Olimar (SSB4): Difference between revisions

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{{ArticleIcons|ssb4=y}}
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:''This article is about Olimar's appearance in ''Super Smash Bros. 4''. For other uses, see [[Captain Olimar]] and [[Pikmin (species)]].''
:''This article is about Olimar's appearance in ''Super Smash Bros. 4''. For other uses, see [[Captain Olimar]] and [[Pikmin (species)]].''
{{Infobox Character
{{Infobox Character
|name = Olimar
|name = Olimar
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The most glaring nerf was the halving of his Pikmin count from six to three due to the limitations of the Nintendo 3DS' processing power. As a result, this hinders his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with White Pikmin). Both Olimar and his Pikmin's endurance is also worse as Olimar is lighter and his Pikmin (except for white Pikmin) have less HP and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against meteor smashes. Olimar's smash attacks have seen various downgrades: they can all be reflected, forward smash has a shorter duration, and his down smash deals less knockback. Up smash, however, had the largest nerf out of all of Olimar's smash attacks. Not only is it much laggier, having increased startup lag and much higher ending lag, but it also has decreased range and power, significantly hindering its utility. Olimar's aerials also deal significantly less damage with forward and down aerial in particular being significantly weaker. Olimar's grab game was also weakened: his grabs have a shorter duration, considerably less range no longer being the longest reaching grabs in the game, and his standing and dash grabs are significantly laggier, making Olimar rely on his already nerfed pivot grab more often. His throws with Blue and especially Purple Pikmin are also weaker which hinders his ability to KO opponents with his throws, especially relative to the cast. Lastly, [[Pikmin Order]] has significantly decreased super [[armor]], hindering its both its safety and overall versatility.
The most glaring nerf was the halving of his Pikmin count from six to three due to the limitations of the Nintendo 3DS' processing power. As a result, this hinders his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with White Pikmin). Both Olimar and his Pikmin's endurance is also worse as Olimar is lighter and his Pikmin (except for white Pikmin) have less HP and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against meteor smashes. Olimar's smash attacks have seen various downgrades: they can all be reflected, forward smash has a shorter duration, and his down smash deals less knockback. Up smash, however, had the largest nerf out of all of Olimar's smash attacks. Not only is it much laggier, having increased startup lag and much higher ending lag, but it also has decreased range and power, significantly hindering its utility. Olimar's aerials also deal significantly less damage with forward and down aerial in particular being significantly weaker. Olimar's grab game was also weakened: his grabs have a shorter duration, considerably less range no longer being the longest reaching grabs in the game, and his standing and dash grabs are significantly laggier, making Olimar rely on his already nerfed pivot grab more often. His throws with Blue and especially Purple Pikmin are also weaker which hinders his ability to KO opponents with his throws, especially relative to the cast. Lastly, [[Pikmin Order]] has significantly decreased super [[armor]], hindering its both its safety and overall versatility.


However, Olimar also received a few buffs: [[Winged Pikmin]] largely outclasses [[Pikmin Chain]] as a recovery tool due to being much more versatile and the removal of [[edge hog]]ging immensely aids Olimar. Olimar's white Pikmin have also been improved outside of Pikmin Throw as they have more HP and most of Olimar's attacks with White Pikmin are stronger (although they are still mostly useless for attacking). The removal of [[hitstun canceling]] has also given Olimar greater combo potential with moves such as down throw and his new up aerial which is now a powerful juggling tool. Lastly despite his overall damage output being reduced, a fair amount of Olimar's Pikmin attacks (mainly with Red and Purple Pikmin) deal more damage.  
However, Olimar also received a few buffs: [[Winged Pikmin]] largely outclasses [[Pikmin Chain]] as a recovery tool due to being much more versatile and the removal of [[edge hog]]ging immensely aids Olimar. Olimar's white Pikmin have also been improved outside of Pikmin Throw as they have more HP and most of Olimar's attacks with White Pikmin are stronger (although they are still mostly useless for attacking). The removal of [[hitstun canceling]] has also given Olimar greater combo potential with moves such as down throw and his new up aerial which is now a powerful juggling tool. Lastly despite his overall damage output being reduced, a fair amount of Olimar's Pikmin attacks (mainly with Red and Purple Pikmin) deal more damage.


