SSB4 Icon.png

Olimar (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Undid edit by Luigi540: )
Line 41: Line 41:
*{{nerf|Olimar's maximum Pikmin count has been halved (6 → 3).}}
*{{nerf|Olimar's maximum Pikmin count has been halved (6 → 3).}}
*{{nerf|Pikmin have flawed AI and sometimes fly out of line if the player moves Olimar too quickly, leaving Olimar with no Pikmin in tow to perform attacks. This sometimes prevents combos from being performed effectively. However, this is considerably less prevalent in the {{GameIcon|ssb4-u}} version, in which the flawed AI only occurs at ledges.}}
*{{nerf|Pikmin have flawed AI and sometimes fly out of line if the player moves Olimar too quickly, leaving Olimar with no Pikmin in tow to perform attacks. This sometimes prevents combos from being performed effectively. However, this is considerably less prevalent in the {{GameIcon|ssb4-u}} version, in which the flawed AI only occurs at ledges.}}
*{{change|Instead of being random and based on terrain, Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple). While this means Olimar no longer has to depend on certain types of terrain to get certain Pikmin and all Pikmin are equally likely to appear, it also makes it less likely to have two or more of the same type at once.}}
*{{buff|Instead of being random and based on terrain, Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple). While this means Olimar no longer has to depend on certain types of terrain to get certain Pikmin and all Pikmin are equally likely to appear, it also makes it less likely to have two or more of the same type at once.}}
*{{nerf|Pikmin separated from Olimar die faster.}}
*{{nerf|Pikmin separated from Olimar die faster.}}
*{{buff|Pikmin can now latch onto a [[Smash Ball]].}}
*{{buff|Pikmin can now latch onto a [[Smash Ball]].}}

Revision as of 17:08, April 27, 2016

This article is about Olimar's appearance in Super Smash Bros. 4 . For other uses, see Captain Olimar and Pikmin (species).
Olimar
in Super Smash Bros. 4
Olimar
PikminSymbol.svg
Universe Pikmin
Other playable appearance in Brawl


Availability Starter
Final Smash End of Day
Tier E (24)
Olimar's stock icon in Super Smash Bros. for Wii U.

Olimar (ピクミン&オリマー, Pikmin & Olimar) was announced to be returning for Super Smash Bros. 4 on July 12th, 2013 on the game's official website, and was the first character revealed after the initial E3 2013 reveal of SSB4. His reveal came one day before the release date of Pikmin 3 in Japan, which Masahiro Sakurai noted in a Miiverse post. A link to the official website on Pikmin 3 is at the bottom of his page on the website.

He retains Red, Yellow, Blue, White, and Purple Pikmin.

Olimar is ranked 24th out of 56 on the tier list, placing him at the top of the E tier. This is a significant drop from his top-tier placement in Brawl, where he was ranked 3rd out of 38. While Olimar has strengths in his Pikmin, which can deal high damage and knockback and give him a large grab range, his active Pikmin count has been halved from six to three, severely reducing the effectiveness of the camping strategies he relied on in Brawl. Other weaknesses include slow mobility and attack speed, the former's poor air physics making him easy to juggle, light weight which makes him easy to KO, and his over-reliance of Pikmin. Nevertheless, Olimar has seen decent representation in competitive play, and he has fared better than other Brawl top-tier characters like Falco and Marth.

Attributes

Olimar's playstyle is almost identical to how it was in Brawl, due to retaining a large portion of his moveset and animations, although some moves have been slightly tweaked and re-balanced. Much like in his home series, Olimar himself has extremely meager offensive prowess and must rely on instructing his multicolored Pikmin to remedy this glaring flaw. As a result, almost all of Olimar's moves involve Pikmin and thus they can end up being useful or useless depending on whether or not he has Pikmin. When he has Pikmin, Olimar gains arguably one of the most unique playstyles in the game due to Pikmin acting as both projectiles and separate characters, much like Rosalina & Luma. When used correctly, the Pikmin provide noticeable and effective benefits: they can easily rack up high amounts of damage in short periods of time, they grant Olimar's grab a hugely disjointed range due to Pikmin running out to grab opponents at any time, and Olimar can also outcamp opponents just as easily as halting their approaches. His special moves are also heavily dependent on Pikmin, but are all beneficial: Pikmin Throw enables Olimar to stop approaches, Pikmin Order grants him launch resistance to help alleviate his light weight, while Winged Pikmin provides a long-distanced and maneuverable recovery that makes him more difficult to KO than other lightweight characters. Along with all these advantages, he can befuddle many opponents with the different colored Pikmin he possesses, with each having unique attributes.

With all things considered, Olimar has one of the most damaging fighting styles among the cast, being able to KO nearly all opponents in a short period when his Pikmin are utilized wisely. For example, Pikmin Throw allots him a large array of options for offense, as it can both zone and get opponents to KO percents quickly; when the thrown Pikmin are not shaken off, they can tack on 10%-30% in a matter of seconds, forcing opponents to carefully calculate their approach. He can also have up to three Pikmin at a time in his line-up, which, despite its aforementioned halving since Brawl, can be hard for the challenger to keep track of, especially with the varied colors. He can also KO early with his relatively fast and very powerful smash attacks; some, such as up smash, are able to KO with purple Pikmin as early as about 60%. Also, with his huge grab range, he can disrupt the movements of both quick characters and roll spammers, also being having an excellent shield-grab. His aerial game is also quite powerful, with some of his moves being able to easily juggle and KO at the upper blast line, although these are pitiful without Pikmin. The Pikmin also have other special abilities, such as being able to carry various items back to Olimar as they run back to him, and some types, like the yellow one, can block electrical attacks like PK Thunder and freeze opponents. However, this does act as a drawback; since Pikmin are now treated as projectiles, they can be reflected, sometimes hindering his ability against characters with moves of this sort.

However, Olimar does have flaws. One of Olimar's greatest weaknesses is that he struggles against fast characters, such as Captain Falcon and Sonic. As Olimar is a slower character, they can easily catch up and punish Olimar if he tries to retreat to pluck more Pikmin. They can also easily kill Olimar's Pikmin, especially Sonic, whose Spin Dash can kill off any attached Pikmin in one or two hits. As Olimar needs his Pikmin to have a respectable offensive presence, Olimar must play very safely against these characters. Olimar also has poor aerial physics, as his slow falling speed and bad air speed make him easy to juggle and, when combined with his light weight, to KO. Another severe flaw he has is his over-reliance on Pikmin, similar to how it is in the Pikmin games. Without his Pikmin his up, down, back, and forward aerials, grabs, side special, and smash attacks will simply do nothing, significantly harming his neutral game since they are his most effective attacks. This also leaves Olimar with only a total of six attacks that deal damage: his neutral attack, tilt attacks, dash attack and neutral aerial, with his forward tilt being his only KOing option that does not use Pikmin. Due to this, it is crucial that Olimar has at least one Pikmin with him at all times.

Olimar benefits from his custom moves. Hardy Pikmin Pluck makes all types of Pikmin more durable, at the cost of plucking slower. Sticky Pikmin Throw has each Pikmin deals less damage and distance the Pikmin are thrown are reduced, but they stay on for much longer and hit faster. Combined with Hardy Pikmin Pluck, Sticky Pikmin Throw deals more damage overall. Tackle Pikmin Throw does not have the Pikmin latch on. Instead, they act like Purple Pikmin and slam into opponents, knocking them back. Mighty Winged Pikmin has reduced total travel distance, but the distance is not affected by the amount of Pikmin that Olimar is carrying. Order Tackle has all latched on Pikmin deal damage giving Olimar another way to deal damage.

