Super Smash Bros. Obliteration/Olimar

Olimar is the Main Protagonist/Mascot of the Pikmin series of games, and a Default/Starter Character in Super Smash Bros. Obliteration. Olimar was the first employee of the Hocotate Freight Company to discover the planet of the Pikmin and thus the Pikmin Species. Thi event took place after his ship collided with a Meteor and crash landed on Planet Pikmin. Along his many missions/adventures of Planet Pikmin, Olimar has captained the S.S. Dolphin Ship in the First Pikmin Game, and has befriended upto five different species of Pikmin (red, yellow, blue, purple, white), all of whom accompanied him in his quests to preserve the habitat and peace on Planet Pikmin. Each of these Pikmin have proved to be able to reproduce in large numbers and find the 30 peaces of his SS Dolphin Ship to leave the planet behind. In his latest quest in Pikmin: 3, he enlists the help of his fellow human friends and Hocotate Freight employees, Louie, Alph, Brittany, and Charlie, as they search for Hidden treasure and all work together to defeat a Plasm Wraith guarding the Formidable Oak. Loyal, Adventerous, and not be underestimated because of size, Olimar is back for a 3rd straight and is once again looking to get by with a little help from his Pikmin Friends, to reach the top of the Mountain of Smashers. With a Moveset composed of Jabs, Punches, and his trusty Pikmin Allies, Olimar is here to reveal what having loyal partners in battle are all about, in a true fight for the ages.
All Pikmin-based moves and grabs use the next Pikmin in the line to perform the given attack. Upon performing a move, that Pikmin goes to the back of the line.
Each Pikmin has respective multipliers that are applied to the damage output and knockback values of each Pikmin-based move:
R: Red Pikmin — 1.2x (attacks)/0.8x (throws)
Y: Yellow Pikmin — 1x (attacks and throws)
B: Blue Pikmin — 1x (attacks)/1.6x (throws)
W: White Pikmin — 0.8x (attacks)/1x (throws)
P: Purple Pikmin — 1.4x (attacks)/1x (throws)
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(3% = arm, 4% = fist, 7% = total). 	The two alternating punches of the Rocket Fist ability from Pikmin 2. Its knockback and very quick speed enables it to act as pseudo-jab cancel at low percents, which allows it to act as a set-up for a grab or start a tech-chase at high percents. Performing it repeatedly will slightly move Olimar forward.
Forward Tilt 	 	(10%) 	The wind-up punch of the Rocket Fist ability from Pikmin 2. It is fairly powerful for a tilt attack, as it KOs middleweights at 143% while near the edge. However, it is Olimar's only KOing option when he does not have any Pikmin, and has the highest amount of start-up lag out of his entire moveset due to coming out on frame 15.
Up TIlt 	 	(0.6% = Hits 1-6, 4% = Hit 7, 7% = total).	A jumping twirl. Its minimal start-up lag makes it a useful follow-up from down tilt, a fast fallen neutral aerial, or down throw. It is also a decent anti-air attack.
Down Tilt 	 	(6%) 	A sliding headbutt. It is a very useful combo starter due to its very minimal start-up and low base knockback. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, due to its hitbox going below the edge. Like neutral attack, performing it repeatedly will slightly move Olimar forward.
Forward Smash	 	(R = 17.4% clean, 12% mid, 7.2% late),
(Y/B = 14.5% clean, 10% = mid, 6% = late), 
(W 11.6% = clean, 8% = mid, 4.8% = late,
(P = 20.3% clean, 14% = mid, 8.4% = late).	Points forward to command a Pikmin to leap forward and perform a twirling tackle. Due to coming out on frame 11, it is the second fastest forward smash in the game. It is Olimar's second most damaging smash attack, as a Purple Pikmin-based forward smash KOs middleweights at 100% while near the edge. It also has a slight chance to trip opponents.
Up Smash 	 	(R: 15.6% = clean near), 12% = clean far), 13.2% = late),
(Y/B: 13% = clean near, 10% = clean far, 11% = late),
(W: 10.4% = clean near, 8% = clean far, 8.8% = late),
(P: 18.2% = clean near, 14% = clean far, 15.4% = late).	Points upward to command a Pikmin to jump and perform a cartwheeling tackle. Like his other smash attacks, it has both decent start-up lag and impressive power, as a Purple Pikmin-based up smash KOs middleweights at 112% while near the opponent. However, it has the highest amount of start-up and ending lag out of his smash attacks, and it only KOs reliably while at point-blank range.
Down Smash 	 	(R: 13.2% = clean, 10.8% (late,
(YB: 11% = clean, 9% = late),
(W: 8.8% = clean, 7.2% = late),
(P: 15.4% = clean, 12.6% = late).	Squats slightly and points to both of his sides to command two Pikmin to perform dashing tackles. If the opponent is close enough to Olimar, both Pikmin can hit the opponent, which can deal a total of 43% when using two Purple Pikmin. It has the lowest amount of start-up lag out of his smash attacks when not using Purple Pikmin, has minimal ending lag, and has a chance to trip opponents. However, due to being his least damaging smash attack, a Purple Pikmin-based down smash does not KO middleweights until 140% while near the edge.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(1% = Hits 1-4, 3% = Hit 5, 7% = total).	A jumping twirl. It has impressive combo potential at any percent, as it can combo into up and down tilts, smash attacks, or a grab. However, this only occurs if its last hit does not connect, which can be done by having Olimar land before it concludes.
Forward	 	(R = 10.2%),
(YB = 8.5%), 
(W = 6.8%), 
(P = 11.9%).	Swings a Pikmin forward while holding its stem. A very reliable follow-up from down throw, and a useful edge-guarding option.
