Olimar (Super Smash Bros. Brawl)

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

Olimar (, Orimā) is a playable character from the Pikmin series in Super Smash Bros. Brawl. Olimar's fighter design in Brawl is collectively comprised of Captain Olimar himself, the main character of Pikmin, as well as his band of multi-colored 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. People are known to play as Olimar without using Pikmin by throwing the starting Pikmin off an edge and continue fighting. The Olimar from there is very weakened and can only use the standard Olimar Attacks listed below. This type of Olimar is mainly played as a joke and thought of the Pichu of Brawl and is usually named "Nolimars".

Pikmin types and effects
Red Pikmin Yellow Pikmin Blue Pikmin Purple Pikmin White Pikmin
 * High attack power.
 * Attacks imbued with incendiary properties.
 * Immune to fire.
 * Has the most damaging aerial attacks.
 * 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.
 * When used to throw enemies, enemies fly in an arc as well.
 * Extremely strong when used in throws.
 * Slightly more durable than average.
 * Immune to water.
 * Doesn’t fly far when thrown.
 * Slow.
 * High attack power.
 * Slams into enemies instead of latching on when thrown. This can be used to knock an enemy off the ledge if they are grabbing it at the time.
 * Flies very far when thrown.
 * Quick and light.
 * Low health.
 * Normal attacks do little damage and knockback.
 * When latched onto opponent, poison does additional damage.

Role in the Subspace Emissary
In Subspace Emissary, a cutscene shows Olimar using his Pikmin to try to destroy a gigantic, sleeping R.O.B. However, the robot wakes up, and performs an Arm Rotor, easily shaking off and devastating most of the Pikmin. Then, Captain Falcon flies in on his Blue Falcon, jumps out, and uses Falcon Punch to destroy the R.O.B. On landing, he accidentally kills the remaining Pikmin, leaving one red alive. Afterwards, he teams up with Olimar and the Pikmin. Later, they team up with Diddy Kong, then Donkey Kong, then Samus and Pikachu, then R.O.B., to fight Meta Ridley. Towards the end, Olimar, his Pikmin, and everyone else glimpse Tabuu. In a single, devastating act, Tabuu turns nearly everyone into trophies. All are brought back to life due to the Dedede Badges and efforts of Kirby, Luigi, Ness, and King Dedede. With the aid of Sonic, Tabuu becomes vulnerable, and a final battle between the characters and Tabuu begins.

Pros:

 * Most damaging projectiles in the game (White Pikmin can do up to 48% damage each)
 * Pikmin Pluck is very fast
 * Tilts and smashes all have long range
 * Down Smash has little vertical and much horizontal knockback
 * Forward Smash, Pikmin Throw, his grab, and certain other moves have similar animations, making it difficult to tell what he is doing
 * Dependence on Pikmin Throw allows Olimar to be an effective B-Sticking character
 * Small target
 * Quick attacks
 * Down B gives Super Armor Frames
 * Very quick Grab
 * Neutral Grab has the biggest range of all the characters
 * Side throw has great knockback, can KO with it.
 * Powerful aerial attacks
 * Pikmin can be used as "shields" to absorb attacks, mainly projectiles
 * Racks up damage really quickly
 * Up Smash works similarly to Mewtwo's up smash in that it hits slightly next to you, but all the knockback is vertical
 * Non-Pikmin attacks can combo into Pikmin attacks, especially his Dash Attack
 * Able to do some damage without Pikmin
 * Powerful tilts
 * Up smash can be used as a good defensive move and as a powerful edgeguarding technique

Cons:

 * Dependant on Pikmin for all of his smashes, grabs, specials, and 4 out of 5 aerials
 * Very steep learning curve via Pikmin organization
 * Pikmin can be easily destroyed when thrown
 * Recovery length entirely dependent on number of Pikmin
 * Recovery is entirely tether-based
 * Lightweight
 * If Olimar is fighting on a stage with water such as Jungle Japes he will lose all of his Pikmin except the Blue Pikmin when he lands in the water, making him extra vulnerable (although stages with water that's shallow enough to walk in like Rumble Falls will not cause the non-Blue Pikmin to drown).

Olimar Attacks

 * 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 and spins in place, hitting multiple times. Similar to his neutral aerial.
 * Neutral Aerial - Olimar spins in place, hitting multiple times

Pikmin Attacks
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. Same happens for grabs. A Pikmin runs forward a bit, and if it touches an opponent it grabs him/her and bring him/her to Olimar.
 * 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 himself. Short ranged. The first few frames can spike.
 * Up Aerial - Throws a Pikmin a short distance over his head. (multi-hit)
 * Foward smash - throws a Pikmin in front of him, has some projectile like properties, it just deals damage and knockback, rather than latching on.

Grabs and Throws

 * Down Throw - Pikmin slams opponent on ground, then jumps quite high, to jump on top of opponent.
 * Up Throw - Pikmin leaps into the air (while holding opponent), turns the opponent upside, then slams them into the ground.
 * Forward Throw - Pikmin leaps into the air, latches onto the opponent, and then pushes itself off.
 * Back Throw - Pikmin latches onto opponent and jumps backwards while slamming them into the ground.

Special Movements
Taunts

Up: Jumps joyfully.

Side: Lays down on the ground as if he were asleep, then rolls over and gets up.

Down: Hula dances.

On-Screen Appearance: Jumps out of the Hocatate Ship and uses Pikmin Pluck three times.