Overall, Olimar still retains many of his considerable strengths in spite of their nerfs, and has even had some attributes buffed, mostly in damage. While his potential damage output was reduced, a smart player can overcome this, especially with the new mechanics for keeping track of Pikmin, making Olimar a much more reliable character for the player. Also, his recovery has been completely revamped for the better, which many agree has helped to alleviate his other changes. Early in the metagame, Olimar was thought to be one of the worst characters, yet dedicated mains such as Dabuz and Logic have shown that, as in Brawl, he is still a very capable character who retains an extremely steep learning curve. This is comparable to the early days of Brawl's metagame; in the beginning, he was seen as a mid-tier character, yet eventually rose to be in the top three on the tier list.

Changes from Brawl

Olimar received a mix of buffs and nerfs in the transition from Brawl to SSB4, but was nerfed overall. The most glaring nerf was the limit of his Pikmin, which was halved from six to three. As a result, this hinders his general damage output and especially his potential damage output. However, he also received slight buffs in some areas to compensate, such as his smash attacks using Purple Pikmin becoming even more potent. The most noticeable buff Olimar received was to his recovery, as Winged Pikmin largely outclasses Pikmin Chain. He additionally maintains most of the options he had in Brawl. Overall, Olimar's viability is still apparent, though not to the degree it was in Brawl.

Aesthetics

  • Change Olimar now sports his design from Pikmin 3. This includes minor additions to his spacesuit, the most notable of which is a visible whistle as a part of his helmet. The Pikmin have been updated as well, with their proportions now being more akin to their designs in Pikmin 3.
  • Change Pikmin appear to be slightly larger, while Olimar's size appears mostly unchanged.
  • Buff The Pikmin at the head of the line has a player-colored pointer above their head, as do Pikmin at a distance from Olimar, allowing the player to better visualize which Pikmin will be used next.

Attributes

  • Change Olimar is lighter (82 → 79).
  • Buff Olimar dashes faster (1.4 → 1.47).
  • Change Olimar's falling speed is faster (1.3 → 1.35).
  • Nerf Olimar's maximum Pikmin count has been halved (6 → 3).
  • Nerf Pikmin have flawed AI and sometimes fly out of line if the player moves Olimar too quickly, leaving Olimar with no Pikmin in tow to perform attacks. This sometimes prevents combos from being performed effectively. However, this is considerably less prevalent in the Super Smash Bros. for Wii U version, in which the flawed AI only occurs at ledges.
  • Buff Instead of being random and based on terrain, Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple). While this means Olimar no longer has to depend on certain types of terrain to get certain Pikmin and all Pikmin are equally likely to appear, it also makes it less likely to have two or more of the same type at once.
  • Nerf Pikmin separated from Olimar die faster.
  • Buff Pikmin can now latch onto a Smash Ball.

