Template:SSB4 to SSBU changelist/Olimar: Difference between revisions

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(New Page: ===Aesthetics=== *{{change|Due to the aesthetic used in ''Ultimate'', Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller...)
 
(Wording reverts and corrections. Pummel does not have that much hitlag in either case)
 
(9 intermediate revisions by 6 users not shown)
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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His space suit and life support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed by [[Alph]].}}
*{{change|Due to the aesthetic used in ''Ultimate'', Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His spacesuit and life-support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed by [[Alph]].}}
*{{change|Olimar's antenna has less independent physics, allowing it to move more naturally.}}
*{{change|Olimar's antenna has less independent physics, allowing it to move more naturally.}}
*{{change|Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is [[Screen KO]]'d.}}
*{{change|Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is [[Screen KO]]'d.}}
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*{{change|[[Pikmin (species)|Pikmin]] now always face the screen regardless of which direction they turn.}}
*{{change|[[Pikmin (species)|Pikmin]] now always face the screen regardless of which direction they turn.}}
*{{change|Pikmin now have trails that match their colors when attacking, like in the ''Pikmin'' games.}}
*{{change|Pikmin now have trails that match their colors when attacking, like in the ''Pikmin'' games.}}
===Attributes===
===Attributes===
*{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*Olimar:
*{{buff|Olimar [[walk|walks]] slightly faster (0.9 → 0.945).}}
**{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}}
*{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}}
**{{buff|Olimar [[walk]]s slightly faster (0.9 → 0.945).}}
*{{buff|Olimar's initial dash speed is very slightly higher (1.6 → 1.606). Despite this, it is now much slower relative to the roster.}}
**{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}}
*{{buff|Olimar's [[air speed]] is slightly higher (0.82 → 0.861).}}
***{{buff|Olimar's [[initial dash]] is also faster (1.4 → 1.606).}}
*{{nerf|All Pikmin types have less HP.}}
**{{buff|Olimar's [[air speed]] is slightly faster (0.82 → 0.861).}}
**{{nerf|Red, Yellow: 8 → 6.}}
**{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}}
**{{nerf|Blue: 11 → 8.}}
**{{nerf|Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 29 → 34).}}
**{{nerf|White: 7 → 5.}}
**{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25).}}
**{{nerf|Purple: 13 → 11.}}
**{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{nerf|Pikmin can be [[Item swallowing|swallowed]].}}
**{{nerf|Air dodge has drastically more ending lag (FAF 32 → 57).}}
*{{nerf|Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.}}
**{{buff|Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.}}
*{{nerf|Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.}}
***{{nerf|However, Olimar has a larger hurtbox vertically.}}
*{{nerf|Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.}}
*Pikmin:
*{{nerf|When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.}}
**{{nerf|All Pikmin have less HP.}}
*{{buff|Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.}}
***{{nerf|Red, Yellow: 8 → 6.}}
**{{nerf|However, Olimar has a larger hurtbox vertically.}}
***{{nerf|Blue: 11 → 8.}}
***{{nerf|White: 7 → 5.}}
***{{nerf|Purple: 13 → 11.}}
**{{nerf|Pikmin can be [[Item swallowing|swallowed]].}}
**{{nerf|Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.}}
**{{nerf|Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.}}
**{{nerf|Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.}}
**{{nerf|When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.}}