Back 	 	(R = 12.96%),
(YB = 10.8%), 
(W = 8.64%), 
(P = 15.12%).	Swings a Pikmin backward while holding its stem. Olimar's most damaging aerial and a viable KOing option, a Purple Pikmin-based back aerial KOs middleweights at 127% while near the edge. However, it has the highest start-up lag out of his aerial attacks due to coming out on
frame 10.
Up 	 	(R = 10.8%),
(YB = 9% = 7.2%), 
(WP = 12.6%)	Twirls a Pikmin upward while holding its stem. A viable KOing option, a Purple Pikmin-based up aerial KOs middleweights at 115% while near the upper blast line. It is also tied with down aerial as his second most damaging aerial, but has a noticeable amount of landing lag,
Down 	 	(R = 10.8%),
(YB = 9%), 
(W = 7.2%), 
(P = 12.6%).	Swings a Pikmin downward while holding its stem. Its sweetspot meteor smashes opponents and is located near the Pikmin's stem. It is tied with up aerial as his second most damaging aerial, but also has a noticeable amount of landing lag like Up Aerial.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(6%) 	Punches in Both Forward/Back Directions While Getting Up.
Floor Attack (Back) 	 	(5%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(6%) 	Punches In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(7%) 	Throws A Punch While Climbing Up.
Dash Attack 	 	(6% = Hit 1, 4% = Hit 2, 10% = Total).	A cartwheel. It can combo into a string of up aerials from 0%-10%. Outside of this, its only other utility is functioning as a mix-up and approach option, as its high base knockback makes it unable to combo past very low percents, while its very low knockback growth makes it unable to KO at a reasonable percent,
== Grabs/Throws ==
Type 	Name	Damage	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(RYBP = 2%),
(W = 4%).	The Pikmin strikes the opponent with the top of its stem. When used with White Pikmin, its damage output is tied with Shulk's Buster-boosted pummel for the most damaging pummel in the game.
Forward	 	(R = 5.6%),
(Y/WP = 7%),
(B/P = 11.2%).	The Pikmin shoves the opponent away. It has no utility outside of dealing damage.
Back 	 	(R = 7%),
(Y/WP = 9%),
(B/P = 14%).	The Pikmin swings backward and performs a body slam. It deals the most damage out of all of Olimar's throws.
Up 	 	(R = 6.4%),
(Y/WP = 8%), 
(B/P = 12.8%).	The Pikmin jumps up, turns upside down, and performs a modified piledriver. Although its knockback has been decreased since Brawl, it is still one of the strongest up throws in the game, as a Blue Pikmin-based up throw KOs middleweights at 170% on-stage, and KOs them at 153% on a platform.
Down 	 	(R: 1% = hit 1, 5% = throw)
Y: 1% = hit 1, 7% = throw)
B: 1% = hit 1, 11% = throw)
W: 0.9% = hit 1, 7% = throw
P: 1.2% = hit 1, 7% = throw).	The Pikmin pins the opponent to the ground and then performs a jumping battering ram. A very useful combo starter, it can combo into neutral aerial from 0% to low percents, forward and back aerials from 0% to high percents, and up aerial from low to high percents. It can also combo into forward smash from 0% to low percents, albeit only against fast-fallers. One particularly notable combo is a Red Pikmin-based down throw followed by a Purple Pikmin-based back aerial, which is a true combo that KOs reliably while near the edge.
== Taunts ==
Up Taunt = Joyfully Jumps Around 3 Times.
Side Taunt = Lies down on the ground, rolls around as if basking in nature, and then gets up.
Down Taunt = Swings His Hips.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Pikmin Pluck 	(N/A) 	Plucks a Pikmin. It cannot be used in midair, and has noticeable ending lag if it is attempted in midair, or if no more Pikmin
can be plucked.
Side Special 	Pikmin Throw 	(R: 7.8% = thrown),
(YB: 6.5% = thrown),
(W: 5.2% = thrown),
(P: 6.5% = thrown),
(RYB: 1.1% = latched),
(W: 3.7% = latched).	Throws a Pikmin, which latches onto opponents and damages them before falling off either after a certain time, or due to flinching. If the target cannot be latched onto, it simply deals damage. Purple Pikmin also simply tackle opponents due to their inability to latch onto anything.
Up Special 	WInged Pikmin	(4%) 	Two Winged Pikmin carry Olimar around. Winged Pikmin's effectiveness is dependent on both the amount of Pikmin that Olimar has, and the frequency of its usage. Having no Pikmin in tow allows them to travel almost across the entirety of Final Destination, one Pikmin in tow allows them to travel over 80% of Final Destination, two Pikmin in tow allows them to travel slightly over 50% of Final Destination, and three Pikmin in tow allows them travel over less than 50% of Final Destination. In regard to frequency, it takes approximately 3 seconds (180 frames) for Winged Pikmin to be able to travel the same distance again after the conclusion of the initial usage. Olimar can also use his aerial attacks while being carried, similarly to Wings of Icarus. However, doing so will render him helpless immediately after the conclusion of the aerial.
Down Special 	Pikmin Order 	(Varies)	Blows his whistle to recall Pikmin and/or sort out their order in the line. It also grants super armor on frames 6-12.
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	End Of Day	(10% = launch, 10% = ascent, 14% = Red Bulborbs, 10% = descent, 10%-12% = explosion).	Jumps into the Hocotate Ship and launches into space, causing all nearby opponents to be buried. While the ship has left the stage, Red Bulborbs viciously assault opponents, inflicting steady damage. The Hocotate Ship finally crashes back down to the ground, dealing a considerable amount of damage and knockback to anyone caught in the explosion.
Category:Characters
Category:Playable Characters
Category:Males
Category:Pikmin (series)
Category:Pikmin Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters