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Olimar (SSB4)

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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 C (27)
Olimar's stock icon in Super Smash Bros. for Wii U.

Olimar (ピクミン&オリマー, Pikmin and Olimar) is a playable character in Super Smash Bros. 4. His return to the series was announced in a Director's Room Miiverse post on July 12th, 2013, which also commemorated Pikmin 3 being released in Japan on the following day.[1] Alph, one of the three leaders in Pikmin 3, was revealed as an alternate costume in a Director's Room Miiverse post on September 11, 2014.[2]

Olimar is currently ranked 27th out of 58 on the tier list, placing him in the upper portion of the C tier. This is a significant drop from his top-tier placement in Super Smash Bros. Brawl, where he was ranked 3rd out of 38. As in Brawl, Olimar's Pikmin possess an impressive level of utility: they grant him respectable KO and damage racking potentials, as Olimar can use them to deal direct and/or indirect damage via his standard moves, and by having the Pikmin latch onto opponents via Pikmin Throw, respectively.

In addition, the Pikmin grant him a potent grab game, as they make each of his grabs disjointed, and allow him to easily start combos with his down throw. Lastly, Winged Pikmin function as a maneuverable, flight-based recovery that can be used regardless of whether or not Olimar has Pikmin,[3] which makes them vastly superior to Pikmin Chain's tether-based recovery.

However, Olimar's active Pikmin count has now been halved from six to three, which severely weakens the camping strategies he relied on in Brawl. The Pikmin themselves have also been weakened in a few, yet noticeable ways: Red, Yellow, Blue, and Purple Pikmin have lower hit points (which is further compounded by them and White Pikmin dying faster while separated from Olimar), the damage outputs of all types of Pikmin have decreased, and they all suffer from somewhat flawed artificial intelligence.

In comparison, Olimar retains his slow overall mobility; his aerial mobility is particularly problematic, as it renders him susceptible to juggling in spite of his light weight. By extension, his offense is still burdened by slow attack speed and an over-reliance on Pikmin.

Overall, Olimar has achieved impressive results at all levels of competitive play, even in spite of his retained and newfound weaknesses.

Attributes

Olimar is a lightweight with overall slow mobility. However, his air acceleration and traction are both above average, while his jump and double jump are both average. Olimar's playstyle is almost identical to how it was in Brawl: he has retained the overwhelming majority of his moveset and animations, yet some moves have been slightly modified. Much like in his home series, Olimar's extremely meager offensive prowess forces him to 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 possesses arguably one of the most unique playstyles in the game, thanks to Pikmin functioning as both projectiles and separate characters, much like how Luma functions alongside Rosalina.

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 largely disjointed grabs by running out to grab opponents at any time, they can carry various items back to Olimar as they run back to him much like in their home series, and they can also help with camping or hindering approaches. Additionally, each type of Pikmin provides unique and useful effects. Olimar's special moves are also heavily dependent on Pikmin, but they are all beneficial nonetheless. Pikmin Throw enables him to hinder approaches or, with a Purple Pikmin, even stop them outright if they are not shielded. Pikmin Order reorganizes his Pikmin for the proper situation at hand, and thanks to it granting super armor, it can even allow Olimar to briefly tank an attack in spite of his light weight. Lastly, Winged Pikmin provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to other lightweights, yet also allow him to attack while they are carrying him.

With all things considered, Olimar has one of the most damaging playstyles among the cast, as he is able to KO nearly any character 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 rack up 10%-30% in a matter of seconds, forcing opponents to carefully calculate their approach. Olimar can also have up to three Pikmin at a time in his lineup, which, despite its aforementioned halving since Brawl, can be hard for an opponent to keep track of, especially with each color boasting unique attributes. Despite being a lightweight, his smash attacks are fairly fast and very powerful, especially while using Purple and Red Pikmin. Olimar's largely disjointed grab range also enables him to disrupt the movements of quick characters or roll spammers, and when coupled with his above average traction, grants him an excellent shield grab. Olimar's air game is also quite powerful: up aerial is able to easily juggle or even KO outright near the upper blast line, forward aerial is useful for approaching and edge-guarding, back aerial can KO outright and is also useful for edge-guarding, and down aerial is able to meteor smash. However, Pikmin can also double as a drawback: due to being treated as projectiles, they can be reflected, which can sometimes hinder Olimar's offense against characters with moves of this sort.

However, Olimar does have noticeable flaws. One of Olimar's greatest weaknesses is that he struggles against fast characters, such as Sonic and Captain Falcon. As Olimar is a slow character, they can easily catch up and punish him if he tries to retreat to pluck more Pikmin. Due to all but White Pikmin having less hit points than in Brawl, they are also susceptible to dying faster. Olimar also has poor aerial mobility, as his slow air and falling speeds make him easy to juggle and, when coupled with his light weight, to KO. This is further compounded by all his Pikmin-based aerials being crippled with low priority, which makes it extremely difficult for Olimar to combat edge-guarders. Another severe flaw he has is his over-reliance on Pikmin, much like in his home series. Without any Pikmin, Olimar's smash attacks, up, down, back, and forward aerials, grabs and side special will simply do nothing, which significantly harms his neutral game because of them being his most effective attacks. This also leaves Olimar with a total of six attacks that deal damage: his neutral attack, tilt attacks, dash attack, and neutral aerial, with his forward tilt being the only attack out of these that actually has KO potential. Due to this, it is crucial that Olimar has at least one Pikmin with him at all times.