Overall while his recovery has been improved significantly, Olimar's other flaws were not addressed and his strengths were significantly toned down making his flaws more detrimental. Despite this, Olimar has nevertheless retained most of his useful options from ''Brawl'' and remains an above average character. However, Olimar's buffs do not nearly compensate for his more severe nerfs and the changes to the game's mechanics do not benefit Olimar as much as some other returning veterans, which has led to him to be considered one of the characters to have been the most severely nerfed in the initial transition from ''Brawl'', alongside {{SSB4|King Dedede}}, {{SSB4|Meta Knight}}, {{SSB4|Falco}}, {{SSB4|Wario}} and {{SSB4|Marth}} (during the initial release). As a result, Olimar is still a viable character, albeit not to the degree as in ''Brawl''.
Overall while his recovery has been improved significantly, Olimar's other flaws were not addressed and his strengths were significantly toned down making his flaws more detrimental. Despite this, Olimar has nevertheless retained most of his useful options from ''Brawl'' and remains an above average character. However, Olimar's buffs do not nearly compensate for his more severe nerfs and the changes to the game's mechanics do not benefit Olimar as much as some other returning veterans, which has led to him to be considered one of the characters to have been the most severely nerfed in the initial transition from ''Brawl'', alongside {{SSB4|King Dedede}}, {{SSB4|Meta Knight}}, {{SSB4|Falco}}, {{SSB4|Wario}} and {{SSB4|Marth}} (during the initial release). As a result, Olimar is still a viable character, albeit not to the degree as in ''Brawl''.
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**{{nerf|The removal of [[meteor cancel]]ing drastically hinders Olimar's endurance against meteor smashes moreso than any other returning veteran besides {{SSB4|Zero Suit Samus}} due to him previously having one of the most lenient meteor cancel windows in ''Brawl''. While it does also increase the reliability of his down aerial, the move's power has been significantly reduced to compensate.}}
**{{nerf|The removal of [[meteor cancel]]ing drastically hinders Olimar's endurance against meteor smashes moreso than any other returning veteran besides {{SSB4|Zero Suit Samus}} due to him previously having one of the most lenient meteor cancel windows in ''Brawl''. While it does also increase the reliability of his down aerial, the move's power has been significantly reduced to compensate.}}
*Pikmin:
*Pikmin:
**{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> the maximum Pikmin count has been halved (6 → 3). <ref name="Direct"/>}} This significantly weakens his [[camp]]ing game and damage ranking potential.  
**{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> the maximum Pikmin count has been halved (6 → 3). <ref name="Direct"/>}} This significantly weakens his [[camp]]ing game and damage ranking potential.
**{{change|Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on [[terrain]].<ref name="Direct"/> This means Olimar no longer has to depend on certain types of terrain in order to pluck certain Pikmin. However, this also makes it significantly less frequent to have two or more of the same type of Pikmin at once, especially when combined with the reduced maximum Pikmin count.}}
**{{change|Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on [[terrain]].<ref name="Direct"/> This means Olimar no longer has to depend on certain types of terrain in order to pluck certain Pikmin. However, this also makes it significantly less frequent to have two or more of the same type of Pikmin at once, especially when combined with the reduced maximum Pikmin count.}}
**{{nerf|Pikmin now have somewhat flawed [[artificial intelligence]]. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the {{GameIcon|ssb4-u}} version, as their flawed AI only occurs at edges.}}
**{{nerf|Pikmin now have somewhat flawed [[artificial intelligence]]. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the {{GameIcon|ssb4-u}} version, as their flawed AI only occurs at edges.}}
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*[[Neutral attack]]
*[[Neutral attack]]
