Olimar (SSBU)

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SSBU Icon.png
This article is about Olimar's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Captain Olimar.
in Super Smash Bros. Ultimate

Olimar SSBU.png

Olimar-Alt4 SSBU.png

Universe Pikmin
Other Smash Bros. appearances in Brawl
in SSB4

Availability Unlockable
Final Smash End of Day
Captain Olimar battles by issuing commands to various types of Pikmin under his control. Pikmin come in different colors that correspond to different abilities. Olimar's alternate appearance lets you play as Alph!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Olimar (ピクミン&オリマー, Pikmin & Olimar) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. In addition, Alph returns as an alternate costume for Olimar. Olimar is classified as fighter #40. Olimar uses Pikmin to assist him in attacking his foes, with a core playstyle revolving around managing and using his various Pikmin combinations to his advantage.

Voice samples for all Pikmin except Winged Pikmin are provided by Hajime Wakai, though recycled from the Pikmin games. Voice samples for the Winged Pikmin are provided by Atsuko Asahi.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Olimar being the 48th character to be unlocked.
  • Clear Classic Mode with Mario or anyone in his unlock tree, being the last character unlocked.
  • Have Olimar join the player's party in World of Light.

With the exception of the third method, Olimar must then be defeated on Distant Planet.

Changes from Super Smash Bros. 4[edit]

Olimar was noticeably buffed overall from his iteration in SSB4. His lackluster mobility, while still below-average, has been improved, as he now has better run speed and better air speed. His already incredible ground game was also improved through his grab having more range, as well as his up smash having less ending lag, resulting in it becoming a terrifying combo option and kill move. Olimar's up throw was also significantly buffed to have similar knockback to Mewtwo's up throw. His notorious damage output was also buffed, as all iterations of his Pikmin (excluding Purple Pikmin) have been buffed. His biggest flaw from Smash 4 was also fixed, as his aerials now have transcendent priority, which allows Olimar to trade moves much more safely than in SSB4. Pikmin Pluck is faster as well, which allows Olimar to regain Pikmin faster.

However, Olimar received some slight nerfs. His down throw launches opponents at a more horizontal angle, making follow-ups less reliable. Pikmin also have slightly lower HP, making them die more easily. He also now has one of the slowest initial dashes in the game due to other fighters' initial dashes getting far more substantial buffs than his. His recovery also became more abusable as a result of the travel distance of his up special, Winged Pikmin, being further reduced with consecutive use.

Regardless, Olimar's negligible nerfs are not enough to outweigh his buffs, as he has already obtained incredible results in Ultimate's early metagame thanks to Dabuz, Shuton, Myran, and ImHip, who have been very successful with him at top-level tournaments. As a result, Olimar was often considered a top-tier character prior patch 3.1.0 being considered relatively similar to his Brawl counterpart. However, he received significant nerfs in 3.1.0, more so than any other potential top tier character. Because of this, his previous reputation as a potential top-tier character is now debatable, and it's currently unknown how much improved his post-3.1.0 self is compared to his SSB4 incarnation.


  • Change As with all veterans returning from SSB4, Olimar's model features a more subdued color scheme. His helmet has a more glossy sheen.
  • Change Alph's suit now features a lateral, zipper-like line down the center.
  • Change Olimar's antenna has less physics-based movement.
  • 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 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 Olimar now only jumps twice during his up taunt, shortening its duration.
  • Change Sidestep and ledge-hanging's animations have changed.


  • Buff Like all characters, Olimar's jumpsquat animation now 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 initial dash speed is very slightly higher (1.6 → 1.606). Despite this, it is now much slower relative to the roster.
  • Buff Olimar's air speed is slightly higher (0.82 → 0.861).
  • Nerf All Pikmin types 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.
  • 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. His shield size was not compensated, making it noticeably easier to shield poke him.

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack 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 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 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.
  • 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[edit]

  • 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 use 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:
    • 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).
  • 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 They 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/other attacks[edit]

  • 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).
      • Change 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 upward punch from Olimar himself. It is much faster than his previous pummel, but deals less damage.
    • Nerf Olimar can no longer benefit from the high-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, reducing its combo potential.

Special Moves[edit]

  • Pikmin Throw:
    • 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.
    • Bug fix 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.
  • 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 Pikmin Order has less ending lag (FAF 21 → 18).
    • Change Pikmin Order's super armor starts earlier, but has the same duration (frames 6-12 → 2-7). This helps Olimar combo break more easily, but also effectively increases the move's ending lag.
    • Change Pikmin Order's whistling animation is less exaggerated.
  • 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.
    • Nerf The explosion has reduced knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).

