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Super Smash Bros Brawl Character Guide Guide By SPV999 Back to Super Smash Bros Brawl Character Guide Index :: SSBB Game Guide | Cheats, hints, walkthrough index

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Introduction Bowser Captain Falcon Diddy Kong Donkey Kong Falco Fox Ganondorf Ice Climbers Ike Jigglypuff King Dedede Kirby Link Lucario Lucas Luigi Mario Marth Meta Knight Mr Game and Watch Ness Olimar and Pikmin Peach Pikachu Pit Pokemon Trainer R.O.B. Samus Samus (Zero Suit) Sheik Snake Sonic Toon Link Wario Wolf Yoshi Zelda
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SSBB Character Guide - Olimar and Pikmin


Olimar and Pikmin

First appeared in: Pikmin
Veteran fighter: No
Class type: Light
Fighting type: Mid-ranged
Clone: No.

How to unlock:
Starting Character

Moveset:
A set:
  A:
    Damage: 5-15
  Side-A:
    Damage: 6
  Up-A:
    Damage: 2-11
  Down-A:
    Damage: 4-8

A charged set:
  Side-A:
    Damage: 6-25, can also burn, poison, stun, or electrify
  Up-A:
    Damage: 6-25, can also burn, poison, stun, or electrify
  Down-A:
    Damage: 6-25, can also burn, poison, stun, or electrify

B set:
  B: Pikmin Pluck. Pulls new Pikmin out. Can have 6 at once.
    Damage: None.
  Side-B: Pikmin Throw. Throws Pikmin onto opponents.
    Damage: 1-infinite, can also burn, poison, stun, or electrify
  Up-B: Pikmin Chain. Uses Pikmin like a grappling hook.
    Damage: 6, can also latch onto the edges of a stage.
  Down-B: Pikmin Order. Recalls all your Pikmin. Also changes the
          order you'll throw the Pikmin in.
    Damage: None.

Grab set:
Olimar uses his Pikmin to grab enemies. The range of his grab, and the attributes of his attacks, depend on the type of Pikmin being used.
  A:
    Damage: 2
  Side:
    Damage: 7, can also burn, poison, stun, or electrify
  Up:
    Damage: 9-12, can also burn, poison, stun, or electrify
  Down:
    Damage: 6-18, can also burn, poison, stun, or electrify

Aerial set:
  A:
    Damage: 2-8
  Side-A:
    Damage: 6-18, can also burn, poison, stun, or electrify
  Up-A:
    Damage: 10-23, can also burn, poison, stun, or electrify
  Down-A:
    Damage: 10-18, can also burn, poison, stun, or electrify

Final Smash - End of Day:
Olimar and his Pikmin get in their spaceships and leave the field as the day turns to night. As everyone knows, this is a dangerous planet at night. All of the carnivorous creatures come out and munch on those who were left behind. 40 damage to start, then another 20 or so when your spaceship crashes on top of them. Is pretty easy to get a KO with, and if not then you've at least caused a lot of damage to everyone on the field.

Strategy:
Olimar takes a lot of practice to use. His Pikmin Throw can inflict a ton of damage, and his smash attacks have quite the range. The attributes of the attacks changed based on the Pikmin he throws. Yellow has the longest range while Purple are the strongest. A master can re-order his Pikmin perfectly, so that he knows what every attack will bring.

Defense Strategy:
Most of his attacks leave him open afterward. Charge in and use whatever attack you want. Don't give them a chance to re-order or switch out their Pikmin. Olimar is pretty defenseless in the hands of someone that cant use him, so you don't have to worry 90% of the time. The other 10%, you're just dead.  

From SuperCheats.com Forum:

Here are some extra comments from the members of our forums for Olimar and Pikmin...

The interstellar freight delivery man Captain Olimar takes the battle field with an army of Pikmin in tow. The Pikmin of all five species - Red, Yellow, Blue, Purple and White - are essential to Olimar's fighting to the point he can't even do smash attacks without them, so they need to be plucked when possible. The Pikmin may scatter after a while and can possibly be killed if attacked enough.

Pikmin abilities
Red: Has more attack power than others, along with having fire enpowered attacks. They are completely resistant to fire attacks.

Yellow: Fly further and with an arc when thrown. Their attacks are enpowered with electricity.

Blue: They are powerful upon impact with enemies and last longer than any other colour.

Purple: Slow and heavy, so can't be thrown far. Their attack power is very high and slam the ground when thrown.

White: The fastest and lightest. They can poison opponents upon impact

Special moves
Standard: Pikmin Pluck. Olimar will pull Pikmin out of the ground to help him in battle, the colour of the Pikmin is random - though infulenced by the stage - and can only have a maximum of 6 Pikmin out at once.

Side: Pikmin Throw. Olimar throws the next Pikmin in his group at enemies. If the hit an opponent, the Pikmin will latch on to them and repeatedly attack them, although the Purple Pikmin will instead slam the ground next to them.

Up: Pikmin Chain. Used for tether recoveries, the Pikmin and Olimar will make a chain and grab the edge of the stage. The length depends on the number of Pikmin present, so can be really long or fairly useless.

Down: Pikmin Order. Olimar uses his whistle to call back any nearby Pikmin that have split up from the group. It can also be used to change the order of the Pikmin.

Final Smash: End of Day. Captain Olimar boards his ship and flies up in to the sky. As he does this, the stage turns to night and a colony of Bulborbs come on screen and rapidly attack the remaining fighters. As the day comes back, Olimar's ship crash lands back on to the stage, possibly injuring opponents in the explosion.

Previous: Ness
Next: Peach






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