Ground attacks

  • Nerf Neutral attack deals 8% less damage (15% → 7%).
  • Change Neutral attack's animation has changed. Instead of headbutting twice, Olimar now performs two alternating punches. The punches are based on the first two punches of the Rocket Fist, an upgraded punching combo in Pikmin 2 that is learned upon collecting the Brute Knuckles.
  • Buff Forward tilt deals 5% more damage (6% → 11%) and has much more KO potential compared to the previous forward tilt.
  • Change Forward tilt's animation has changed. Instead of a dropkick, Olimar now winds his arm before throwing a powerful punch. Like the neutral attack's new animation, the forward tilt's new animation is based on the Rocket Fist, in particular the final wind-up punch.
  • Nerf Up tilt deals 3.4% less damage (11% → 7.6%).
  • Buff Down tilt is stronger.
  • Nerf Down tilt no longer has a hitbox on Olimar's antenna.
  • Buff White Pikmin-based smash attacks deal more damage (9%/6%/3% → 11.6%/8%/4.8% (forward), 9%/7%/5% → 10.4%/8%/8.8% (up), 6%/4% → 8.8%/7.2% (down)).
  • Buff Clean Red, Yellow and Purple Pikmin-based forward smashes deal more damage (15% → 17.4% (R), 13% → 14.5% (Y), 18% → 20.3% (P)).
  • Nerf Clean Blue Pikmin-based forward smash deals 0.5% less damage (15% → 14.5%).
  • Buff Forward smash has increased horizontal range.
  • Nerf Forward smash has slightly decreased knockback.
  • Change Forward smash no longer makes Pikmin fly off the edge. While this helps conserve Pikmin, it removes a gimping option.
  • Buff Clean near and late Red Pikmin-based up smash deals more damage (15%/12% → 15.6%/13.2%).
  • Nerf Clean near Yellow Pikmin-based up smash deals 1% less damage (14% → 13%).
  • Nerf Clean near and far Blue Pikmin-based up smash deals less damage (15%/13% → 13%/10%).
  • Nerf Clean far Red and Yellow Pikmin-based up smash deal 2% less damage (14% → 12%).
  • Buff Late Yellow Pikmin-based up smash deals 1% more damage (10% → 11%).
  • Buff Purple Pikmin-based up smash deals more damage (16%/13%/13% → 18.2%/14%/15.4%).
  • Nerf Up smash has decreased vertical range.
  • Buff Up and down smashes are faster.
  • Buff Red and Purple Pikmin-based down smashes deal more damage (13%/10% → 13.2%/10.8% (R), 15%/12% → 15.4%/12.6% (P)).
  • Nerf Clean Blue Pikmin-based down smash deals 1% less damage (12% → 11%).

Aerial attacks

  • Nerf Neutral aerial deals 4% less damage (12% → 8%).
  • Nerf Red, Yellow, Blue and Purple Pikmin-based forward aerials deal less damage (15% → 10.2% (R), 12% → 8.5% (Y), 13% → 8.5% (B), 14% → 11.9% (P)).
  • Buff White Pikmin-based forward aerial deals 3.8% more damage (5% → 6.8%).
  • Buff Forward and back aerials are faster.
  • Nerf Up aerial deals less damage (24% → 10.8% (R), 16% → 9% (Y), 22% → 9% (B), 9% → 7.2% (W), 22% → 12.6% (P)).
  • Buff Up aerial now consists of a single hit, which makes it useful for juggling and a viable KOing option.
  • Nerf Sweetspotted Red, Yellow, Blue and Purple Pikmin-based down aerials deal less damage (16% → 10.8% (R), 12% → 9% (Y), 13% → 9% (B), 13% → 12.6% (P)).
  • Buff Down aerial is much faster.
  • Nerf Down aerial's sweetspot is harder to land.

Throws/other attacks

  • Buff White Pikmin-based throws deal more damage (6% → 7% (forward), 7% → 9% (back), 6% → 8% (up), 6% → 7.8% (down)).
  • Nerf Red and Blue Pikmin-based forward throws deal less damage (6% → 5.6% (R), 13% → 11.2% (B)).
  • Buff Red and Blue Pikmin-based back throws deal more damage (7% → 7.2% (R), 14% → 14.4% (B)).
  • Nerf Back throw has weaker knockback, as it now only KOs at very high percents, even when using Blue Pikmin.
  • Nerf Red, Yellow and Purple Pikmin-based up throws deal less damage (9% → 6.4% (R), 11% → 8% (YP)).
  • Buff Blue Pikmin-based up throw deals 0.8% more damage (12% → 12.8%).
  • Change Up throw has decreased knockback, especially when using Purple Pikmin. While this weakens its KO potential, it makes it more useful for combos.
  • Nerf Red Pikmin-based down throw deals 2.4% less damage (9% → 6.6%).
  • Buff Blue and Purple Pikmin-based down throws deal more damage (12% → 12.2% (B), 8% → 8.4% (P)).