**{{change|Olimar has a new neutral attack, the [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{s|wikipedia|one-two combo}}.}}
**{{change|Olimar has a new neutral attack, the [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{s|wikipedia|one-two combo}}.}}
**{{nerf|Neutral attack has a shorter duration (frames 4-7 (hit 1)/ 8-10 (hit 1 antenna)/4-6 (hit 2) → 4 (hit 1 clean)/5 (hit 1 late)/4-5 (hit 2)).}}  
**{{nerf|Neutral attack has a shorter duration (frames 4-7 (hit 1)/ 8-10 (hit 1 antenna)/4-6 (hit 2) → 4 (hit 1 clean)/5 (hit 1 late)/4-5 (hit 2)).}}
**{{buff|The first hit has increased set knockback (10 (base), 10 (set), 80 (scaling) → 0/(40/30/35)/80).}}
**{{buff|The first hit has increased set knockback (10 (base), 10 (set), 80 (scaling) → 0/(40/30/35)/80).}}
**{{buff|The first hit now has a late hit which deals more damage on Olimar's fist (3% → 4%).}}
**{{buff|The first hit now has a late hit which deals more damage on Olimar's fist (3% → 4%).}}
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***{{nerf|Reduces its range, especially vertically.}}
***{{nerf|Reduces its range, especially vertically.}}
*[[Forward tilt]]
*[[Forward tilt]]
**{{change|Olimar has a new forward tilt, the Rocket Fist's wind-up punch. Olimar stays still while performing the punch.}}  
**{{change|Olimar has a new forward tilt, the Rocket Fist's wind-up punch. Olimar stays still while performing the punch.}}
***{{buff|This makes it a safer spacing tool.}}
***{{buff|This makes it a safer spacing tool.}}
***{{nerf|However, this also significantly reduces its range.}}
***{{nerf|However, this also significantly reduces its range.}}
**{{buff|Forward tilt has less ending lag (FAF 38 → 36).}}
**{{buff|Forward tilt has less ending lag (FAF 38 → 36).}}
**{{buff|Forward tilt deals much more damage (6% → 11%) without full compensation on its knockback (15 (base), 130 (scaling) → 35/97), significantly improving its KO potential.}}  
**{{buff|Forward tilt deals much more damage (6% → 11%) without full compensation on its knockback (15 (base), 130 (scaling) → 35/97), significantly improving its KO potential.}}
**{{buff|Forward tilt now uses two extended hitboxes which overall cover more horizontal distance relative to Olimar than the previous hitboxes.}}
**{{buff|Forward tilt now uses two extended hitboxes which overall cover more horizontal distance relative to Olimar than the previous hitboxes.}}
***{{nerf|However, the move is also no longer disjointed due to its new animation.}}
***{{nerf|However, the move is also no longer disjointed due to its new animation.}}
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**{{buff|All grabs have less startup lag (frame 11 → 10).}}
**{{buff|All grabs have less startup lag (frame 11 → 10).}}
**{{buff|White Pikmin grabs have a larger grabbox (3u → 3.5u).}}
**{{buff|White Pikmin grabs have a larger grabbox (3u → 3.5u).}}
**{{nerf|All grabs have shorter durations (frames 11-25 → 10-19).}}  
**{{nerf|All grabs have shorter durations (frames 11-25 → 10-19).}}
**{{nerf|Standing and dash grabs have more ending lag, especially standing grab (FAF 30 (standing)/40 (dash) → 50/53).}}
**{{nerf|Standing and dash grabs have more ending lag, especially standing grab (FAF 30 (standing)/40 (dash) → 50/53).}}
**{{nerf|Red, yellow and especially blue Pikmin grabs have considerably reduced range. Their standing and pivot grab ranges in particular have been reduced to the point that they only reach about as far as Olimar's purple Pikmin grabs did previously.}}
**{{nerf|Red, yellow and especially blue Pikmin grabs have considerably reduced range. Their standing and pivot grab ranges in particular have been reduced to the point that they only reach about as far as Olimar's purple Pikmin grabs did previously.}}
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**{{buff|Blue Pikmin up throw deals more damage (12% → 12.8%).}}
**{{buff|Blue Pikmin up throw deals more damage (12% → 12.8%).}}
**{{nerf|Blue Pikmin up throw deals less knockback (55 (base), 72 (scaling) → 80/58), hindering its KO potential (despite its increased damage) while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
**{{nerf|Blue Pikmin up throw deals less knockback (55 (base), 72 (scaling) → 80/58), hindering its KO potential (despite its increased damage) while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
*White Pikmin  
*White Pikmin
**{{buff|White Pikmin up throw deals more damage (6% → 8%) and knockback (55 (base), 72 (scaling) → 80/65), improving its KO potential.}}  
**{{buff|White Pikmin up throw deals more damage (6% → 8%) and knockback (55 (base), 72 (scaling) → 80/65), improving its KO potential.}}
***{{nerf|However, this also hinders its combo potential.}}
***{{nerf|However, this also hinders its combo potential.}}
*Purple Pikmin:
*Purple Pikmin:
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**{{buff|The changes to hitstun canceling/DI considerably improves down throw's combo potential at higher percents.}}