Update History[edit]

Olimar has been significantly nerfed overall via game updates. Update 2.0.0 fixed an infamous glitch which allowed Pikmin to double the strength of the spirit multiplier, causing attacks with his Pikmin to deal massive amounts of damage under the right circumstances. However, he received a bug in this same patch that caused all of his smash attacks to no longer increase in damage while being charged. While this glitch was fixed in update 3.0.0, he received a new bug in this patch which causes reflected Pikmin to inflict damage onto himself after they've returned to him, leading to the possibility of unintentional self-destructs caused by Olimar using moves that boast a decent amount of KO power. The changes made to the shield mechanics in this same update also harmed him by making his smash attacks less safe on perfect shield. In addition, like with many other projectiles, his forward smash and Pikmin throw now deal less shield damage, although the amount of shield stun went unchanged. Update 3.1.0 was by far the most nerfed Olimar received. The size of Olimar's hurtbox has been enlarged, making him easier to hit, and his forward and up smashes had their ending lag increased with the sweet spot on his forward smash became harder to land. This same patch also noticeably reduced the travel distance of his up special with consecutive use, hampering his recovery.

Due to Olimar's strongest traits being toned down, he is considered to be significantly worse than he was pre-patch. Though Dabuz initially claimed he would drop the character, he eventually went back on this and continues to use him in bracket with excellent results. Shuton has also continued to dominate the Japanese scene with Olimar, but Myran has seen a notable drop off in results after the patch. Overall, Shuton and Dabuz's continued success with the character indicates that while he may have been nerfed, he remains a potent character in the right hands.

Super Smash Bros. Ultimate 1.2.0

  • Olimar has been affected in the 1.2.0 update. What was changed however is currently unknown.

Super Smash Bros. Ultimate 2.0.0

  • Bug fix Fixed a bug where Pikmin would apply attack multiplier twice when using spirits.
  • Nerf Introduced a bug where Olimar's smash attacks are unaffected by charging them.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Forward smash deals less shield damage.
  • Bug fix Olimar's smash attacks now properly have their damage scale when charged.
  • Nerf The universal change where perfect shielding a projectile has less ending lag makes Olimar's smash attacks less safe after a perfect shield.
  • Nerf Pikmin Throw deals less shield damage.
  • Nerf Introduced a self-inflicting Pikmin glitch where a reflected Pikmin causes Olimar to self-inflict damage with any move.
  • Bug fix End of Day no longer causes Olimar to go through the stage in Saffron City and self-destruct.

Super Smash Bros. Ultimate 3.1.0

  • Nerf Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to shield poke him.
  • 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 is less active when using Purple Pikmin (frames 11-24 → frames 11-20).
  • Nerf Forward smash has less range when using Purple Pikmin.
  • Nerf Forward smash has more ending lag (FAF 40 → 43).
  • Nerf Up smash has more ending lag (FAF 37 → 40).
  • Bug fix Due to aforementioned changes made to forward and up smashes, it is no longer possible for Olimar to self-inflict with his own reflected Pikmin using any move.
  • Nerf Winged Pikmin travels a significantly shorter distance with consecutive uses.

Super Smash Bros. Ultimate 4.0.0

  • Buff Forward smash's hitbox duration has been increased when using Purple Pikmin, reverting to its pre-3.1.0 duration (frames 11-20 → frames 11-24).
  • Buff Forward smash's range is increased when using Purple Pikmin, reverting to its pre-3.1.0 range.
  • Bug fix A glitch where pummeling the opponent would sometimes make them fall out of the grab immediately has been fixed.


All of Olimar's Pikmin, as shown by a Skill Preview in Ultimate.
Each of the Pikmin have different qualities, depending on their color.

