Pikmin (2001 - GameCube)
Olimar is an odd character who requires to take fast decisions while managing the Pikmins that he has at his disposal in order to deal percentages as fast as possible ! If your little companions are well-led, Olimar becomes a fearsome fighter who is able to keep almost any opponent at bay !
- Massive damages
- Fearsome at mid-distance
- Anti projectiles
- One Pikmin per situation
- Needs to manage his Pikmins
- Moves with no priority on it
- Vulnerable recovery
- Inoffensive without any recovery
- Big stage without places to hide
- Too small
- Can be a good pick against heavies
All Olimar's play-style is based on his Pikmins. When a Pikmin hits, it leeaves its place to the next one. Olimar can have at best 3 Pikmins with him, that can die if hit enough. They always appear in the same order, each one having his owns characteristics: red (fire, + damage), yellow (electric, bigger hitbox), blue (physic, best throw), white (poison, goes + long, sticks longer and the best grab distance), purple (physic, - reach, + ejection) then red again... You can reorganise them by changing their order thanks to the Down B. It should be notated that the Up B goes much or less far depending of how much and which Pikmins you have.
This move allows Olimar to dig up Pikmins that he needs for 90% for his kit. Every Pikmin has different attributes, inner qualities and flaws and without them, Olimar surely become the worst character in the game, so it's a very important move !
The Down B allows Olimar to reunite Pikmins as fast as possible. This move can also change the Pikmins use order, while giving super armor to Olimar in order to escape combos or a certain death against Wario's full fart ! Also notice that just after this move, you can surprise your opponent with a Back air.
It's Olimar's main tool to force an opponent to approach because Olimar throws Pikmin that can deal % or block projectiles, like a living shield. If you play Olimar, your goal is to always stick one Pikmin on the opponent. If one Pikmin gets stuck, the opponent needs to react: by shielding or attacking blindly, making him punishable. Besides, the purple Pikmin is a very great zoning and approaching tool because it ejects but he doesn't get stuck!
The Forward smash is the best option for zoning and for killing when the opponent is right next to Olimar! It's safe at distance and good in ledgetrap. Despite being slow and not having much priority, the Up smash is one of his best Out Of Shield option and it can start combos on itself at low % and even kill ! Finally, the Down smash is less powerful but hits on both sides, making it useful on a tech chase situation and on 2-frames situations (especially with a yellow Pikmin) !
It's his main aerial tool in the neutral, working like a sword. The move is very safe and fast, can block approaches and is usable as an Out Of Shield option. Furthermore, combined with the purple Pikmin, the Forward air can kill pretty fast.