LavisFiend
Smash Lord
PLUCK 'EM AND CHUCK 'EM! A GUIDE TO PIKMIN LINE EFFICIENCY!
Well guys, this is it. The guide everyone has been secretly waiting for (or not, but hey, never hurts to have one anyways) regarding pikmin line efficiency. I intend on giving you all an in-depth look on what lines surpass others and when it is feasible to use that handy dandy over B correctly. I will also describe every single format possible that a line can get into with terms that should be easy to remember. This way, next time you pluck a good line and recognize the format, you will know NOT to throw them. This should help an Olimar user's game greatly I think, and if it doesen't help, at least you will be educated. Enough pointless drivel however, let's get it crackin!
TABLE OF CONTENTS
Section 1: General Rules For Olimar
Section 2: Know Your Troops!
Section 3: What Is Line Efficiency?
Section 4: Line Formats
Section 5: Line Format Ladder
Section 6: Is Over B Right For Me?
Section 7: FAQ
Section 8: Closing
-----------
Section 1: General Rules for Olimar
It is very important that you realize WHY Olimar is called Pikmin and Olimar on the dojo. By himself, Olimar is virtually helpless, despite being as awesome as he truly is. Without his trusted Pikmin, Olimar is completely incapable of defending himself properly. He loses his range, his attack power, and overall general defense. Olimar is a strong character; if used properly. You can't recklessly toss away your only means of attack and survival recklessly. You have to THINK. Strategy is Olimar's deadliest weapon. Olimar, although strong, is by no means a brute force character. Don't expect to match brute strength characters lick for lick with Olimar. You have to out range them, and then, when the moment is high, send them straight into the air and into Olimar's deadly air game.
The key to being a good Olimar player is to KNOW when and how to use Olimar's moves correctly and efficiently. One of the toughest things players have an issue with however is that they feel pressured and toss away all their pikmin because the enemy is down their throat and forcing them out of their comfort zone. Well, that is what this guide is for, as we will be working on crafting your mind to better understand when you have a good line and why you should hold on to it.
Section 2: Know Your Troops!
A good captain knows well the soldiers he commands, or does he? Well, do ya? HUH, HUH, HUH? You don't?! DROP AND GIVE ME 20!
As you give me 20, remember these facts about your soldiers:
RED:
* High attack power
* Attacks imbued with incendiary properties
* Immune to fire
YELLOW:
* Range of attack slightly larger than usual;
easy to hit enemies with
* Travel in slight arcs when thrown
* Attacks imbued with electrical properties
BLUE:
* Strong when thrown
* Slightly more durable than average
PURPLE:
* Doesn’t fly far when thrown
* Slow
* High attack power
* Slams into enemies instead of
latching on when thrown
WHITE:
* Quick and light
* When latched onto opponent,
poison does additional damage
For a better way to remember, think of it like this:
Rough and tumble, men so humble
Young and hyper, springs higher and higher
Born mellow, formidable fellows.
Powerful and dumb, strong as a hungry bum
Wily and pale, powerful, yet frail
Did that help at all? No? Oh well.
Section 3: What is Line Efficiency?
Line Efficiency is basically defined as a line that pronounces the strengths of Olimar's abilities. Meaning, the Efficiency is at it's highest when the strength of the line is perfectly balanced to compliment Olimar's abilities. An example of a very good efficient line is one that has good strength and defense. You know, pretty basic stuff. A poorly efficient line is one that only has one thing, and the other category suffers from it. It is hard to explain right now, because my definition is so vague, but I promise if you read on it will make much more sense. The key reason why efficiency is important is that at any given time, your Pikmin will inevitably perish, and you want to recover a good line as quick as possible. However, in most cases, people tend to freak out because by the time they pluck more, they throw them away to keep at bay their attacker. The inability to not notice a good line when they have one plagues Olimar users to this day, but after reading this guide, hopefully things will make much more sense.
Section 4: Line Formats
Ah, the meat of the guide. This section will describe the strengths and weaknesses of every single alignment possible so that when you are faced with an alignment in the heat of battle, you will know if you should keep it or pluck another.