**{{buff|The changes to hitstun canceling/DI considerably improves down throw's combo potential at higher percents.}}
*Red Pikmin:
*Red Pikmin:
**{{nerf|Red Pikmin down throw deals less damage (9% → 6.6%).}}  
**{{nerf|Red Pikmin down throw deals less damage (9% → 6.6%).}}
***{{buff|However, its knockback was not compensated. When combined with the throw's lower ending lag and the changes to hitstun canceling/DI, this greatly improves its combo potential beyond low percents.}}
***{{buff|However, its knockback was not compensated. When combined with the throw's lower ending lag and the changes to hitstun canceling/DI, this greatly improves its combo potential beyond low percents.}}
*Yellow Pikmin:
*Yellow Pikmin:
**{{buff|The hitbox is larger (7u → 9.45u).}}
**{{buff|The hitbox is larger (7u → 9.45u).}}
*Blue Pikmin:
*Blue Pikmin:
**{{buff|Blue Pikmin down throw deals more damage (11% → 11.2%) and has higher knockback scaling (40 → 60).}}  
**{{buff|Blue Pikmin down throw deals more damage (11% → 11.2%) and has higher knockback scaling (40 → 60).}}
***{{nerf|However, these changes also hinder down throw's followup potential at higher percents, while also still being too weak to KO at realistic percents.}}
***{{nerf|However, these changes also hinder down throw's followup potential at higher percents, while also still being too weak to KO at realistic percents.}}
*White Pikmin:
*White Pikmin:
**{{nerf|The hitbox deals less damage (1% → 0.8%).}}
**{{nerf|The hitbox deals less damage (1% → 0.8%).}}
**{{buff|White Pikmin down throw deals more damage (6% → 8%).}}  
**{{buff|White Pikmin down throw deals more damage (6% → 8%).}}
***{{nerf|However, its knockback was not compensated, hindering its followup potential at higher percents.}}
***{{nerf|However, its knockback was not compensated, hindering its followup potential at higher percents.}}
*Purple Pikmin:
*Purple Pikmin:
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**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks have less intangibility (frames 1-29 (front)/1-27 (back) → 1-21).}}  
**{{nerf|Floor attacks have less intangibility (frames 1-29 (front)/1-27 (back) → 1-21).}}
**{{nerf|Floor attacks have a shorter duration per hit (3 frames → 2).}}
**{{nerf|Floor attacks have a shorter duration per hit (3 frames → 2).}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Olimar's body, which covers less range overall.}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Olimar's body, which covers less range overall.}}
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**{{buff|Edge attack has more intangibility (frames 1-15 → 1-16).}}
**{{buff|Edge attack has more intangibility (frames 1-15 → 1-16).}}
***{{nerf|However, there is a longer period of time where Olimar is vulenrable before the hitbox comes out (1 frame → 2).}}
***{{nerf|However, there is a longer period of time where Olimar is vulenrable before the hitbox comes out (1 frame → 2).}}
**{{nerf|Edge attack has more startup lag with a shorter duration (frames 17-21 (clean)/22-23 (late) → 19-21).}}  
**{{nerf|Edge attack has more startup lag with a shorter duration (frames 17-21 (clean)/22-23 (late) → 19-21).}}
**{{nerf|Edge attack deals less damage (8% → 7%).}}
**{{nerf|Edge attack deals less damage (8% → 7%).}}
**{{nerf|Edge attack now only has one static extended hitbox, rather than two hitboxes attached to Olimar as he jumps up, followed by three normal static hitboxes once he lands. This hitbox has less range than the previous late hit, in addition to the move also having much less vertical range.}}
**{{nerf|Edge attack now only has one static extended hitbox, rather than two hitboxes attached to Olimar as he jumps up, followed by three normal static hitboxes once he lands. This hitbox has less range than the previous late hit, in addition to the move also having much less vertical range.}}
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*[[Pikmin Pluck]]
*[[Pikmin Pluck]]
**{{buff|Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge, significantly improving its reliability when used near edges.}}
**{{buff|Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge, significantly improving its reliability when used near edges.}}
**{{buff|Pikmin Pluck's speed is now consistent regardless of the terrain, making Olimar pluck Pikmin faster on rocky, dirty, metallic and icy terrains.}}  
**{{buff|Pikmin Pluck's speed is now consistent regardless of the terrain, making Olimar pluck Pikmin faster on rocky, dirty, metallic and icy terrains.}}
***{{nerf|However, this also makes Olimar pluck Pikmin slower on cloth terrains.}}
***{{nerf|However, this also makes Olimar pluck Pikmin slower on cloth terrains.}}
**{{change|Pikmin Pluck has updated sound effects.}}
**{{change|Pikmin Pluck has updated sound effects.}}
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**{{change|Pikmin fly off of the opponent much faster once they have finished attacking the opponent (0.6 → 1.3). This makes them fly further after but also makes them land later, giving them more lag.}}