===Ground attacks===  
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack 1 has less ending lag (FAF 30 → 20).}}
**{{buff|Hit 1 has less ending lag (FAF 30 → 20).}}
***{{change|Its angles have been altered (361°/80° → 361°/180°) making it a more consistent [[jab lock]]ing tool but hindering its [[jab cancel]]ing potential.}}
***{{change|Its angles have been altered (361°/80° → 361°/180°) making it a more consistent [[jab lock]]ing tool but hindering its [[jab cancel]]ing potential.}}
**{{nerf|Jab 2's hitboxes have been moved inwards (Z offset: 7/13 → 6/10) reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.}}
**{{nerf|The second hit hitboxes have been moved inwards (Z offset: 7/13 → 6/10), reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.}}
**{{nerf|Jab 2's sweetspot is closer to the sourspot now, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.}}
**{{nerf|Hit 2's sweetspot is closer to the sourspot, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).}}
**{{buff|Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).}}
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**{{buff|The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).}}
**{{buff|The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash deals more damage when using red or purple Pikmin.}}
**{{buff|Forward smash deals more damage when using Red or Purple Pikmin.}}
***{{buff|Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%}}
***{{buff|Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%}}
***{{buff|Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%}}
***{{buff|Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%}}
**{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}  
**{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}
**{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).}}
**{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash deals more damage when using red or purple Pikmin with knockback scaling compensated.}}
**{{buff|Up smash deals more damage when using Red or Purple Pikmin with knockback scaling compensated.}}
***{{buff|Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68}}
***{{buff|Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68}}
***{{buff|Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68}}
***{{buff|Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68}}
**{{buff|Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.}}  
**{{buff|Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash deals more damage when using red or purple Pikmin.}}
**{{buff|Down smash deals more damage when using Red or Purple Pikmin.}}
***{{buff|Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%}}
***{{buff|Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%}}
***{{buff|Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%}}
***{{buff|Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%}}


===Aerial attacks===  
===Aerial attacks===
*{{buff|All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).}}
*{{buff|All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).}}
*{{buff|All aerials involving Pikmin have [[Transcendent priority]].}}
*{{buff|All aerials involving Pikmin have [[transcendent priority]].}}
*{{buff|All aerials that use Pikmin have more range.}}
*{{buff|All aerials that involve Pikmin have more range.}}
*{{buff|The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).}}
*{{buff|The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Neutral aerial's hitboxes on the looping hits  are bigger, but the hitboxes in the final hit are smaller (loop: 3.5u/2.5u/2.5u/3.5u → 4u/3u/3u/4u, last: 5u/4u/4u/5u → 4u/3u/3u/4u).}}
**{{nerf|Neutral aerial's hitboxes are smaller (loop: 3.5u/2.5u/2.5u/3.5u → 3u/2u/2u/3u, last: 5u/4u/4u/5u → 4u/3u/3u/4u).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage when using red or purple Pikmin.}}
**{{buff|Forward aerial deals more damage when using Red or Purple Pikmin.}}
***{{buff|Red: 10.2% → 11.9%}}
***{{buff|Red: 10.2% → 11.9%}}
***{{buff|Purple: 11.9% → 13.6%}}
***{{buff|Purple: 11.9% → 13.6%}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial deals more damage when using red or purple Pikmin.}}
**{{buff|Back aerial deals more damage when using Red or Purple Pikmin.}}
***{{buff|Red: 12.9% → 15.1%}}
***{{buff|Red: 12.9% → 15.1%}}
***{{buff|Purple: 15.1% → 17.2%}}
***{{buff|Purple: 15.1% → 17.2%}}
*[[Up aerial]] and [[down aerial]]:
*[[Up aerial]] and [[down aerial]]:
**{{buff|They deal more damage when using red or purple Pikmin.}}
**{{buff|Up aerial and down aerial deal more damage when using Red or Purple Pikmin.}}
***{{buff|Red: 10.8% → 12.6%}}
***{{buff|Red: 10.8% → 12.6%}}
***{{buff|Purple: 12.6% → 14.4%}}
***{{buff|Purple: 12.6% → 14.4%}}
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**{{change|All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.}}
**{{change|All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.}}
***{{change|Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).}}
***{{change|Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).}}
***{{change|Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).}}
***{{nerf|Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).}}
***{{nerf|Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).}}
***{{nerf|Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).}}
*[[Pummel]]:
*[[Pummel]]:
**{{change|Pummel is a quick upward punch from Olimar himself. It is much faster than his previous pummel, but deals less damage.}}
**{{change|Pummel is a quick {{iw|wikipedia|knifehand thrust}} from Olimar himself.}}
**{{nerf|Olimar can no longer benefit from the high-damaging pummel of White Pikmin.}}
***{{buff|Pummel has much less startup (frame 11 → 1) and ending lag (FAF 21 → 7) and deals more [[hitlag]] (5 (Red, Blue, Purple)/6 (White)/8 (Yellow) → 10)}}
***{{nerf|It deals less damage (4% (White)/2% (others) → 1%).}}
****{{nerf|As such, Olimar can no longer benefit from the damaging pummel of White Pikmin.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
**{{buff|Forward throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
***{{buff|Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).}}
***{{buff|Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).}}
***{{buff|Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).}}
***{{buff|Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
**{{buff|Back throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
***{{buff|Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).}}
***{{buff|Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).}}
***{{buff|Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).}}
***{{buff|Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).}}
**{{buff|Back throw deals significantly more knockback when using blue Pikmin.}}
**{{buff|Back throw deals significantly more knockback when using Blue Pikmin.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Up throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
**{{buff|Up throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
***{{buff|Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).}}
***{{buff|Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).}}
***{{buff|Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).}}
**{{buff|Up throw deals significantly more knockback when using blue Pikmin, being the strongest up throw in the game.}}
**{{buff|Up throw deals significantly more knockback when using Blue Pikmin, being the strongest up throw in the game.}}
**{{change|Up throw has a more exaggerated animation.}}
**{{change|Up throw has a more exaggerated animation.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
**{{buff|Down throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
***{{buff|Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).}}
***{{buff|Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).}}
***{{buff|Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
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***{{buff|Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).}}
***{{buff|Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).}}
**{{nerf|Down throw sends opponents at a more horizontal angle, reducing its combo potential.}}
**{{nerf|Down throw sends opponents at a more horizontal angle (90° → 60°), reducing its combo potential.}}