• Red: Attack↑ Throw↓
• Yellow: Attack Hit Box↑
• Blue: Throw↑
• White: Grab↑ Attack↓
• Purple: Attack↑ Reach↓

Use Pikmin for Special Moves
• Neutral: replenish Pikmin
• Side: throw Pikmin
• Up: fly with Winged Pikmin
• Down: call back Pikmin

—Move List Description, Super Smash Bros. Ultimate
  • 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.
Name Damage Description
Olimar Red Yellow Blue White Purple
Neutral attack 3% (arm)
4% (fist)
The Rocket Fist's one-two combo. It has very minimal start-up and ending lag, average knockback growth, and its second hit launches at 45°. At low percents, can combo into down tilt.
3% (arm)
4% (fist)
Forward tilt 11% The Rocket Fist's wind-up punch. It is powerful for a tilt attack, thanks to its decent damage output and high knockback growth.
Up tilt 0.6% (hits 1-5)
4% (hit 6)
A jumping twirl. Hits multiple times, with its last hit having very high knockback growth. Altogether, these traits make it a decent anti-air attack.
Down tilt 6% A sliding tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. 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, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will move Olimar slightly forward.
Dash attack 7% (hit 1)
4% (hit 2)
A cartwheel. It can function as a mix-up, as it is able combo into up aerial at 0%-10%. However, its second hit's very low damage output, high base knockback, and low knockback growth collectively make it unable to combo past very low percents, or KO at reasonable percents.
Forward smash 20.3% (clean)
14% (mid)
8.4% (late)
14.5% (clean)
10% (mid)
6% (late)
14.5% (clean)
10% (mid)
6% (late)
11.6% (clean)
8% (mid)
4.8% (late)
23.2% (clean)
16% (mid)
9.6% (late)
Points forward to command a Pikmin to leap forward and perform a corkscrew tackle. The leaping Pikmin can be reflected.
Up smash 18.2% (clean)
14% (weak)
15.4% (late)
13% (clean)
10% (weak)
11% (late)
13% (clean)
10% (weak)
11% (late)
10.4% (clean)
8% (weak)
8.8% (late)
20.7% (clean)
16% (weak)
17.6% (late)
Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move tricky to punish on whiff and on block. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong killing move, KOing at or below 150% with all Pikmin except white. However, it can easily be beaten due to its projectile attributes, making them lose out to any other active hitbox.
Down smash Pikmin Left/Right Dash 15.4% (clean)
12.6% (late)
11% (clean)
9% (late)
11% (clean)
9% (late)
8.8% (clean)
7.2% (late)
17.6% (clean)
14.4% (late)
Squats slightly and points to both of his sides to command two Pikmin (the lead Pikmin, and the Pikmin next in line) perform dashing tackles. Either Pikmin on each side can be reflected.
Neutral aerial Tornado Attack 1.5% (hits 1-4)
2% (hit 5)
A jumping twirl, resembling his up tilt. It is Olimar's only aerial that does not use Pikmin or have transcendent priority. However, it lacks KO potential like his other aerials.
Forward aerial 11.9% 8.5% 8.5% 6.8% 13.6% Grabs a Pikmin by its stem and swings it downward in front of himself. Due to its range, and speed, it is one of Olimar's best moves for walling and aerial combat as the Pikmin used acts as a sword for the duration of this move, giving this move great range relative to Olimar's size. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. In addition, it can also kill if used with purple or red Pikmin. Lastly, it is a very reliable follow-up from down throw, and is useful for edgeguarding.
Back aerial 15.1% 10.8% 10.8% 8.6% 17.2% Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. This move has great range for a character of Olimar's size, due to the Pikmin used acting similarly to a disjointed hitbox for the duration of this move. It can also kill at reasonable percents if any Pikmin bar white are used. However, it has the highest start-up lag out of Olimar's aerials, though the startup is still reasonable compared to most other back aerials of its kind.
Up aerial 12.6% 9% 9% 7.2% 14.4% Grabs a Pikmin by its stem and twirls it upward. The move comes out decently fast and lasts for a very long time, as well as the move having transcendent priority, making it very hard to out-space this move making it very good for juggling and combos, at lower percents it can chain into itself or other aerials bar down air. It is tied with down aerial as his second most damaging aerial, and is a viable KOing option with any Pikmin bar white. However, it has a noticeable amount of landing lag.