**{{change|Pikmin fly off of the opponent much faster once they have finished attacking the opponent (0.6 → 1.3). This makes them fly further after but also makes them land later, giving them more lag.}}
**{{nerf|Pikmin Throw deals less damage when thrown with non purple Pikmin (9% (red)/7% (yellow/blue)/6% (white) → 7.8%/6.5%/5.2%), with red Pikmin throw also having decreased knockback scaling (100 → 92), hindering its effectiveness against boss enemies.}}
**{{nerf|Pikmin Throw deals less damage when thrown with non purple Pikmin (9% (red)/7% (yellow/blue)/6% (white) → 7.8%/6.5%/5.2%), with red Pikmin throw also having decreased knockback scaling (100 → 92), hindering its effectiveness against boss enemies.}}
**{{nerf|Pikmin Throw deals less damage when latched (2% (red/yellow/blue)/6% (white) → 1.1%/3.7%). This significantly reduces its damage racking potential, especially with white Pikmin.}}  
**{{nerf|Pikmin Throw deals less damage when latched (2% (red/yellow/blue)/6% (white) → 1.1%/3.7%). This significantly reduces its damage racking potential, especially with white Pikmin.}}
***{{nerf|When combined with Olimar's reduced maximum Pikmin count, this significantly hinders Pikmin Throw's damage racking and camping potential, in addition to making the move more committal to use overall.}}
***{{nerf|When combined with Olimar's reduced maximum Pikmin count, this significantly hinders Pikmin Throw's damage racking and camping potential, in addition to making the move more committal to use overall.}}
*[[Winged Pikmin]]
*[[Winged Pikmin]]
**{{buff|Olimar has a new up special, Winged Pikmin. Unlike [[Pikmin Chain]] which was a tether recovery, Winged Pikmin is a maneuverable, fuel-based recovery. Winged Pikmin can cover significantly more distance, it can be controlled and Olimar can cancel it by using an aerial (similarly to [[Robo Burner]], except Olimar is put into free-fall after using an aerial).}}  
**{{buff|Olimar has a new up special, Winged Pikmin. Unlike [[Pikmin Chain]] which was a tether recovery, Winged Pikmin is a maneuverable, fuel-based recovery. Winged Pikmin can cover significantly more distance, it can be controlled and Olimar can cancel it by using an aerial (similarly to [[Robo Burner]], except Olimar is put into free-fall after using an aerial).}}
***{{buff|Altogether, these traits combined with the removal of edge-hogging make Winged Pikmin a significantly safer, more versatile and less predictable and exploitable recovery move compared to Pikmin Chain.}}
***{{buff|Altogether, these traits combined with the removal of edge-hogging make Winged Pikmin a significantly safer, more versatile and less predictable and exploitable recovery move compared to Pikmin Chain.}}
**{{change|Compared to Pikmin Chain, Winged Pikmin are more effective when Olimar has less Pikmin, and less effective when he has more Pikmin.}}
**{{change|Compared to Pikmin Chain, Winged Pikmin are more effective when Olimar has less Pikmin, and less effective when he has more Pikmin.}}
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**{{nerf|The ascent deals less damage (15% → 10%). Its knockback was not compensated, hindering the upper hitbox's KO potential.}}
**{{nerf|The ascent deals less damage (15% → 10%). Its knockback was not compensated, hindering the upper hitbox's KO potential.}}
**{{nerf|The ascent has smaller hitboxes (20u/20u → 17u/17u).}}
**{{nerf|The ascent has smaller hitboxes (20u/20u → 17u/17u).}}
**{{nerf|The Bulborbs deal much less damage (43% (total) → 15%).}}  
**{{nerf|The Bulborbs deal much less damage (43% (total) → 15%).}}
**{{buff|The Hocotate Ship can now be maneuvered during its descent, similarly to a [[Warp Star]].}}
**{{buff|The Hocotate Ship can now be maneuvered during its descent, similarly to a [[Warp Star]].}}
**{{buff|The falling hit deals more knockback (60 (base), 100 (scaling) → 70/105).}}
**{{buff|The falling hit deals more knockback (60 (base), 100 (scaling) → 70/105).}}
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*{{Sm|Coco|USA}} - Placed 2nd at [[Combo Breaker 2015]] and 13th at [[The Big House 5]] in [[doubles]] play. Formerly ranked 7th on the [[Michigan Power Rankings]].
