%||
| || &mdash; ||2%||2%||2%||5%-7%||2%|| Pikmin attacks with headbutt.
|-
|-
!Forward throw
!Forward throw
| || &mdash; ||6%||7%||14%||6%||7%||
| || &mdash; ||6%||7%||14%||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
!Back throw
| || &mdash; ||7%||9%||14%||7%||9%||
| || &mdash; ||7%||9%||14%||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
!Up throw
| || &mdash; ||9%||9%||12%||6%||11%||
| || &mdash; ||9%||9%||12%||6%||11%|| 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 seconds strongest but slightly less than the blue Pikmin.
|-
|-
!Down throw
!Down throw
| || &mdash; ||9%||9%||12%||6%||8%||
| || &mdash; ||9%||9%||12%||6%||8%|| Pikmin slams opponent on ground, then jumps quite high, to jump on top of opponent. Can be used to tech-chase fastfallers and heavyweights, with blue Pikmin being the strongest.
|-
|-
!Floor attack (front)
!Floor attack (front)
| || 6% ||colspan=5|&mdash;||
| || 6% ||colspan=5|&mdash;|| Throws his arms out and hits from left to right.
|-
|-
!Floor attack (back)
!Floor attack (back)
| || 6% ||colspan=5|&mdash;||
| || 6% ||colspan=5|&mdash;|| Throws his arms out and hits from left to right.
|-
|-
!Floor attack (trip)
!Floor attack (trip)
| || 5% ||colspan=5|&mdash;||
| || 5% ||colspan=5|&mdash;|| Swirls his legs around in a full circle.
|-
|-
!Edge attack (fast)
!Edge attack (fast)
| || 8% ||colspan=5|&mdash;||
| || 8% ||colspan=5|&mdash;|| Flips over.
|-
|-
!Edge attack (slow)
!Edge attack (slow)
| || 10% ||colspan=5|&mdash;||
| || 10% ||colspan=5|&mdash;|| Gets up slowly and quickly sticks his feet out.
|-
|-
!Neutral special
!Neutral special
| [[Pikmin Pluck]] ||&mdash; ||colspan=5|&mdash;||
| [[Pikmin Pluck]] ||&mdash; ||colspan=5|&mdash;|| 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 make Olimar rise a little, but only once.
|-
|-
!Side special
!Side special
| [[Pikmin Throw]] ||&mdash;||2% - 4%||2% - 4%||2% - 4%||3% - 5% (latched; 8-9 hits), 9%-7%-8% (explosion)||10%||  
| [[Pikmin Throw]] ||&mdash;||2% - 4%||2% - 4%||2% - 4%||3% - 5% (latched; 8-9 hits), 9%-7%-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
!Up special
| [[Pikmin Chain]] ||&mdash;||7%||6%||6%||10%||8%||
| [[Pikmin Chain]] ||&mdash;||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
!Down special
| [[Pikmin Order]] ||&mdash;||colspan=5|&mdash;||
| [[Pikmin Order]] ||&mdash;||colspan=5|&mdash;|| 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
!Final Smash
| [[End of Day]] || 10% (bury), 15% (launch), 43% (Bulborbs) then 30% (landing); 97% total||colspan=5|&mdash;||
| [[End of Day]] || 10% (bury), 15% (launch), 42% (Bulborbs) then 30% (landing); 97% total||colspan=5|&mdash;|| 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.
|}
|}



Revision as of 22:21, April 21, 2014

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

Olimar is a playable character in the Brawl mod Project M. The main character from the Pikmin games comes with his Pikmin in tow and a stronger moveset for Project M.

Attributes

Changes from Brawl to PM

  • 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's 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.
  • 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 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 The height gained from the hop of Pikmin Chain increases the fewer Pikmin Olimar has, which along with the improved tether recoveries gives Olimar a better and safer recovery.
  • 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 Up tilt is now a single jumping headbutt, which inflicts less damage but delivers a single quicker hit that can be used repeatedly for juggling.
  • Buff Down aerial is now a very strong meteor doing more damage.
  • Buff Blue Pikmins foward throw does 1% more damage now doing 14%.
  • Buff Foward tilt does 4% more damage now doing 10% and is a much stronger kill move.
  • Buff Project M's physics giving Olimar an above averge wavedash improves his mobility.
  • Buff Back aerial turns you backwards allowing for more Foward aerials.
  • Nerf Olimar can only carry 4 Pikmin at a time, instead of 6, limiting his use of varied Pikmin and encouraging Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.
  • Nerf Olimar no longer produces antennae hitboxes for his neutral attack and down tilt.
  • 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.
  • Nerf Forward smash has more ending lag.
  • Nerf Pikmin Pluck has been slowed down.
  • Nerf Pikmin Order no longer has launch resistance.
  • Nerf Grab range is reduced.
  • Change Forward smash has a different animation, and Pikmin also stay for slightly longer in the air, causing them to travel slower, but covering Olimar's front for a longer time.

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, and his blue color from Brawl now has blonde hair to further reference Louie.

Revisions

3.01

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

Moveset

Up to date as of version 3.0.

Name Damage Description
Olimar Red Yellow Blue White Purple
Neutral attack 3% then 5% (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% Olimar does a headbutt along the ground and gains slight distance. Minimal knockback, combos well into other moves early on.
Dash attack 7% (clean), 4% (late) Olimar does sort of a tripping cartwheel. Primarily vertical knockback.
Forward smash 15% - 17%, 9% (late) 13% - 15%, 6% (late) 15% - 17%, 6% (late) 10% - 12%, 3% (late) 18% - 22%, 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 15% - 17% 14% - 16% 15% - 17% 10% - 12% 16% - 20% Tosses a Pikmin a short distance into the air. Olimar's fastest smash. Possesses huge knockback when it's a purple Pikmin, being able to KO at 70% on heavyweights when fully charged.
Down smash 13% - 15% 14% - 16% 12% - 14% 10% - 12% 4% (late) 15% - 19% 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 5 hits of 2% (10% total) Olimar spins in place, hitting multiple times. The last hit has moderate knockback.
Forward aerial 15%-17% 13%-14% 13%-15% 10%-12% 14%-18% Smacks a short range with a Pikmin. Swings in an arc. Has decent vertical knockback.
Back aerial 13%-15% 12%-14% 13-15% 12%-14% 13%-17% Similar to the forward aerial, only behind Olimar and more of a horizontal arc.
Up aerial 14-16% (clean), 9% (late) 13-15% (clean), 8% (late) 13-15% (clean), 8% (late) 10-12% (clean) 14-18% (clean), 10% (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 16%-18% 12%-14% 14%-16% 10%-12% 14%-18% 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%-7% 2% Pikmin attacks with headbutt.
Forward throw 6% 7% 14% 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% 14% 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% 11% 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 seconds strongest but slightly less than the blue Pikmin.
Down throw 9% 9% 12% 6% 8% Pikmin slams opponent on ground, then jumps quite high, to jump on top of opponent. Can be used to tech-chase fastfallers and heavyweights, with blue Pikmin being the strongest.
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 make Olimar rise a little, but only once.
Side special Pikmin Throw 2% - 4% 2% - 4% 2% - 4% 3% - 5% (latched; 8-9 hits), 9%-7%-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) then 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

Palette swaps

Olimar's palette swaps in PM

External links