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This article is about Olimar's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Captain Olimar.
Olimar
in Super Smash Bros. Ultimate
Olimar SSBU.png
PikminSymbol.svg
Universe Pikmin
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash End of Day
OlimarHeadSSBU.png
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.

How to unlock

Complete one of the following:

  • Play VS. matches, with Olimar being the 47th character to be unlocked.
  • Clear Classic Mode with Mario 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 Garden of Hope.

Changes from Super Smash Bros. 4

Aesthetics

  •   As with all veterans returning from SSB4, Olimar's model features a more subdued color scheme.
  •   Alph's suit now features a lateral, zipper-like line down the center.
  •   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.
  •   Pikmin now always face the screen regardless of which direction they turn.
  •   Pikmin now have trails that match their colors when attacking, like in the Pikmin games.
  •   Olimar now only jumps twice during his up taunt, shortening its duration.

Attributes

  •   Like all characters, Olimar's jumpsquat animation now takes three frames to complete (down from 5).
  •   Olimar walks faster (0.9 → 0.945).
  •   Olimar dashes much faster (1.47 → 1.617).
  •   Olimar's initial dash speed was slightly increased (1.6 → 1.606), however, It's the slowest initial dash speed in the game due to the rest of the cast having their initial dash speed been increased significantly more than Olimar's.
  •   Olimar's air speed is slightly higher (0.82 → 0.861).
  •   Health is lower for all Pikmin types (8 HP → 6 (RY), 11 HP → 8 (B), 7 HP → 5 (W), 13 HP → 11 (P).
  •   White Pikmin in particular have less notable uses than before, as a result of changes to Olimar's pummel.

Ground attacks

  •   Jab has slightly more end lag overall, meaning its harder to combo from it.
  •   Up tilt has slightly decreased end lag (frame 45 → 39).
  •   Up smash has significantly reduced end lag (frame 56 → 37) increasing its safety and giving it combo potential.

Aerial attacks

  •   All aerials have less landing lag (15 frames → 13 (neutral), 15 frames → 9 (forward/back), 30 frames → 18 (up/down)).
  •   All aerials involving Pikmin now have Transcendent priority.
  •   All aerials that use Pikmin have increased range.
  •   Up and down aerials auto-cancel one frame later (frame 30 → 31).

Throws/other attacks

  •   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.
  •   All grabs have slightly increased ending lag.
  •   Olimar's pummel is now a quick upward punch from Olimar himself. It is much faster than his previous pummel, but deals less damage.
    •   Olimar can no longer benefit from the high-damaging pummel of White Pikmin.
  •   Up throw has a more exaggerated animation.
  •   Up and back throws using Blue Pikmin deal much more knockback, being comparable to Mewtwo's throws.
  •   Olimar's down throw launches opponents at a larger horizontal distance, making follow-up less reliable.

Special Moves

  •   Pikmin Pluck executes much faster.
  •   Pikmin that latch onto opponents via Pikmin Throw deal more damage (Red, Yellow, and Blue Pikmin (1.1% → 2%), White Pikmin (3.7% → 4.6%).
  •   Purple Pikmin thrown via Pikmin Throw deal less damage (6.5% → 6%).
  •   Pikmin Order is noticeably faster.
  •   Pikmin Order's whistling animation is less exaggerated.
  •   End of Day has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.