Olimar has a few beneficial custom moves. Hardy Pikmin Pluck makes all types of Pikmin more durable at the cost of being plucked slower. Sticky Pikmin Throw has each Pikmin deal less damage and cover less distance when thrown, but they stay latched on for much longer and deal damage at a faster rate. True to its name, Tackle Pikmin Throw makes Red, Yellow, Blue, and White Pikmin function like Purple Pikmin by tackling opponents instead of latching onto them. Mighty Winged Pikmin have reduced total travel distance, but the distance is not affected by the amount of Pikmin that Olimar is carrying. Lastly, Order Tackle has all latched on Pikmin deal damage upon being recalled, which gives 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 traits buffed, mostly in regard to his damage output. 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. His recovery has also 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, ImHip, Angbad, Myran, and Logic have shown that, as in Brawl, he is still a very capable character who retains a very high learning curve.[4]

Changes from Brawl

Olimar has been nerfed in the transition from Brawl to SSB4, with the most glaring nerf being the halving of his Pikmin count from six to three. As a result, this hinders his general damage output, as well as his camping potential. However, he also received a few buffs: Winged Pikmin largely outclass Pikmin Chain thanks to being a much more versatile recovery, while his smash attacks using the purple Pikmin have become even more potent. Although his damage output has been, Olimar has nevertheless retained most of the options he had in Brawl. However, Olimar's buffs do not nearly compensate for his most noticeable nerfs, which has led to him to be considered one of the characters to have been truly nerfed in the initial transition from Brawl, alongside King Dedede, Meta Knight, Falco, Marth, and Jigglypuff. As a result, Olimar is still a viable character, albeit not to the degree as in Brawl.

Aesthetics

  • Change Olimar's design is now a combination of his appearances in Pikmin 3 and Super Smash Bros. Brawl. His slightly smaller nose, helmet's whistle and gray collar, gloves' gray trim, and space suit's red and blue connectors are from Pikmin 3, whereas his space suit's rivets and three connectors are from Brawl. The aesthetic used in SSB4 has also resulted in Olimar's space suit being sleeker, and his boots' red trim, life support system's orange stripe, gloves, and Hocotate Freight patches being more vibrant.
  • Change All taunts have updated sound effects.
  • Change The Pikmin's proportions are now significantly more in line with their appearances in Pikmin 3.
  • Change Super Smash Bros. for Nintendo 3DSPikmin now have more limited cosmetics, as their leaves do not turn into buds or flowers. Additionally, if two or three Pikmin stand in the same spot in Olimar's lineup, it can produce odd results and make it difficult to tell which Pikmin will be used next. Lastly, their idle animations are all synchronized, presumably to avoid any unnecessary hardware strain.
  • Buff The Pikmin at the head of the line now has a player-colored arrowhead above it. This allows the player to better visualize which Pikmin will be used next.

Attributes

  • Change Olimar is lighter (82 → 79). This makes him less susceptible to combos, but hinders his endurance.
  • Buff Olimar dashes faster (1.4 → 1.47).
  • Change Olimar falls faster (1.3 → 1.35). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.
  • Buff Air dodge has decreased start-up lag (frame 4 → 3).
  • Nerf Rolls, sidestep, and air dodge have decreased intangibility frames (frames 4-19 → 4-16 (rolls), frames 3-20 → 3-17 (sidestep), frames 4-29 → 3-27 (air dodge)).
  • Nerf Red, Yellow, Blue, and Purple Pikmin have decreased hit points (9 HP → 8 (RY), 14 HP → 11 (B), 15 HP → 13 (P)). Pikmin separated from Olimar also die faster.
  • Buff White Pikmin have increased hit points (4 HP → 7).
  • Nerf The maximum Pikmin count has been halved (6 → 3).[3]
  • Nerf Pikmin have somewhat flawed artificial intelligence, and thus sometimes fly out of line if the player moves Olimar too quickly. This sometimes prevents combos from being performed effectively, as Olimar could potentially have no Pikmin in tow to perform attacks. However, this is considerably less prevalent in the Super Smash Bros. for Wii U version, as their flawed AI only occurs at edges.
  • Change Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on terrain.[3] This means Olimar no longer has to depend on certain types of terrain in order to pluck certain Pikmin. However, this also makes it significantly less frequent to have two or more of the same type of Pikmin at once.

