The distance recovered depends on how many Pikmin Olimar has; this move can fall anywhere between having an extremely long range and being virtually useless (in the case of edge-hoggers, it can be both). It has a little vertical rise, but can be used to pseudo-spike edgehogs. It does not reorder the player's Pikmin. When used on the ground, Olimar shoots the Pikmin chain diagonally up like in midair, giving small damage and knockback to whoever it hits, in return for being one of several attacks to hit aerial opponents at an angle from the ground.
The effect of the chain on the opponent varies based on the next Pikmin in line; a yellow Pikmin as the next in line will cause electrical damage and minor knockback, a red Pikmin will cause fire damage and minor knockback, a white Pikmin will cause poison damage and minor knockback, and purple or blue Pikmin will cause more damage and still more knockback, respectively. Tapping down after the chain has fully stretched will recoil the tether more quickly than letting it recoil naturally. Red Pikmin do 7%, blue do 6%, yellow do 6%, white do 6%, and purple do 8%.
|Pikmin & Olimar's Special Moves|
|Standard Special Move:||Pikmin Pluck|
|Side Special Move:||Pikmin Throw|
|Up Special Move:||Pikmin Chain (SSBB), Winged Pikmin (SSBWU/3DS)|
|Down Special Move:||Pikmin Order|
|Final Smash:||End of Day|
There is a glitch that causes the chain to remain in Olimar's hand, all Pikmin extended, but in a downward position. They will stay in his hand until he lands. The cause is so far unknown, but is theorized that it either happens when the chain falls just short of the ledge, causing the game to think that the chain is both still in Olimar's hands and not attached, or it may attach at the greatest downward angle possible, then Olimar is pushed out of range by upward wind.
- The short hop that comes from using the move without any Pikmin is actually more useful in length than using the move with 1 or 2 Pikmin.