===Special moves===
===Special moves===
*[[Pikmin Throw]]:
*[[Pikmin Throw]]:
**{{buff|Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).}}
**{{buff|Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).}}
**{{nerf|Purple Pikmin thrown deal less damage (6.5% → 6%).}}
**{{nerf|Pikmin take fall damage when thrown and landing on the ground.}}
**{{nerf|Pikmin take fall damage when thrown and landing on the ground.}}
**{{bugfix|The removal of [[multiple player slot glitch]] and changes to [[jostle]] mechanics no longer crashes the game with Pikmin Throw.}}
**{{bugfix|The removal of [[multiple player slot glitch]] and changes to [[jostle]] mechanics no longer crashes the game with Pikmin Throw.}}
**{{change|Opponents express when a Pikmin is latched onto them.}}
**{{change|Opponents make a discomforted facial expression (the same expression used by [[poison]]ed fighters) when a Pikmin is latched onto them.}}
*[[Winged Pikmin]]:
*[[Winged Pikmin]]:
**{{nerf|Winged Pikmin travels a significantly shorter distance with consecutive uses.}}
**{{nerf|Winged Pikmin travels a significantly shorter distance with consecutive uses.}}
**{{nerf|If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.}}
**{{nerf|If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.}}
*[[Pikmin Order]]:
*[[Pikmin Order]]:
**{{buff|Olimar orders his Pikmin much sooner (frame 12 → 2).}}
**{{buff|Pikmin Order has less ending lag (FAF 21 → 18).}}
**{{buff|Pikmin Order has less ending lag (FAF 21 → 18).}}
**{{change|Pikmin Order's super armor starts earlier (frames 6-12 → 2-7). This helps Olimar combo break more easily, but also effectively increases the move's ending lag.}}
**{{buff|Olimar gains super armor sooner (frame 6 → 2), much like in ''Brawl''. This improves its use as a defensive tool and as a combo breaker.}}
***{{nerf|It has a lower duration (7 frames → 6 frames).}}
***{{nerf|However, it also has a shorter duration (frames 6-12 2-7). This effectively increases the move's ending lag despite its reduced total duration.}}
**{{change|Pikmin Order's whistling animation is less exaggerated.}}
**{{buff|Pikmin Order's whistling animation is less exaggerated. This new animation is shorter (39 frames → 33), decreasing the amount of time Olimar cannot grab the ledge after performing the move in the air.}}
*[[End of Day]]
*[[End of Day]]
**{{change|[[End of Day]] has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.}}
**{{change|End of Day has been drastically sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.}}
***{{buff|This gives the opponent less time to avoid the explosion, especially those who are [[bury|buried]].}}
**{{nerf|The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).}}
**{{nerf|The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).}}

