Neutral

Spoiler: Different Side-B lengths

Red | Yellow | Blue |White| Purple

1.1%|1.1%|1.1%|3.7%|6% |White|1.1%|1.1%|1.1%|3.7%|6%

Spoiler: Up-B Distances





No PikminOne PikminTwo PikminThree Pikmin

: The Pikmin Pluck- Olimar plucks Pikmin out of the ground. Maximum amount of Pikmin allowed in Olimar's line is 3. If the move is used after he has 3 he will pluck, but nothing will come out. There is a short delay in use of Pikmin if no reaction is done immediately after they are pulled. This means that you can pull three Pikmin consecutively and be able to act right after they are plucked. Pikmin can only be plucked on the ground, and if used in the air Olimar will do a plucking animation with no results. You can also shield after the pluck. This is important when landing with no Pikmin as you can pluck one, and shield, attack, or roll away to escape. The Pikmin will be plucked on frame 1, so even if you are hit you will still have a Pikmin plucked as long as you started the move.Plucking the PikminCanceling the pluck: Pikmin Throw- Olimar throws the Pikmin in the direction he is facing. Each Pikmin have a set air speed and arc when thrown. Red and blue have a mid level arc and speed. Yellow has a higher arc, slightly slower speed, and slightly less distance then red and blue. White has the the fastest air speed, and the same arc as red and blue. White also flies the farthest distance of all the Pikmin. Purple keeps the standard arc, but goes about half the distance of the red and blues. This is Olimar's premiere camping tool. He will keep opponents out while using Pikmin Throw to wrack up damage quick. Purple Pikmin are also the best way to keep approaching enemies out when you're recovering from offstage, or when they approach onstage. To maximize the distance of the throw, jumping is the optimal method when throwing them. Don't be afraid to use them on the ground though. There is little to no lag when thrown on the ground, and can be a good choice when running away. Another thing to keep in mind is that Pikmin can be hit when on the opponent. They can either be knocked off and run back to you ,or killed if they take to much damage. The duration of Pikmin attached to the opponent is highest at 0%, and will decrease as their percent increases. This makes camping with Pikmin Throw at higher percents much less rewarding.Pikmin Throw has the Pikmin's hitbox become active on frame 9.Here is a chart of how much each Pikmin does per tic on the opponent, and how much the Purple Pikmin do per hit.: Winged Pikmin- Two winged Pikmin spawn and carry Olimar. You have full control over the movement of these Pikmin. The distance/air speed that the Pikmin carry you is dependent of how many Pikmin are in your line. All Pikmin have weight values as well, white are the least heavy, while red, blue, and yellow are medium weight. Purples are the heaviest making it almost impossible to recover with three purples. Three is the least amount of distance/slowest, and no Pikmin is the most distance/fastest. Once the move ends the winged Pikmin despawn and drop Olimar. Once dropped Olimar is in the helplessness state until he is hit or lands. The move can also be canceled early by throwing out an aerial. After the aerial ends it returns to how it would normally be, and Olimar is helpless. What's nice about this move is that if you throw your Pikmin onstage before you use the Up-Special the Pikmin can rejoin your line if you land fast enough. It is advised to end with an aerial when landing back on stage. It can also be used to follow up a string. Try using Up-Special after an Up-Air, and canceling it with a fast fallen Neutral-Air on the opponent. You can usually get some extra damage when they're coming down. Also don't be afraid to go offstage anymore, with this new recovery it makes gimping Olimar very hard. There is one drawback to this move though. If used consecutively without touching the ground or ledge the winged Pikmin will get tired. Try to mix up how you recover by going all the way from very low to very high! A cool side note about this move is if you do an aerial right before you'd land on the ground while flying it will cancel the aerial and buffer a smash attack of the same direction.Down-Special: Pikmin Order- Olimar whistles calling all Pikmin to him, and arranging them in a set order. For the first whistle it will put the Pikmin in the standard order of red, yellow, blue, white, and purple. Each subsequent whistle will put the next color in front, and push the current lead color to the back. This move also grants Olimar super armor from frames 6 until frame 12. It can be a bit hard to time, but every Olimar main should master this move to increase the lifespan of each stock and help recover. The whistle will not call back Pikmin that are in the Pikmin throw animation until they land. It can call them back even when they desync from your line and fall off the stage, or when they are attached to the opponent. This is a crucial move in Olimar's repertoire and should be used frequently to keep Pikmin with you.Arranging PikminCalling them back