Update History

  1.2.0 Olimar has been affected in the 1.2.0 update.

Moveset

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 slightly move Olimar 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 8.4% (far)/ 14% (mid)/ 20.3% (close) 6% (far)/ 10% (mid)/ 14.5% (close) 6% (far)/ 10% (mid)/ 14.5% (close) 4.8% (far)/ 8% (mid)/ 11.6% (close) 9.6% (far)/ 16% (mid)/ 23.2% (close) Points forward to command a Pikmin to leap forward and perform a corkscrew tackle. The leaping Pikmin can be reflected.
Up smash 14% (mid)/ 18.2% (close) 10% (mid)/ 13% (close) 10% (mid)/ 13% (close) 8% (mid)/ 10.4% (close) 16% (mid)/ 20.7% (close) Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected.
Down smash Pikmin Left/Right Dash 12.6% (mid)/ 15.4% (close) 9% (mid)/ 11% (close) 9% (mid)/ 11% (close) 7.2% (mid)/ 8.8% (close) (mid)/ 17.6% (close) 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. It is a very reliable follow-up from down throw, and is useful for edge-guarding. However, it has low priority.
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. However, it has the highest start-up lag out of his aerials. It also has low priority.
Up aerial 12.6% 9% 9% 7.1% 14.3% Grabs a Pikmin by its stem and twirls it upward. It is tied with down aerial as his second most damaging aerial, and is a viable KOing option. However, it has a noticeable amount of landing lag and low priority.
Down aerial 12.6% 9% 9% 7.1% 14.3% Grabs a Pikmin by its stem and swings it downward. It is tied with up aerial as his second most damaging aerial. It is also a meteor smash, but only against aerial opponents and during its first frame. However, it has a noticeable amount of landing lag and low priority.
Grab Points forward to command the lead Pikmin to grab the opponent. The Pikmin function as disjointed grabs, and Olimar's 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, Olimar possesses the longest grab range in the game.
Pummel 1% Olimar punches the opponent. Faster but weaker than his previous pummel.
Forward throw 6.7% (3 Pikmin), 6.1% (2 Pikmin), 5.5% (1 Pikmin) 8.4% (3 Pikmin), 7.7% (2 Pikmin), 7% (1 Pikmin) 14.2% (3 Pikmin), 13% (2 Pikmin), 11.8% (1 Pikmin) 8.4% (3 Pikmin), 7.7% (2 Pikmin), 7% (1 Pikmin) 8.4% (3 Pikmin), 7.7% (2 Pikmin), 7% (1 Pikmin) The Pikmin leap forward, body slamming the opponent on the ground.
Back throw 8.6% (3 Pikmin), 7.9% (2 Pikmin), 7.1% (1 Pikmin) 10.8% (3 Pikmin), 9.9% (2 Pikmin), 9% (1 Pikmin) 18.3% (3 Pikmin), 16.8% (2 Pikmin), 15.3% (1 Pikmin) 10.8% (3 Pikmin), 9.9% (2 Pikmin), 9% (1 Pikmin) 10.8% (3 Pikmin), 9.9% (2 Pikmin), 9% (1 Pikmin) Same as the forward throw, but the Pikmin leap backwards instead. If 3 Pikmin are present, and the lead Pikmin is blue, it is one of Olimar's most damaging throws.
Up throw 1.2% (hit), 6.4% (throw) (3 Pikmin) / 1.1% (hit), 5.9% (throw) (2 Pikmin) / 1% (hit), 5.4% (throw) (1 Pikmin) 1.2% (hit), 8.4% (throw) (3 Pikmin) / 1.1% (hit), 7.7% (throw) (2 Pikmin) / 1% (hit), 7% (throw) (1 Pikmin) 1.2% (hit), 15% (throw) (3 Pikmin) / 1.1% (hit), 13.7% (throw) (2 Pikmin) / 1% (hit), 12.5% (throw) (1 Pikmin) 1.2% (hit), 8.4% (throw) (3 Pikmin) / 1.1% (hit), 7.7% (throw) (2 Pikmin) / 1% (hit), 7% (throw) (1 Pikmin) 1.2% (hit), 8.4% (throw) (3 Pikmin) / 1.1% (hit), 7.7% (throw) (2 Pikmin) / 1% (hit), 7% (throw) (1 Pikmin) The Pikmin toss the opponent upward, then leap up and headbutt them further upward.
Down throw 1.2% (slam), 6.7% (throw) (3 Pikmin) / 1.1% (slam), 6.1% (throw) (2 Pikmin) / 1% (slam), 5.5% (throw) (1 Pikmin) 1.2% (slam), 8.4% (throw) (3 Pikmin) / 1.1% (slam), 7.7% (throw) (2 Pikmin) / 1% (slam), 7% (throw) (1 Pikmin) 1.2% (slam), 14.2% (throw) (3 Pikmin) / 1.1% (slam), 13% (throw) (2 Pikmin) / 1% (slam), 11.8% (throw) (1 Pikmin) 1.2% (slam), 8.4% (throw) (3 Pikmin) / 1.1% (slam), 7.7% (throw) (2 Pikmin) / 1% (slam), 7% (throw) (1 Pikmin) 1.2% (slam), 8.4% (throw) (3 Pikmin) / 1.1% (slam), 7.7% (throw) (2 Pikmin) / 1% (slam), 7% (throw) (1 Pikmin) The Pikmin perform a leaping piledriver.
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 Olimar around. Winged Pikmin's effectiveness is dependent on both the amount of Pikmin that Olimar has, 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. Olimar can also use his aerial attacks while being carried, similarly to Wings of Icarus. However, doing so will render him helpless immediately after the conclusion of the 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

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

Taunts

  • Up taunt: Joyfully jumps in place twice.
  • 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

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

Victory poses

  • 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.
  • 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.
  • Sways in place while a Red, Yellow, and Blue Pikmin walk around him in a circle.

Classic Mode: Planetary Explorer

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

Round Opponent Stage Music Notes
1 Mario and Rosalina & Luma Mario Galaxy Super Mario Galaxy
2 Wolf Lylat Cruise Star Wolf's Theme / Sector Z (for 3DS / Wii U)
3 Kirby and King Dedede Dream Land Planet Popstar This battle is a free-for-all.
4 Zero Suit Samus Brinstar Brinstar (Melee)
5 Fox and Falco Corneria Corneria - Star Fox
6 Alph Distant Planet Garden of Hope When playing as Alph, the opponent is Olimar.
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Although Olimar does not appear in 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.

Alternate costumes

 
               

Gallery

Character Showcase Video

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Trivia

  • 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, albeit flipped.
  • Oddly, 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 Galeem never imprisoned him unlike all the other fighters.