My initial process of writing out by hand every calculated possibility of what colors one could pluck and by what order was wearing on my patience, and thus, was taking forever. I was mainly doing this just to see how many possibilities I could turn out with. At around the 250th possibility and seeing no end in sight, I adopted yet another method. Instead of drowning you in line after line of possibilities, I decided to just talk about the format of the line itself and that way, when you see a pikmin line that matches the format, you automatically know what to do. A little fun fact though, there are about 600-750 total pikmin line outcomes! Now you see why I opted to do the other method eh?
For comprehensions sake, the format I write in will be something similar like this: R-R-R-R-R-R. I will use R as the default pikmin, and for when the line varies to accept other colored pikmin, I will just use random letters. This is very important: ALTHOUGH I USE ONE LINE AS AN EXAMPLE, IT IS NOT THE ONLY POSSIBILITY. YOU MAY GET A DIFFERENT ONE. ALL THAT I WANT YOU TO LOOK AT IS THE FORMAT OF THE LINE, NOT THE SPECIFIC COLORS THEMSELVES! THIS IS VERY, VERY IMPORTANT, SO REMEMBER, LOOK AT THE FORMAT, NOT THE INDIVIDUAL COLORS! I give ratings out of 5. ()=1 ( = 1/2
1 is the lowest, 5 is the highest.
----------------------------------------------------
DOMINANT LINE
FORMAT:
R-R-R-R-R-R
R-R-R-R-R-B
R-R-R-R-B-B
STRENGTHS: 1
RATING: () () ( [2 1/2 out of 5]
INFO:
A dominant line is by contrast, a weak line. Sure, you may have a load of one color, but too much of a good thing is not something you want to have in a tight pinch. You only have 6 slots to use to their fullest potential, and cluttering them with one strength and cheating yourself out of either a good air game or recovery is not good at all. You can toss away a few and end up with a better line most of the time. The funny thing is, once you get a dominant line, you hardly ever pluck another one soon after.
VERDICT:
Toss a few and try again. You don't want a one strength dominant line.
-----------------------------------
EVEN
FORMAT:
R-R-R-B-B-B
R-R-R-Y-Y-Y
R-R-R-P-P-P
STRENGTHS: 2
RATING: () () () [ 3 out of 5]
INFO:
This is a little bit better, and best of all, each of the two color types provide reinforcement to the strength of that one color. The drawback however is that the functionality is somewhat limited in the sense that you will be missing out on the advantages other colors give. For example: Let's say you have B-B-B-Y-Y-Y. The yellows supply great air coverage, but the blues rob you by not having a strong ground game. Are the blue's strong? Sure, but you would benefit more from reds.
VERDICT:
Even lines are gamble lines. You might pull two great colors, like R-R-R-Y-Y-Y, but you are robbing yourself from the benefits of having a white or a purple. You can usually get away with using them for a while, but eventually it will be time for a change.
----------------------------
MIXED DOMINANT
FORMAT:
R-R-R-R-B-Y
R-R-R-R-Y-P
R-R-R-R-P-W
STRENGTHS: 3
RATING: () () () [3 out of 5]
INFO:
The problem with this line is that, although there are now 3 particular colors in your line, the overabundance of one color is putting at risk the other two colors due to poor color reinforcement. You have a lot of reds and one purple, but that white you have is at great danger due to it's weak vitality. It is still an all around great choice to use, but you can pluck better.
VERDICT:
The issue with this line is there is, once again, too much of one and not enough of the other. Although this line has 3 strengths, it might as well be one due to the fact that there is only one pikmin to represent the strength of it's color, putting the color itself at great risk, toss a couple of the majority, and pluck again.
-------------------
MIXED
FORMAT:
R-R-R-B-Y-W
R-R-R-B-Y-Y
R-R-R-Y-Y-P
STRENGTHS: 3-4
RATING: () () () () [4 out of 5]
INFO:
Surprised? It is amazing as to what freeing up one slot can do for a line. With a Mixed line, there are usually two outcomes: One might have R-R-R-Y-P-P and another might have R-R-R-Y-W-P. With the first one, you have 3 strengths, but the second color has another to compliment the strength of that color. The other has 4, which is always a good thing because the other 3 pikmin of the same color can offer defense and can compensate for the lack of reinforcement for the other color. Either way, both forms are great, and are safe lines to hold on to. They are just a tad tougher to hold on to.
VERDICT:
Superb formations, both ones. Try not to chuck any pikmin with this line, (if you can help it.)