Down aerial 12.6% 9% 9% 7.2% 14.4% Grabs a Pikmin by its stem and swings it downward. It is tied with up aerial as his second most damaging aerial. This move gives Olimar a very good way to escape juggling due to the long lasting hitbox and the amount of downwards range that it gives Olimar, the Pikmin act as a pseudo disjoint in this move as well as all of Olimar's other Pikmin involved aerials, making it very hard to challenge the move during its active hitbox frames. The move can also kill at higher percents if used with red or purple Pikmin. It is also a meteor smash, but only against aerial opponents and during its first frame. In addition, the move's very long lasting hitbox can also two frame punish at ledges. However, it has a noticeable amount of landing lag.
Grab Points forward to command the lead Pikmin to grab the opponent. The Pikmin function as disjointed grabs, and overall grab range varies depending on both the number of Pikmin present, and the lead Pikmin. White Pikmin have the longest range, followed by Red, Yellow and Blue (which are all tied for 2nd), and Purple (with the shortest range). With 3 Pikmin present, and the lead being a White Pikmin, this grab has the longest range in the game. Decently fast for it's range. It resembles the group move from the Pikminseries.
Pummel 1% Punches the opponent. Faster but weaker than his previous pummel.
Forward throw 6.7% (3)
6.1% (2)
5.6% (1)
8.4% (3)
7.7% (2)
7% (1)
14.2% (3)
13% (2)
11.8% (1)
8.4% (3)
7.7% (2)
7% (1)
8.4% (3)
7.7% (2)
7% (1)
The Pikmin leap forward, body slamming the opponent on the ground. Damage depends on the amount of Pikmin in Olimar's squad.
Back throw 8.6% (3)
7.9% (2)
7.2% (1)
10.8% (3)
9.9% (2)
9% (1)
18.3% (3)
16.8% (2)
15.3% (1)
10.8% (3)
9.9% (2)
9% (1)
10.8% (3)
9.9% (2)
9% (1)
Same as the forward throw, but the Pikmin leap backwards instead. If 3 Pikmin are present, and the lead Pikmin is blue, it is Olimar's most damaging throw. Damage depends on the amount of Pikmin in Olimar's squad. If used with 2 or 3 Blue Pikmin, it is the most damaging throw in the game.
Up throw 1.2% (hit)
6.4% (throw) (3)
1.1% (hit)
5.9% (throw) (2)
1% (hit)
5.4% (throw) (1)
1.2% (hit)
8.4% (throw) (3)
1.1% (hit)
7.7% (throw) (2)
1% (hit)
7% (throw) (1)
1.2% (hit)
15% (throw) (3)
1.1% (hit)
13.7% (throw) (2)
1% (hit)
12.5% (throw) (1)
1.2% (hit)
8.4% (throw) (3)
1.1% (hit)
7.7% (throw) (2)
1% (hit)
7% (throw) (1)
1.2% (hit)
8.4% (throw) (3)
1.1% (hit)
7.7% (throw) (2)
1% (hit)
7% (throw) (1)
The Pikmin toss the opponent upward, then leap up and headbutt them further upward. Damage depends on the amount of Pikmin in Olimar's squad.
Down throw 1.2% (slam)
6.7% (throw) (3)
1.1% (slam)
6.1% (throw) (2)
1% (slam)
5.6% (throw) (1)
1.2% (slam)
8.4% (throw) (3)
1.1% (slam)
7.7% (throw) (2)
1% (slam)
7% (throw) (1)
1.2% (slam)
14.2% (throw) (3)
1.1% (slam)
13% (throw) (2)
1% (slam)
11.8% (throw) (1)
1.2% (slam)
8.4% (throw) (3)
1.1% (slam)
7.7% (throw) (2)
1% (slam)
7% (throw) (1)
1.2% (slam)
8.4% (throw) (3)
1.1% (slam)
7.7% (throw) (2)
1% (slam)
7% (throw) (1)
The Pikmin perform a leaping piledriver. Damage depends on the amount of Pikmin in Olimar's squad.
Floor attack (front) 7% Headbutts in front and then behind himself.
Floor attack (back) 7% Punches in front of himself and then spins around to punch behind him.
Floor attack (trip) 7% Punches in front of himself and then spins around to punch behind him.
Edge attack 9% Throws a punch while climbing up.
Neutral special Pikmin Pluck 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 2% (per hit) 2% (per hit) 2% (per hit) 4.6% (per hit) 6% Throws a Pikmin, which latches onto opponents and damages them before falling off either because of flinching, the opponent's damage, or being killed. In regard to the opponent's damage, a Pikmin's latch duration decreases when the opponent's damage increases, even when undisturbed. Due to the Purple Pikmin's inability to latch onto anything like in their home series, they will instead deal damage on contact.
Up special Winged Pikmin Two Winged Pikmin carry the user around. Winged Pikmin's effectiveness is dependent on both the amount of Pikmin that are alive and close, and the frequency of its usage. 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. Aerial attacks can also be used while being carried, similarly to Wings of Icarus. However, doing so will render him helpless immediately after the conclusion of the attack.
Down special Pikmin Order Blows his whistle to recall Pikmin and/or sort out their order in the line. It grants super armor, which lasts from startup to before Olimar's antenna emits the blue lights. It has a very low amount of endlag, and can even be cancelled (just before the lights turn from yellow to red).
Final Smash End of Day 10% (launch), 10% (ascent), 15.1% (Red Bulborbs), 10% (descent), 12%/10% (explosion) Jumps into the Hocotate Ship and launches into outer space, which buries any nearby opponents. While the ship has left the stage, Red Bulborbs attack opponents to steadily inflict damage. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. The duration of the whole Final Smash is faster than in SSB4.