Special moves

  • Change Pikmin Throw propels Pikmin much farther. While this improves the move's zoning ability, it also makes the Pikmin easier to throw off the stage.
  • Buff Olimar has a new up special, Winged Pikmin. It is a controllable, flight-based move which Olimar can attack out of, similar to Pit's Wings of Icarus in Brawl, and covers much more distance than Pikmin Chain.
  • Nerf Winged Pikmin is significantly less effective if Olimar has more Pikmin, which may require him to sacrifice them to prevent himself from being KO'd or self-destructing. Its overall effectiveness worsens if it is used consecutively. The loss of Pikmin Chain also removes Olimar's only tether.
  • Nerf Pikmin Order grants Olimar fewer super armor frames.
  • Buff End of Day's final explosion has a larger hitbox.
  • Nerf End of Day's power has been reduced.
  • Buff Hocotate Ship's descent during End of Day can be aimed like a Warp Star, making it possible to hit a target that is not at center stage.

Version exclusives

  • Change Super Smash Bros. for Nintendo 3DSPikmin have more limited cosmetics, as their leaves do not turn into buds or flowers. Also, their idle animations are all synchronized.
  • Change Super Smash Bros. for Nintendo 3DSOn rare occasions, two or three Pikmin may stand in the same spot in Olimar's line-up, leading to bizarre results. This can also make it difficult to tell which Pikmin will be used next.
  • Buff Super Smash Bros. for Wii UThrown Pikmin can carry items to Olimar.[1] Despite being exclusive to this version, his alt. trophy in the Super Smash Bros. for Nintendo 3DS version still makes mention of this feature.

Update history

Olimar received a mix of buffs and nerfs. In update 1.0.4, Pikmin Pluck can no longer be edge-cancelled and the Red, Yellow, and Blue Pikmin deal slightly less damage when they latch onto opponents. To compensate for this, White Pikmin deal more damage when latched on and the latch time for all Pikmin was increased. Olimar also slightly benefits from the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1, as a latched Pikmin is noticeably better at dealing with a shielding opponent.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff The Pikmin's safespot distance from Olimar has decreased (5 → 4), making them follow Olimar sooner.
    • Nerf However, there is also a shorter distance between the Pikmin's own safespots (5 → 4).
  • Buff All Pikmin except purple Pikmin run faster (40 → 60 (overall run speed), 2.4 (red/yellow/blue)/3 (white) → 3 (R/Y/B)/4 (W).
  • Buff Pikmin have increased follow distance (18 → 23) if they have to change direction.
  • Buff Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).
  • Buff Neutral, forward, and back aerials have less landing lag (17 frames → 15).
  • Nerf Pikmin Pluck can no longer be edge-canceled.
  • Nerf Red, Yellow and Blue Pikmin latched onto opponents deal less damage (1.3% → 1.1%).
  • Buff White Pikmin latched onto opponents deal more damage (2.6% → 3.7%).
  • Nerf Purple Pikmin throw deal less damage (6.5% → 6%).
  • Buff Pikmin Throw's additional latch time has been increased (200 frames → 300).


Super Smash Bros. 4 1.0.6

  • Bug fix Fixed a glitch where reflecting Order Tackle would give the Pikmin a permanent power boost.

Super Smash Bros. 4 1.0.8

  • Bug fix Fixed a glitch where Pikmin Order no longer reverses from ledge grabs.