-----------------------
ROUNDED
FORMAT:
R-R-B-B-Y-Y
R-R-P-P-W-W
R-R-Y-Y-W-W
STRENGTHS: 3
RATING: () () () () [4 out of 5]
INFO:
This is a very great line as well. Although you may not have 4-5 strengths, you have 3, and the best part about it is there are two of each, meaning that they have backup in case something bad happens. This is as optimum as you are going to get for 3 colors, and this formation as a whole just works great.
VERDICT:
I recommend if you pull one of these beauties that you hold on to it nice and tight, because aside from Mixed, this is the best you are going to get.
------------
LOOSE
FORMAT:
R-R-B-Y-P-W
P-P-B-Y-W-R
Y-Y-B-P-W-R
STRENGTHS: 5
RATING: () () () [3 out of 5]
INFO:
You have all 5 strengths with this formation, so that's a great thing, but the issue here is that all the colors with the exception of one have NO reinforcement and each color is in a lot of danger. This line is also hard to keep because of that fact, and with all the action happening onscreen, it becomes a headache to manage 5 powers.
VERDICT:
With all the action happening onscreen and the frantic nature of Brawl, it is a pain to deal with all 5 colors and it gets very frustrating dealing with them all. The line is just too disorganized to deal with, and you are better off sacrificing a few pikmin in hopes to pulling either a Mixed or a Rounded.
--------------------
Section 5: Line Format Ladder
Just so you can see at a passing glance at which line is the best and which is the worst. I am listing them in descending order, meaning, the best will be at the top, and the worst at the bottom.
MIXED
ROUNDED
EVEN
MIXED DOMINANT
LOOSE
DOMINANT.
-----------------------------
Section 6: Is Over B Right For Me?
I mentioned a lot of throwing away pikmin and what time to do it, so I am going to elaborate about that point here.
Pikmin throw is a great move, if used properly. The thing is however, is people tend to easily get trapped in the pikmin spam tactic when using Olimar. It is an easy habit to get into, but it leaves you open, and it will only be a matter of time before your opponent bypasses the spam and goes in for the attack. The thing is, throwing away your pikmin is like throwing away your shield and weapon. You don't want to do this, and thus, pikmin throw moderation is a very important skill. This is why line efficiency is so important. With an efficient line, you don't want to risk losing your line by throwing it away carelessly right? I am sure you would like to keep that line as long as possible correct?
That is why I only ask you to throw your pikmin if you want a better line. Pikmin throw, though a powerful move, is very much like a Falcon punch. It is merely an option to rack up damage, nothing more. Don't get hung up on one move when Olimar has a whole slew of other great moves at his disposal to destroy his enemies with.
TOSS ONLY WHEN YOU WANT A DIFFERENT LINE! Getting a grasp on this quickly will only help you in the long run, and will help you with your pikmin management.
Section 7: FAQ
Q: I have a suggestion for the guide! Are you accepting them?
A: I am opening an ear to suggestions, but I am not accepting any unless they are just so awesome I have no choice too. I think I covered just about as much as I wanted to.
Q: Can you tell me about character matchups?
A: No. I handle line efficiency. Please check out NC-Echo's guide for that kind of info:
http://smashboards.com/showthread.php?t=144161
Q: What about damage %'s?
A: NC-Echo is the man for that: http://smashboards.com/showthread.php?t=144161
Q: Level Matchups?
A: Egruntz: http://smashboards.com/showthread.php?t=154907
Q: So you are basically not going to cover anything else about Olimar other than pikmin lineups and the like?
A: Correct. NC-Echo is supplying a massive compendium of Olimar knowledge. My field is to discuss line formalities, among other things. I might add something else to the guide that hasn't been covered in future updates however.
Q:You are awesome. Can I have your baby?
A: I already have 6 illegitimate children. Don't need another.
Q: I really like your guide! Can I post this at other places?
A:....I don't think I would be too happy with that, I dunno. Ask me first. Depends on the place and whatnot.
Q: Why don't you have any line setups for setups with less than 6 pikmin?
A: You should NEVER find yourself in a situation where you are shorthanded. It only takes one second to replenish your pikmin. Dodge away and pluck.
Section 8: Closing
I just want to say thanks to my readers and I hope you guys enjoyed the guide. I put in a little over 3 hours of work into this, straight. It was tough, but I am just glad to get it done. If you have any suggestions or questions about the guide, feel free to drop me a line through PM.