On-screen appearance[edit]

  • Exits the Hocotate Ship and then plucks three Pikmin, after which the Hocotate Ship disappears in a puff of smoke.


  • Up taunt: Joyfully jumps in place.
  • Side taunt: Lies down on the ground, rolls around as if basking in nature, and then gets up.
  • Down taunt: Swings his hips twice.

Idle poses[edit]

  • Rubs his helmet with both hands.
  • Moves his arms back and forward in a basic limber exercise.

Victory poses[edit]

  • Left: Performs a toe touching exercise while a Yellow Pikmin rests on the ground and a Red Pikmin looks around, waving its arms, and occasionally jumping.
  • Up: Plucks a White, Blue, and Purple Pikmin. The White Pikmin and Blue Pikmin bounce off Olimar's head, whereas the Purple Pikmin squashes him onto the ground. Olimar's eyes will comically bulge outward upon being squashed before his expression returns to normal, whereas Alph will comically wince upon being squashed before his expression returns to normal.
  • Right: Sways in place while a Red, Yellow, and Blue Pikmin walk around him in a circle.
A flourished remix of a small excerpt of the title theme of Pikmin.

In competitive play[edit]

In the early metagame, Olimar was widely considered to be one of, if not, the best 3 characters alongside Peach and Pichu. Olimar had many strengths, including stronger throws, a faster Pikmin Pluck, and less lag on his smash attacks, particularly his up smash. This, along with Olimar's increased speed, made him a rather campy character, overwhelming the opponent with his Pikmin and recover them quickly when they are killed. As a result of these strengths, players such as Shuton, Dabuz, and Myran performed spectacularly with Olimar and consistently placed in top 8 at many tournaments.

Patch 3.0.0 and the subsequent patch 3.1.0, however, nerfed Olimar's smash attacks and made them less safe on shield, while Pikmin Throw dealt less shield damage. This hurt Olimar greatly in the metagame, as Myran saw a noticeable dip in performance while Dabuz eventually picked up Rosalina & Luma, relegating Olimar as a secondary. However, despite this, Dabuz and Shuton continued to achieve great placements with Olimar, and it is widely agreed that Olimar is still one of the strongest characters in the game.

Notable players[edit]

Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.

Classic Mode: Planetary Explorer[edit]

Olimar's congratulations screen.

Olimar faces off against characters who are space travelers in their respective series.

Round Opponent Stage Music Notes
1 Mario MarioHeadSSBU.png and Rosalina & Luma RosalinaHeadSSBU.png Mario Galaxy Super Mario Galaxy
2 Wolf WolfHeadSSBU.png Lylat Cruise Star Wolf's Theme / Sector Z (for 3DS / Wii U)
3 Kirby KirbyHeadSSBU.png and King Dedede KingDededeHeadSSBU.png Dream Land Planet Popstar This battle is a free-for-all, and Kirby and King Dedede will primarily target each-other.
4 Zero Suit Samus ZeroSuitSamusHeadSSBU.png Brinstar Brinstar (Melee)
5 Fox FoxHeadSSBU.png and Falco FalcoHeadSSBU.png Corneria Corneria - Star Fox
6 Alph OlimarHeadAlphSSBU.png Distant Planet Garden of Hope (Remix) If playing as Alph, the opponent will be Olimar OlimarHeadSSBU.png.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Olimar has Stage Clear / Title Theme - Pikmin accompany the credits.

Role in World of Light[edit]

Finding Olimar in World of Light

Although Olimar has been absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except Kirby) when Galeem unleashed his beams of light.