Moveset

  Name Damage Description
Neutral attack   3% (early, clean arm), 4% (clean fist) The first two alternating punches of the Rocket Fist ability from Pikmin 2. Aside from being very quick, its knockback enables it to act as psuedo-jab cancel at lower percents, thus allowing it to act as a set-up for a grab, or act as a tech-chase at higher percents. Performing it repeatedly will cause Olimar to slightly move forward.
3% (arm), 4% (fist)
Forward tilt   11% The powerful, wind-up punch of the Rocket Fist ability from Pikmin 2. His slowest attack, coming out on frame 15. Good KO potential, KOing Bowser at 130% near the ledge of Final Destination. It is Olimar's only KOing option when he does not have any Pikmin.
Up tilt   0.6% (hits 1-6), 4% (hit 7) A hopping twirl.
Down tilt   6% A crouching headbutt. Due to its low knockback, it can combo into itself, his smash attacks, his up tilt, and his aerials depending on the opponent's DI.
Dash attack   7% (hit 1), 4% (hit 2) A cartwheel.
Forward smash   R:17.4% (clean), 12% (mid), 7.2% (late)
YB: 14.5% (clean), 10% (mid), 6% (late)
W: 11.6% (clean), 8% (mid), 4.8% (late)
P: 20.3% (clean), 14% (mid), 8.4% (late)
Points forward and commands a Pikmin to perform a leaping, twisting tackle. The second fastest forward smash in the game, coming out on frame 11. Very powerful with the purple Pikmin, KOing Bowser at 40% near the ledge of Final Destination. Has a slight chance to trip opponents.
Up smash   R: 15.6% (clean near), 12% (clean far), 13.2% (late)
YB: 13% (clean near), 10% (clean far), 11% (late)
W: 10.4% (clean near), 8% (clean far), 8.8% (late)
P: 18.2% (clean near), 14% (clean far), 15.4% (late)
Points upward and commands a Pikmin to perform a jumping, twisting tackle. Very powerful with the purple Pikmin, KOing King Dedede at 70%.
Down smash   R: 13.2% (clean), 10.8% (late)
YB: 11% (clean), 9% (late)
W: 8.8% (clean), 7.2% (late)
P: 15.4% (clean), 12.6% (late)
Crouches slightly, points to both of his sides and commands two Pikmin dash out to either side. If the opponent is close enough to Olimar, both Pikmin can hit the opponent, which when done with two purples, can do a maximum of 43%, KOing Bowser at 60% at the ledge of Final Destination. Has a slight chance to trip opponents. Very quick and has little ending lag.
Neutral aerial   1.5% (hits 1-4), 2% (hit 5) A hopping twirl that is identical to his up tilt.
Forward aerial   10.2% (R), 8.5% (YB), 6.8% (W), 11.9% (P) Swings a Pikmin forward while holding its stem.
Back aerial   12.96% (R), 10.8% (YB), 8.64% (W), 15.12% (P) Swings a Pikmin backward while holding its stem.
Up aerial   10.8% (R), 9% (YB), 7.2% (W), 12.6% (P) Twirls a Pikmin upward while holding its stem. Has a noticeable amount of landing lag.
Down aerial   10.8% (R), 9% (YB), 7.2% (W), 12.6% (P) Swings a Pikmin downward while holding its stem. Has a meteor sweetspot near the stem of the Pikmin.
Grab   Sends a Pikmin forth to grab opponents. White Pikmin have the longest reach while Purple Pikmin have the shortest.
Pummel   2% (RYBP), 4% (W) The Pikmin strikes the opponent with the top of its stem. When used with White Pikmin, its damage output is tied with Shulk's Buster-boosted pummel for the most damaging pummel in the game.