Have a good day.
Well guys, this is it. The guide everyone has been secretly waiting for (or not, but hey, never hurts to have one anyways) regarding pikmin line efficiency. I intend on giving you all an in-depth look on what lines surpass others and when it is feasible to use that handy dandy over B correctly. I will also describe every single format possible that a line can get into with terms that should be easy to remember. This way, next time you pluck a good line and recognize the format, you will know NOT to throw them. This should help an Olimar user's game greatly I think, and if it doesen't help, at least you will be educated. Enough pointless drivel however, let's get it crackin!
TABLE OF CONTENTS
Section 1: General Rules For Olimar
Section 2: Know Your Troops!
Section 3: What Is Line Efficiency?
Section 4: Line Formats
Section 5: Line Format Ladder
Section 6: Is Over B Right For Me?
Section 7: FAQ
Section 8: Closing
-----------
Section 1: General Rules for Olimar
It is very important that you realize WHY Olimar is called Pikmin and Olimar on the dojo. By himself, Olimar is virtually helpless, despite being as awesome as he truly is. Without his trusted Pikmin, Olimar is completely incapable of defending himself properly. He loses his range, his attack power, and overall general defense. Olimar is a strong character; if used properly. You can't recklessly toss away your only means of attack and survival recklessly. You have to THINK. Strategy is Olimar's deadliest weapon. Olimar, although strong, is by no means a brute force character. Don't expect to match brute strength characters lick for lick with Olimar. You have to out range them, and then, when the moment is high, send them straight into the air and into Olimar's deadly air game.
The key to being a good Olimar player is to KNOW when and how to use Olimar's moves correctly and efficiently. One of the toughest things players have an issue with however is that they feel pressured and toss away all their pikmin because the enemy is down their throat and forcing them out of their comfort zone. Well, that is what this guide is for, as we will be working on crafting your mind to better understand when you have a good line and why you should hold on to it.
Section 2: Know Your Troops!
A good captain knows well the soldiers he commands, or does he? Well, do ya? HUH, HUH, HUH? You don't?! DROP AND GIVE ME 20!
RED:
* High attack power
* Attacks imbued with incendiary properties
* Immune to fire
YELLOW:
* Range of attack slightly larger than usual;
easy to hit enemies with
* Travel in slight arcs when thrown
* Attacks imbued with electrical properties
BLUE:
* Strong when thrown
* Slightly more durable than average
PURPLE:
* Doesn’t fly far when thrown
* Slow
* High attack power
* Slams into enemies instead of
latching on when thrown
WHITE:
* Quick and light
* When latched onto opponent,
poison does additional damage
For a better way to remember, think of it like this:
Rough and tumble, men so humble
Young and hyper, springs higher and higher
Born mellow, formidable fellows.
Powerful and dumb, strong as a hungry bum
Wily and pale, powerful, yet frail
Did that help at all? No? Oh well.
Section 3: What is Line Efficiency?
Line Efficiency is basically defined as a line that pronounces the strengths of Olimar's abilities. Meaning, the Efficiency is at it's highest when the strength of the line is perfectly balanced to compliment Olimar's abilities. An example of a very good efficient line is one that has good strength and defense. You know, pretty basic stuff. A poorly efficient line is one that only has one thing, and the other category suffers from it. It is hard to explain right now, because my definition is so vague, but I promise if you read on it will make much more sense. The key reason why efficiency is important is that at any given time, your Pikmin will inevitably perish, and you want to recover a good line as quick as possible. However, in most cases, people tend to freak out because by the time they pluck more, they throw them away to keep at bay their attacker. The inability to not notice a good line when they have one plagues Olimar users to this day, but after reading this guide, hopefully things will make much more sense.
Section 4: Line Formats
Ah, the meat of the guide. This section will describe the strengths and weaknesses of every single alignment possible so that when you are faced with an alignment in the heat of battle, you will know if you should keep it or pluck another.
My initial process of writing out by hand every calculated possibility of what colors one could pluck and by what order was wearing on my patience, and thus, was taking forever. I was mainly doing this just to see how many possibilities I could turn out with. At around the 250th possibility and seeing no end in sight, I adopted yet another method. Instead of drowning you in line after line of possibilities, I decided to just talk about the format of the line itself and that way, when you see a pikmin line that matches the format, you automatically know what to do. A little fun fact though, there are about 600-750 total pikmin line outcomes! Now you see why I opted to do the other method eh?