Latest revision as of 21:55, March 9, 2024

Aesthetics

  • Change Due to the aesthetic used in Ultimate, Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His spacesuit and life-support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed by Alph.
  • Change Olimar's antenna has less independent physics, allowing it to move more naturally.
  • Change Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is Screen KO'd.
  • Change Olimar now only jumps twice during his up taunt, shortening its duration.
  • Change Sidestep and ledge-hanging's animations have changed.
  • Change Pikmin now always face the screen regardless of which direction they turn.
  • Change Pikmin now have trails that match their colors when attacking, like in the Pikmin games.

Attributes

  • Olimar:
    • Buff Like all characters, Olimar's jumpsquat animation takes three frames to complete (down from 5).
    • Buff Olimar walks slightly faster (0.9 → 0.945).
    • Buff Olimar dashes faster (1.47 → 1.617).
    • Buff Olimar's air speed is slightly faster (0.82 → 0.861).
    • Nerf Forward roll grants less intangibility (frames 4-16 → 4-15).
    • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 29 → 34).
    • Buff Spot dodge has less ending lag (FAF 26 → 25).
    • Buff Air dodge grants more intangibility (frames 3-27 → 3-29).
    • Nerf Air dodge has drastically more ending lag (FAF 32 → 57).
    • Buff Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.
      • Nerf However, Olimar has a larger hurtbox vertically.
  • Pikmin:
    • Nerf All Pikmin have less HP.
      • Nerf Red, Yellow: 8 → 6.
      • Nerf Blue: 11 → 8.
      • Nerf White: 7 → 5.
      • Nerf Purple: 13 → 11.
    • Nerf Pikmin can be swallowed.
    • Nerf Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.
    • Nerf Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.
    • Nerf Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.
    • Nerf When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.

Ground attacks

  • Neutral attack:
    • Buff Hit 1 has less ending lag (FAF 30 → 20).
      • Change Its angles have been altered (361°/80° → 361°/180°) making it a more consistent jab locking tool but hindering its jab canceling potential.
    • Nerf The second hit hitboxes have been moved inwards (Z offset: 7/13 → 6/10), reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.
    • Nerf Hit 2's sweetspot is closer to the sourspot, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.
  • Dash attack:
    • Buff Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 45 → 39).
  • All smash attacks:
    • Buff The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
  • Forward smash:
    • Buff Forward smash deals more damage when using Red or Purple Pikmin.
      • Buff Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%
      • Buff Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%
    • Nerf Forward smash has more ending lag (FAF 40 → 43).
    • Nerf Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).
  • Up smash:
    • Buff Up smash deals more damage when using Red or Purple Pikmin with knockback scaling compensated.
      • Buff Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68
      • Buff Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68
    • Buff Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.
  • Down smash:
    • Buff Down smash deals more damage when using Red or Purple Pikmin.
      • Buff Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%
      • Buff Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%

