Olimar (Super Smash Bros. Brawl)


 * ''This article is about the Pikmin & Olimar's shared appearance in Super Smash Bros. Brawl. For other uses, see Pikmin (species) and Captain Olimar.

Pikmin & Olimar (, Pikumin & Orimaa) is a playable collective of characters from the Pikmin series in Super Smash Bros. Brawl. Pikmin & Olimar is collectively comprised of Captain Olimar, the main character of Pikmin, and his band of up to six multicolored Pikmin, coming in red, blue, yellow, purple, and white. Olimar is very weak on his own, and needs Pikmin to do Smash attacks and certain aerial attacks and throws. Each Pikmin has different effects for certain attacks.

Pikmin types and effects
Red Pikmin
 * High attack power.
 * Attacks imbued with incendiary properties.
 * Immune to fire.

Yellow Pikmin
 * Range of attack slightly larger than usual; easy to hit enemies with.
 * Travel in slight arcs when thrown.
 * Attacks imbued with electrical properties.
 * Immune to electricity.

Blue Pikmin
 * Strong when thrown.
 * Slightly more durable than average.
 * Immune to water.

Purple Pikmin
 * Doesn’t fly far when thrown.
 * Slow.
 * High attack power.
 * Slams into enemies instead of latching on when thrown.

White Pikmin
 * Quick and light.
 * When latched onto opponent, poison does additional damage.

Role in the Subspace Emissary
In Subspace Emissary, Captain Falcon will team up with Captain Olimar and his Pikmin. When later they team up with Diddy Kong, then Donkey Kong, then Samus & Pikachu, then Robot; and fight Meta Ridley

Pros and Cons
Pros: Cons:
 * Most damaging projectiles in the game (White Pikmin can do over 50% damage each)
 * Potentially long-ranged, powerful smashes and B-moves
 * Plucks more Pikmin quickly
 * Hard to tell what he is doing
 * Small target
 * Quick attacks
 * Down B gives Super Armor Frames
 * Very quick Ranged Grab
 * Dependant on Pikmin for all of his smashes, grabs, specials, and 4 out of 5 aerials
 * Certain Pikmin are ineffective for certain types of attacks
 * It can be difficult to arrange Pikmin on the go, or to figure out which attacks are most useful with your next few Pikmin
 * Can be forced in to situations in which he can only use attacks which are not useful with his next Pikmin
 * Pikmin can be easily destroyed when thrown
 * Recovery length entirely dependant on number of Pikmin
 * Recovery is entirely tether-based, making Olimar vulnerable to Edgehogging
 * Light
 * Short-ranged aerials

Standard Moves

 * Dash A - Olimar does sort of a tripping cartwheel
 * Neutral A - Olimar slaps twice
 * Forward Tilt - Olimar kicks both legs forward, falling to the ground
 * Down Tilt - Olimar does a headbutt along the ground
 * Up Tilt - Olimar jumps a little, hitting with his head
 * Neutral Aerial - Olimar spins in place, hitting multiple times

All of the Following moves use the next Pikmin in the Order to perform the given attack, and the knockback and damage are dependant on the Pikmin type. That Pikmin then goes to the back of the order
 * Forward Smash - Throws a Pikmin forward, but it just deals damage and knockback, rather than latching on
 * Up Smash - Tosses a Pikmin a short distance in to the air
 * Down Smash - Throws out Pikmin a short distance to either side (uses the next two in order).
 * Forward Aerial - Smacks a short range with a Pikmin. Swings in an arc
 * Back Aerial - Similar to the forward aerial, only behind Olimar and more of a horizontal arc
 * Down Aerial - Holds a Pikmin under Olimar. Short ranged.
 * Up Aerial - Throws a Pikmin a short distance over Olimar's head.

Special Moves

 * Standard Special Move: Pikmin Pluck
 * Side Special Move: Pikmin Throw
 * Up Special Move: Pikmin Chain
 * Down Special Move: Pikmin Order
 * Final Smash: End of Day

Taunts & Entrance Pose

 * Entrance Pose: Olimar jumps out of his ship from Pikmin 2 and uses Pikmin Pluck to start off with a few Pikmin.
 * Up: ???
 * Side: ???
 * Down: ???