*{{Sm|Coco|USA}} - Placed 2nd at [[Combo Breaker 2015]] and 13th at [[The Big House 5]] in [[doubles]] play. Formerly ranked 7th on the [[Michigan Power Rankings]].
*{{Sm|Dabuz|USA}} (#4) - The best Olimar player in the United States and one of the two best ones in the world. Placed 1st at [[WTFox 2]], [[Aftershock 2016]], and [[Smash Valley]]; 2nd at Apex 2015 and [[Super Smash Con 2016]]; 3rd at CEO 2016; 4th at [[Frostbite 2017]]; 5th at [[EVO 2015]] and [[The Big House 6]]; and 7th at [[GENESIS 4]].
*{{Sm|Dabuz|USA}} (#4) - The best Olimar player in the United States and one of the two best ones in the world. Placed 1st at [[WTFox 2]], [[Aftershock 2016]], and [[Smash Valley]]; 2nd at Apex 2015 and [[Super Smash Con 2016]]; 3rd at CEO 2016; 4th at [[Frostbite 2017]]; 5th at [[EVO 2015]] and [[The Big House 6]]; and 7th at [[GENESIS 4]].
*{{Sm|Gomakenpi|USA}} - The best Olimar player in the Midwest. Placed 9th at [[Chronicles of Olympus II]] and 33rd at [[Midwest Mayhem 11]]. Also ranked 12th on the [[Michigan Smash 4 Power Rankings]]. Has taken a set off of {{Sm|Marss}}.
*{{Sm|Gomakenpi|USA}} - The best Olimar player in the Midwest. Placed 9th at [[Chronicles of Olympus II]] and 33rd at [[Midwest Mayhem 11]]. Also ranked 12th on the [[Michigan Smash 4 Power Rankings]]. Has taken a set off of {{Sm|Marss}}.
*{{Sm|GreenBeast|USA}} - Placed 7th at [[Midwest Mayhem]] and 13th at [[Smash 'N' Splash]].
*{{Sm|GreenBeast|USA}} - Placed 7th at [[Midwest Mayhem]] and 13th at [[Smash 'N' Splash]].
*{{Sm|ImHip|USA}} - Placed 9th at [[Tournament:Final Battle|Final Battle]]; 17th at Paragon Los Angeles 2015 and [[2GGC: GENESIS Saga]]; and 33rd at [[2GGC: Midwest Mayhem Saga]] and [[2GGC: Civil War]]. Ranked 15th on the [[SoCal Power Rankings]].
*{{Sm|ImHip|USA}} - Placed 9th at [[Tournament:Final Battle|Final Battle]]; 17th at Paragon Los Angeles 2015 and [[2GGC: GENESIS Saga]]; and 33rd at [[2GGC: Midwest Mayhem Saga]] and [[2GGC: Civil War]]. Ranked 15th on the [[SoCal Power Rankings]].
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==[[Trophies]]==
==[[Trophies]]==
:'''Olimar'''
{{Trophy/Fighter
::{{flag|ntsc}} ''A veteran spaceship pilot for Hocotate Freight, Captain Olimar partners with Pikmin in Smash Bros. to help him in battle. Olimar is much stronger when he's got Pikmin with him, so keep them plucked and good to go. Pikmin abilities are based on their color—learn what each is best at!''
|name=Olimar
|image-3ds=OlimarTrophy3DS.png
|image-wiiu=OlimarTrophyWiiU.png
|mode=Classic
|desc-ntsc=A veteran spaceship pilot for Hocotate Freight, Captain Olimar partners with Pikmin in Smash Bros. to help him in battle. Olimar is much stronger when he's got Pikmin with him, so keep them plucked and good to go. Pikmin abilities are based on their color—learn what each is best at!