Forward throw   5.6% (R), 7% (YWP), 11.2% (B) The Pikmin shoves the opponent away.
Back throw   7.2% (R), 9% (YWP), 14.4% (B) The Pikmin swings the opponent backward.
Up throw   6.4% (R), 8% (YWP), 12.8% (B) The Pikmin jumps up and then slams into the opponent head-first. One of the strongest up throws in the game when used with Blue Pikmin.
Down throw   R: 1% (hit 1), 5.6% (throw)
Y: 1% (hit 1), 7% (throw)
B: 1% (hit 1), 11.2% (throw)
W: 0.8% (hit 1), 7% (throw)
P: 1.4% (hit 1), 7% (throw)
The Pikmin slams the opponent into the ground. A very reliable combo starter.
Floor attack (front)   7%
Floor attack (back)   7%
Floor attack (trip)   5%
Edge attack   7%
Neutral special Default Pikmin Pluck Plucks a Pikmin. It cannot be used in midair and has ending lag if it is attempted.
Custom 1 Hardy Pikmin Pluck Pikmin take much longer to pluck, but have much more health and knockback resistance.
Custom 2 Explosive Pluck 8% (RYB), 5% (W), 10% (P) Plucking is slower and the Pikmin have less health, but each pluck causes an explosion.
Side special Default Pikmin Throw 7.8% (thrown R), 6.5% (thrown YB), 5.2% (thrown W), 6.5% (P), 1.1% (latched RYB), 3.7% (latched W) Throws a Pikmin, which latches onto opponents and damages them before falling off after a certain time or due to flinching. If the target cannot be latched onto, it simply deals damage. Purple Pikmin also simply tackle opponents due to their inability to latch onto anything.
Custom 1 Sticky Pikmin Throw 7.8% (thrown R), 6.5% (thrown YB), 5.2% (thrown W), 9.1% (P), 1% (latched RYB), 2% (latched W) Thrown Pikmin deal less damage per hit, but hit faster and remain latched on longer, dealing more damage overall. However, the distance Pikmin are thrown is considerably shorter.
Custom 2 Tackle Pikmin Throw 5% (RYB), 3% (W), 8% (P) All Pikmin act like Purple Pikmin and tackle opponents instead of latching onto them.
Up special Default Winged Pikmin Two Winged Pikmin carry Olimar around. Having more Pikmin, or using the move consecutively, reduces their effectiveness. Attacking will put Olimar in helplessness.
Custom 1 Winged Pikmin Jump Functions as a more traditional recovery, as it removes the maneuverability in order to lift Olimar upward a certain distance before falling. It also pushes close opponents away.
Custom 2 Mighty Winged Pikmin The distance traveled does not depend on Pikmin carried, but the total distance traveled is reduced regardless of the amount of Pikmin in tow.
Down special Default Pikmin Order Whistles to recall Pikmin, sort them and change which one is first in line. It also has utility in that it grants Olimar super armor, which can enable him to resist being launched.
Custom 1 Order Tackle 3% (RYB), 2% (W), 5% (P) Pikmin recalled deal damage.
Custom 2 Dizzy Whistle 0.1% (hit 1), 1% (hit 2) Reverses opponents in the whistle effect.
Final Smash End of Day 10% (launch), 10% (ascent), 10% (descent), 12%/10% (explosion) Jumps into his Hocotate Ship and launches into space, causing all nearby opponents to be buried. While the ship has left the stage, Bulborbs viciously assault opponents, inflicting rapid damage. The Hocotate Ship finally crashes back down to the ground, dealing a staggering amount of knockback and damage to anyone caught in the explosion.