For comprehensions sake, the format I write in will be something similar like this: R-R-R-R-R-R. I will use R as the default pikmin, and for when the line varies to accept other colored pikmin, I will just use random letters. This is very important: ALTHOUGH I USE ONE LINE AS AN EXAMPLE, IT IS NOT THE ONLY POSSIBILITY. YOU MAY GET A DIFFERENT ONE. ALL THAT I WANT YOU TO LOOK AT IS THE FORMAT OF THE LINE, NOT THE SPECIFIC COLORS THEMSELVES! THIS IS VERY, VERY IMPORTANT, SO REMEMBER, LOOK AT THE FORMAT, NOT THE INDIVIDUAL COLORS! I give ratings out of 5. ()=1 ( = 1/2
1 is the lowest, 5 is the highest.
----------------------------------------------------
DOMINANT LINE
FORMAT:
R-R-R-R-R-R
R-R-R-R-R-B
R-R-R-R-B-B
STRENGTHS: 1
RATING: () () ( [2 1/2 out of 5]
INFO:
A dominant line is by contrast, a weak line. Sure, you may have a load of one color, but too much of a good thing is not something you want to have in a tight pinch. You only have 6 slots to use to their fullest potential, and cluttering them with one strength and cheating yourself out of either a good air game or recovery is not good at all. You can toss away a few and end up with a better line most of the time. The funny thing is, once you get a dominant line, you hardly ever pluck another one soon after.
VERDICT:
Toss a few and try again. You don't want a one strength dominant line.
-----------------------------------
EVEN
FORMAT:
R-R-R-B-B-B
R-R-R-Y-Y-Y
R-R-R-P-P-P
STRENGTHS: 2
RATING: () () () [ 3 out of 5]
INFO:
This is a little bit better, and best of all, each of the two color types provide reinforcement to the strength of that one color. The drawback however is that the functionality is somewhat limited in the sense that you will be missing out on the advantages other colors give. For example: Let's say you have B-B-B-Y-Y-Y. The yellows supply great air coverage, but the blues rob you by not having a strong ground game. Are the blue's strong? Sure, but you would benefit more from reds.
VERDICT:
Even lines are gamble lines. You might pull two great colors, like R-R-R-Y-Y-Y, but you are robbing yourself from the benefits of having a white or a purple. You can usually get away with using them for a while, but eventually it will be time for a change.
----------------------------
MIXED DOMINANT
FORMAT:
R-R-R-R-B-Y
R-R-R-R-Y-P
R-R-R-R-P-W
STRENGTHS: 3
RATING: () () () [3 out of 5]
INFO:
The problem with this line is that, although there are now 3 particular colors in your line, the overabundance of one color is putting at risk the other two colors due to poor color reinforcement. You have a lot of reds and one purple, but that white you have is at great danger due to it's weak vitality. It is still an all around great choice to use, but you can pluck better.
VERDICT:
The issue with this line is there is, once again, too much of one and not enough of the other. Although this line has 3 strengths, it might as well be one due to the fact that there is only one pikmin to represent the strength of it's color, putting the color itself at great risk, toss a couple of the majority, and pluck again.
-------------------
MIXED
FORMAT:
R-R-R-B-Y-W
R-R-R-B-Y-Y
R-R-R-Y-Y-P
STRENGTHS: 3-4
RATING: () () () () [4 out of 5]
INFO:
Surprised? It is amazing as to what freeing up one slot can do for a line. With a Mixed line, there are usually two outcomes: One might have R-R-R-Y-P-P and another might have R-R-R-Y-W-P. With the first one, you have 3 strengths, but the second color has another to compliment the strength of that color. The other has 4, which is always a good thing because the other 3 pikmin of the same color can offer defense and can compensate for the lack of reinforcement for the other color. Either way, both forms are great, and are safe lines to hold on to. They are just a tad tougher to hold on to.
VERDICT:
Superb formations, both ones. Try not to chuck any pikmin with this line, (if you can help it.)