|desc-pal=Captain Olimar, veteran Hocotate Freight astronaut, joins forces with Pikmin again in this game to take on the world. Olimar isn't much of an attacker without Pikmin by his side, so you should always keep some ready. Pikmin have different abilities depending on their colour, so learn how they work to use them effectively!
|gamelist-ntsc={{Trophy games|console1=GCN|game1=Pikmin|release1=12/2001|console2=GCN|game2=Pikmin 2|release2=08/2004}}
|gamelist-pal={{Trophy games|console1=GCN|game1=Pikmin|release1=06/2002|console2=GCN|game2=Pikmin 2|release2=10/2004}}
}}
{{clrl}}


::{{flag|pal}} ''Captain Olimar, veteran Hocotate Freight astronaut, joins forces with Pikmin again in this game to take on the world. Olimar isn't much of an attacker without Pikmin by his side, so you should always keep some ready. Pikmin have different abilities depending on their colour, so learn how they work to use them effectively!''
{{Trophy/Fighter
|name=Olimar (Alt.)
|image-3ds=OlimarAltTrophy3DS.png
|image-wiiu=OlimarAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, though! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them in their tracks!
|desc-wiiu-ntsc=Pikmin are good for more than attacking, you know. For example, when you throw them, they can pick up small items on their way back to you, or latch onto containers to break them open! Also, if there are opponents charging or shooting at you, well-timed Pikmin Throws can stop them in their tracks!
|desc-pal=Pikmin aren't just good for attacking, you know. For example, try throwing them at boxes. They'll grab them and drag them in for you, hitting enemies along the way. Also, if there's someone charging or shooting at you, a well-timed Pikmin-throw can stop them. Just don't forget to replace your Pikmin when they're gone!
|gamelist-ntsc={{Trophy games|console1=GCN|game1=Pikmin|release1=12/2001|console2=GCN|game2=Pikmin 2|release2=08/2004}}
|gamelist-pal={{Trophy games|console1=GCN|game1=Pikmin|release1=06/2002|console2=GCN|game2=Pikmin 2|release2=10/2004}}
}}
{{clrl}}


{{Trophy games|console1=GCN|game1=Pikmin (12/2001)|console2=GCN|game2=Pikmin 2 (08/2004)}}
{{Trophy/Fighter
 
|name=End of Day
:'''Olimar (Alt.)'''
|image=EndOfDayTrophyWiiU.png
::{{flag|ntsc}} ''Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, though! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them in their tracks!''
|desc-ntsc=On the planet Olimar is investigating, the native creatures become extra violent at night, forcing him to retreat to orbit every evening. His Final Smash works the same way: night falls and Olimar takes to the sky, leaving his foes to the mercy of the wildlife below. Olimar returns when dawn breaks, and you can adjust his less-than-safe landing!
 
|desc-pal=On the planet of the Pikmin, the native creatures get quite violent come nightfall, so Olimar retreats to orbit every evening. That's how his Final Smash works, too: Olimar takes off in his trusty Dolphin,{{sic}} then in come the beasties to take care of the other fighters. When Olimar returns, make sure he touches down, er...safely!
::{{flag|pal}} ''Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, but still! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them. Just don't forget to replace your Pikmin when they're gone!''
|game=ssb4-wiiu
 
}}
{{Trophy games|console1=GCN|game1=Pikmin (12/2001)|console2=GCN|game2=Pikmin 2 (08/2004)}}
{{clrl}}
 
:'''End of Day'''
::{{flag|ntsc}} ''On the planet Olimar is investigating, the native creatures become extra violent at night, forcing him to retreat to orbit every evening. His Final Smash works the same way: night falls and Olimar takes to the sky, leaving his foes to the mercy of the wildlife below. Olimar returns when dawn breaks and you can adjust his less-than-safe landing!''
 
::{{flag|pal}} ''On the planet of the Pikmin, the native creatures get quite violent come nightfall, so Olimar retreats into orbit every evening. That's how his Final Smash works, too: Olimar takes off in his trusty Dolphin{{sic}}, then in comes the beasties to take care of the other fighters. When Olimar returns, make sure he touches down, er...safely!''
 
<center>
<gallery>
OlimarTrophy3DS.png|Classic (3DS)
OlimarAltTrophy3DS.png|Alt. (3DS)
OlimarTrophyWiiU.png|Classic (Wii U)
OlimarAltTrophyWiiU.png|Alt. (Wii U)
EndOfDayTrophyWiiU.png|[[End of Day]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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