Olimar can be found in the mode by choosing to save Marth instead of Sheik or Villager. The spirit of a magician is needed in order to enlarge some mushrooms to reach him.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
Olimar SSBU.png
Olimar Grab 3,300 Distant Planet (Ω form) Main Theme - Pikmin


Olimar's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Olimar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, due to being an alternate swap, Alph has his Spirit count as another Fighter Spirit. Each type of Pikmin also possess a spirit of their own, as either Primary or Support Spirits.

In Spirit battles[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
Charlie Pikmin series Alph (×3) (OlimarHeadAlphGreenSSBU.png,OlimarHeadAlphPinkSSBU.png,OlimarHeadAlphSSBU.png)
1,200 Garden of Hope (Battlefield form) •Slippery Stage •Reinforcements will appear during the battle
•The stage's platforms are very slippery
•The enemy starts the battle with a Drill
Mission Mode - Pikmin 3
Brittany Spirit.png
Brittany Pikmin series Alph OlimarHeadAlphPinkSSBU.png
9,600 Garden of Hope (Battlefield form) •Item Tidal Wave
•Item: Food
•Timed battle
•The enemy becomes more powerful after eating
•Items will be pulled toward the enemy
Garden of Hope (Remix)
Lil Blue Spirit.png
Li'l Blue Nonono Puzzle Chalien Alph OlimarHeadAlphSSBU.png
1,600 Hanenbow •Hazard: Low Gravity •Gravity is reduced Electroplankton (Remix)

As an ally[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
Mockiwi Spirit.PNG
Mockiwi Pikmin series •Giant Pac-Man Pac-ManHeadYellowSSBU.png
•Ally: Olimar OlimarHeadRedSSBU.png
1,500 Garden of Hope N/A •Join forces with a CPU ally
Stamina battle
•The enemy is giant
Over Wintry Mountains Captain Olimar

Alternate costumes[edit]

Olimar Palette (SSBU).png
OlimarHeadSSBU.png OlimarHeadRedSSBU.png OlimarHeadGreenSSBU.png OlimarHeadBlueSSBU.png OlimarHeadAlphSSBU.png OlimarHeadAlphGreenSSBU.png OlimarHeadAlphPinkSSBU.png OlimarHeadAlphRedSSBU.png


Character Showcase Video[edit]


  • During the official Ultimate website's launch on June 12th, 2018, Olimar's name was erroneously labeled as "OLIMER" in English variants of his fighter page. The typo was later corrected.
  • The part of Olimar's showcase trailer where Alph crouches next to a prone Olimar is a reference to a scene in Pikmin 3 after Alph initially rescues Olimar from the Mysterious Life Form.
  • Olimar's (and Alph's) official artwork resembles Brittany's pose in her Pikmin 3 artwork (the same one used for her Spirit picture), albeit flipped.
  • In World of Light, Olimar and the Mii Fighters will never be spawned as a false character in battles with Galeem and Dharkon. While Kirby will also not appear, he is an exception, as he was never initially imprisoned.
  • Olimar is the only fighter to have an alternate costume of a different character in the same pose as his default costume, excluding the Mii Fighters.
  • Since update 2.0.0, if Olimar's Pikmin latch onto something and it changes size with them still latched on, they will change size, too. This is most noticeable with the Mother Brain, though Super and Poison Mushrooms will also do this, as long as they are applied by the character the Pikmin are latched onto.
  • While Olimar’s default costume is never used in any spirit battles, Alph’s default costume is. This technically makes him one of the five characters to use a "default" costume in spirit battles, the others being Yoshi, Mr. Game & Watch, Bowser Jr., Peach, Mario, Luigi, R.O.B., Joker, Robin, Inkling and female Corrin, although Alph and female Corrin are merely alternate characters using their “default” colors.
    • Furthermore, while Olimar technically appears in four Spirit battles, three of them use Alph instead. The only one that features Olimar himself features him as an ally instead of an enemy. This specifically makes Olimar one of two non-DLC fighters that are never directly fought in any Spirit battles, the other being Pokemon Trainer.
  • As well as Cloud, Olimar is the only other character to travel to Corneria in Classic Mode.
  • Olimar, Peach, Zelda, Falco, Duck Hunt, and Dark Pit are the only fighters to appear as allies in spirit battles.
  • Olimar, Ivysaur, Greninja, Little Mac, Ryu, Cloud, and Ken are the only characters to never appear as minions in any Spirit battles.