-----------------------
ROUNDED
FORMAT:
R-R-B-B-Y-Y
R-R-P-P-W-W
R-R-Y-Y-W-W
STRENGTHS: 3
RATING: () () () () [4 out of 5]
INFO:
This is a very great line as well. Although you may not have 4-5 strengths, you have 3, and the best part about it is there are two of each, meaning that they have backup in case something bad happens. This is as optimum as you are going to get for 3 colors, and this formation as a whole just works great.
VERDICT:
I recommend if you pull one of these beauties that you hold on to it nice and tight, because aside from Mixed, this is the best you are going to get.
------------
LOOSE
FORMAT:
R-R-B-Y-P-W
P-P-B-Y-W-R
Y-Y-B-P-W-R
STRENGTHS: 5
RATING: () () () [3 out of 5]
INFO:
You have all 5 strengths with this formation, so that's a great thing, but the issue here is that all the colors with the exception of one have NO reinforcement and each color is in a lot of danger. This line is also hard to keep because of that fact, and with all the action happening onscreen, it becomes a headache to manage 5 powers.
VERDICT:
With all the action happening onscreen and the frantic nature of Brawl, it is a pain to deal with all 5 colors and it gets very frustrating dealing with them all. The line is just too disorganized to deal with, and you are better off sacrificing a few pikmin in hopes to pulling either a Mixed or a Rounded.
--------------------
Section 5: Line Format Ladder
Just so you can see at a passing glance at which line is the best and which is the worst. I am listing them in descending order, meaning, the best will be at the top, and the worst at the bottom.
MIXED
ROUNDED
EVEN
MIXED DOMINANT
LOOSE
DOMINANT.
-----------------------------
Section 6: Is Over B Right For Me?
I mentioned a lot of throwing away pikmin and what time to do it, so I am going to elaborate about that point here.
Pikmin throw is a great move, if used properly. The thing is however, is people tend to easily get trapped in the pikmin spam tactic when using Olimar. It is an easy habit to get into, but it leaves you open, and it will only be a matter of time before your opponent bypasses the spam and goes in for the attack. The thing is, throwing away your pikmin is like throwing away your shield and weapon. You don't want to do this, and thus, pikmin throw moderation is a very important skill. This is why line efficiency is so important. With an efficient line, you don't want to risk losing your line by throwing it away carelessly right? I am sure you would like to keep that line as long as possible correct?
That is why I only ask you to throw your pikmin if you want a better line. Pikmin throw, though a powerful move, is very much like a Falcon punch. It is merely an option to rack up damage, nothing more. Don't get hung up on one move when Olimar has a whole slew of other great moves at his disposal to destroy his enemies with.
TOSS ONLY WHEN YOU WANT A DIFFERENT LINE! Getting a grasp on this quickly will only help you in the long run, and will help you with your pikmin management.
Section 7: FAQ
Q: I have a suggestion for the guide! Are you accepting them?
A: I am opening an ear to suggestions, but I am not accepting any unless they are just so awesome I have no choice too. I think I covered just about as much as I wanted to.
Q: Can you tell me about character matchups?
A: No. I handle line efficiency. Please check out NC-Echo's guide for that kind of info:
http://smashboards.com/showthread.php?t=144161
Q: What about damage %'s?
A: NC-Echo is the man for that: http://smashboards.com/showthread.php?t=144161
Q: Level Matchups?
A: Egruntz: http://smashboards.com/showthread.php?t=154907
Q: So you are basically not going to cover anything else about Olimar other than pikmin lineups and the like?
A: Correct. NC-Echo is supplying a massive compendium of Olimar knowledge. My field is to discuss line formalities, among other things. I might add something else to the guide that hasn't been covered in future updates however.
Q:You are awesome. Can I have your baby?
A: I already have 6 illegitimate children. Don't need another.
Q: I really like your guide! Can I post this at other places?
A:....I don't think I would be too happy with that, I dunno. Ask me first. Depends on the place and whatnot.
Q: Why don't you have any line setups for setups with less than 6 pikmin?
A: You should NEVER find yourself in a situation where you are shorthanded. It only takes one second to replenish your pikmin. Dodge away and pluck.
Section 8: Closing
I just want to say thanks to my readers and I hope you guys enjoyed the guide. I put in a little over 3 hours of work into this, straight. It was tough, but I am just glad to get it done. If you have any suggestions or questions about the guide, feel free to drop me a line through PM.
Have a good day.