On-screen appearance

  • Exits the Hocotate Ship, plucks three Pikmin and then the Hocotate Ship disappears in a puff of smoke.
OlimarOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Joyfully jumps in place three times. This taunt is similar to the Ice Climbers' up taunt and unlike in Brawl, it is accompanied by a sound effect.
  • Side taunt: Lays down on the ground, rolls around as if basking in nature and then gets up. This taunt is similar to Pikachu's down taunt and unlike in Brawl, it is accompanied by a sound effect.
  • Down taunt: Swings his hips. Unlike in Brawl, it is accompanied by a sound effect.
Up taunt Side taunt Down taunt
Olimar's up taunt in Smash 4 Olimar's side taunt in Smash 4 Olimar's down taunt in Smash 4

Idle poses

  • Rubs his helmet with both hands.
  • Moves his arms back and forward in a basic limber exercise.
Olimar's first idle pose in Super Smash Bros. for Wii U. Olimar's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

Olimar English Japanese
Cheer
Description Olimar! Olimar! Olimar! Pik-min! Ol-i-mar!
Pitch Group chant Group chant
Alph English Japanese
Cheer
Description Alph! Alph! Alph! Pik-min! Al-ph!
Pitch Group chant Group chant

Victory poses

A small remixed excerpt of the Pikmin title screen on the GameCube with the same wildlife sound effects and instruments.
  • Plucks a White, Blue and Purple Pikmin. The White Pikmin and Blue Pikmin bounce off his head, and then the Purple Pikmin squashes Olimar 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.
  • Moves his arms up and down while a Yellow Pikmin sits on the ground and the Red Pikmin looks around.
  • Sways in place while the Red, Yellow, and Blue Pikmin run around him in a circle.
OlimarPose1WiiU.gif OlimarPose2WiiU.gif OlimarPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Olimar's stock icon in Super Smash Bros. for Wii U. Olimar 1112 1311 1312 1212 2112
2212 2211 2312 2131 3312

Notable players

Trophies

Olimar
Ntsc A veteran spaceship pilot for Hocotate Freight, Captain Olimar partners with Pikmin in Smash Bros. to help him in battle. Olimar is much stronger when he's got Pikmin with him, so keep them plucked and good to go. Pikmin abilities are based on their color—learn what each is best at!
Pal Captain Olimar, veteran Hocotate Freight astronaut, joins forces with Pikmin again in this game to take on the world. Olimar isn't much of an attacker without Pikmin by his side, so you should always keep some ready. Pikmin have different abilities depending on their colour, so learn how they work to use them effectively!
GameCube: Pikmin (12/2001)
GameCube: Pikmin 2 (08/2004)
Olimar (Alt.)
Ntsc Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, though! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them in their tracks!
Pal Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, but still! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them. Just don't forget to replace your Pikmin when they're gone!
GameCube: Pikmin (12/2001)
GameCube: Pikmin 2 (08/2004)
End of Day
Ntsc On the planet Olimar is investigating, the native creatures become extra violent at night, forcing him to retreat to orbit every evening. His Final Smash works the same way: night falls and Olimar takes to the sky, leaving his foes to the mercy of the wildlife below. Olimar returns when dawn breaks and you can adjust his less-than-safe landing!
Pal On the planet of the Pikmin, the native creatures get quite violent come nightfall, so Olimar retreats into orbit every evening. That's how his Final Smash works, too: Olimar takes off in his trusty Dolphin[sic], then in comes the beasties to take care of the other fighters. When Olimar returns, make sure he touches down, er...safely!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Instead of color swaps, half of Olimar's alternate costumes consist of Alph, one of the three playable characters from Pikmin 3.

Olimar Palette (SSB4).png
Olimar's stock icon in Super Smash Bros. for Wii U. OlimarHeadRedSSB4-U.png OlimarHeadGreenSSB4-U.png OlimarHeadBlueSSB4-U.png OlimarHeadAlphSSB4-U.png OlimarHeadAlphGreenSSB4-U.png OlimarHeadAlphPinkSSB4-U.png OlimarHeadAlphRedSSB4-U.png

Gallery

Trivia

  • Because Olimar's placement in All-Star Mode is based on his own debut rather than that of Alph (whose debut in Pikmin 3 came twelve years after Olimar's debut in Pikmin), Alph will be misplaced chronologically during All-Star Mode if he appears in Olimar's place. The same applies to Bowser Jr. and the Koopalings.
  • Olimar's All-Star trophy in Super Smash Bros. for Nintendo 3DS is highly similar to his Brawl artwork.
  • Olimar is the only character who does not use his official alt. trophy when he is faced in rounds 4-5 in Classic Mode in Super Smash Bros. for Wii U. Instead, he uses Alph's trophy.
  • In Pikmin 3, Alph does not ride the Hocotate Ship, but rather the S.S. Drake. In SSB4, he uses the Hocotate Ship for his on-screen appearance and Final Smash, regardless.
  • Olimar and Alph have different expressions when damaged. Olimar's eyes comically bulge out, something he commonly does in Pikmin 2, while Alph's eyes comically wince.
  • Olimar is the only character to have only one special move in his default moveset that deals damage.
    • He is also the only character to have a special move (in this case, Winged Pikmin) where none of its custom variants deal any damage.
  • In the European version of the End of Day trophy, it mistakenly says that Olimar/Alph uses the Dolphin, while they actually use the Hocotate Ship in the Final Smash.

References