Aerial attacks

  • Buff All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).
  • Buff All aerials involving Pikmin have transcendent priority.
  • Buff All aerials that involve Pikmin have more range.
  • Buff The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
  • Neutral aerial:
    • Nerf Neutral aerial's hitboxes are smaller (loop: 3.5u/2.5u/2.5u/3.5u → 3u/2u/2u/3u, last: 5u/4u/4u/5u → 4u/3u/3u/4u).
  • Forward aerial:
    • Buff Forward aerial deals more damage when using Red or Purple Pikmin.
      • Buff Red: 10.2% → 11.9%
      • Buff Purple: 11.9% → 13.6%
  • Back aerial:
    • Buff Back aerial deals more damage when using Red or Purple Pikmin.
      • Buff Red: 12.9% → 15.1%
      • Buff Purple: 15.1% → 17.2%
  • Up aerial and down aerial:
    • Buff Up aerial and down aerial deal more damage when using Red or Purple Pikmin.
      • Buff Red: 10.8% → 12.6%
      • Buff Purple: 12.6% → 14.4%
    • Nerf They auto-cancel one frame later (frame 30 → 31).

Throws and other attacks

  • Grabs:
    • Buff All Pikmin in Olimar's squad will be used at once for his grab, significantly improving its potential range. The more Pikmin he has, the greater the range.
    • Nerf All grabs have slightly more startup lag (frame 10 → 12).
    • Nerf Attempting to grab near a ledge using Pikmin that were plucked just before that will cause the grab to have no hitbox.
    • Change All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.
      • Change Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).
      • Nerf Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).
      • Nerf Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).
  • Pummel:
    • Change Pummel is a quick knifehand thrust from Olimar himself.
      • Buff Pummel has much less startup (frame 11 → 1) and ending lag (FAF 21 → 7) and deals more hitlag (5 (Red, Blue, Purple)/6 (White)/8 (Yellow) → 10)
      • Nerf It deals less damage (4% (White)/2% (others) → 1%).
        • Nerf As such, Olimar can no longer benefit from the damaging pummel of White Pikmin.
  • Forward throw:
    • Buff Forward throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).
      • Buff Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).
  • Back throw:
    • Buff Back throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).
      • Buff Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).
    • Buff Back throw deals significantly more knockback when using Blue Pikmin.
  • Up throw:
    • Buff Up throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).
    • Buff Up throw deals significantly more knockback when using Blue Pikmin, being the strongest up throw in the game.
    • Change Up throw has a more exaggerated animation.
  • Down throw:
    • Buff Down throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).
      • Buff Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff White: 7.8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).
    • Nerf Down throw sends opponents at a more horizontal angle (90° → 60°), reducing its combo potential.

Special moves

  • Pikmin Throw:
    • Buff Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).
    • Nerf Pikmin take fall damage when thrown and landing on the ground.
    • Bug fix The removal of multiple player slot glitch and changes to jostle mechanics no longer crashes the game with Pikmin Throw.
    • Change Opponents make a discomforted facial expression (the same expression used by poisoned fighters) when a Pikmin is latched onto them.
  • Winged Pikmin:
    • Nerf Winged Pikmin travels a significantly shorter distance with consecutive uses.
    • Nerf If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.
  • Pikmin Order:
    • Buff Olimar orders his Pikmin much sooner (frame 12 → 2).
    • Buff Pikmin Order has less ending lag (FAF 21 → 18).
    • Buff Olimar gains super armor sooner (frame 6 → 2), much like in Brawl. This improves its use as a defensive tool and as a combo breaker.
      • Nerf However, it also has a shorter duration (frames 6-12 → 2-7). This effectively increases the move's ending lag despite its reduced total duration.
    • Buff Pikmin Order's whistling animation is less exaggerated. This new animation is shorter (39 frames → 33), decreasing the amount of time Olimar cannot grab the ledge after performing the move in the air.
  • End of Day
    • Change End of Day has been drastically sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.
      • Buff This gives the opponent less time to avoid the explosion, especially those who are buried.
    • Nerf The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).