Ground attacks

  • Nerf Olimar has a new neutral attack, the Rocket Fist's one-two combo.[5] Compared to the previous neutral attack, it deals less damage (15% → 6%-8%) and has a shorter duration (frames 4-7 (hit 1)/frames 8-10 (antenna)/frames 4-6 (hit 2) → frame 4 (hit 1)/frame 5 (hit 1 late)/frames 4-5 (hit 2)). Unlike the previous neutral attack, it lacks a hitbox on Olimar's antenna.[5]
  • Buff Neutral attack has more range compared to the previous neutral attack.
  • Buff Olimar has a new forward tilt, the Rocket Fist's wind-up punch.[5] Compared to the previous forward tilt, it deals 5% more damage (6% → 11%), making it better for spacing and capable of KOing. It also has less ending lag (frame 38 → 36).
  • Nerf Forward tilt has more start-up lag (frame 9 → 15) and a shorter duration (frames 9-18 → 15-17) compared to the previous forward tilt.
  • Nerf Due to consisting of seven hits instead of eight, up tilt deals 3.4% less damage (11% → 7.6%). It also has increased ending lag (frame 40 → 44).
  • Buff The weakening of SDI makes up tilt significantly more difficult to escape from.
  • Buff Down tilt's antenna hitbox has been removed, which decreases its overall damage output by 2% (8% → 6%). However, its knockback was compensated.[5] These changes improve its combo potential.
  • Nerf Dash attack has a shorter duration (frames 8-14 (hit 1)/frames 10-14 (hit 2) → 8-10/11-14) and increased ending lag (frame 35 → 38).
  • Buff White Pikmin-based smash attacks deal more damage (9% (clean)/6% (mid)/3% (late) → 11.6%/8%/4.8% (forward), 9% (clean near)/7% (clean far)/5% (late) → 10.4%/8%/8.8% (up), 6% (clean)/4% (late) → 8.8%/7.2% (down)).
  • Nerf Forward smash has decreased knockback, slightly hindering its KO potential.
  • Buff Forward smash has increased horizontal range.[5] When used on an upward slope, Pikmin now fly parallel to the slope instead of directly into it.[5]
  • Change Forward smash no longer makes Pikmin fly off-stage.[5] This conserves Pikmin, but removes its gimping potential.
  • 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 The 19% damage increase to shields and the increase to shieldstun significantly improve all Purple Pikmin-based smash attacks' shield pressuring potentials.
  • Nerf Up smash has increased start-up lag (frame 8 → 12) and decreased vertical range.
  • Buff Up and down smashes are faster.
  • Buff Clean near and late Red Pikmin-based up smash deals more damage (15% (clean near)/12% (late) → 15.6%/13.2%).
  • Nerf Clean near Yellow Pikmin-based up smash deals 1% less damage (14% → 13%).
  • Nerf Clean near and clean far Blue Pikmin-based up smash deals less damage (15% (clean near)/13% (clean far) → 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% (clean near)/13% (clean far)/13% (late) → 18.2%/14%/15.4%).
  • Buff Red and Purple Pikmin-based down smashes also deal more damage (13% (clean)/10% (late) → 13.2%/10.8% (R), 15% (clean)/12% (late) → 15.4%/12.6% (P)).
  • Nerf Clean Blue Pikmin-based down smash deals 1% less damage (12% → 11%).

Aerial attacks

  • Nerf Due to consisting of five hits instead of six, neutral aerial deals 4% less damage (12% → 8%).
  • Buff The weakening of SDI makes neutral aerial significantly more difficult to escape from.
  • 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 1.8% more damage (5% → 6.8%).
  • Change Up aerial now consists one hit, instead of seven. This significantly improves its KO and juggling potential, but decreases its damage (24% → 10.8% (R), 16% → 9% (Y), 22% → 9% (B), 9% → 7.2% (W), 22% → 12.6% (P)).
  • 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)).
  • Nerf Down aerial's sweetspot is more difficult to land.

Throws/other attacks

  • Buff All grabs have decreased start-up lag (frame 11 → 10).
  • Nerf All grabs have shorter durations (frames 11-25 → 10-19). Standing and dash grabs also have increased ending lag (frame 30 → 50 (standing), frame 40 → 53 (dash)).
  • Nerf Red and Blue Pikmin-based forward throws deal less damage (6% → 5.6% (R), 13% → 11.2% (B)).
  • Buff White Pikmin-based forward throw deals 1% more damage (6% → 7%).
  • Nerf Back and up throws have decreased knockback, hindering Blue Pikmin-based back and up throws' KO potentials.
  • Buff Red, Blue, and White Pikmin-based back throws deal more damage (7% → 7.2% (R), 14% → 14.4% (B), 6% → 9% (W)).
  • Nerf Red, Yellow, and Purple Pikmin-based up throws deal less damage (9% → 6.4% (R), 11% → 8% (YP)).
  • Buff Blue and White Pikmin-based up throws deal more damage (12% → 12.8% (B), 6% → 8% (W)).
  • Buff The changes to hitstun canceling improve down throw's combo potential.
  • Buff Red Pikmin-based down throw deals 2.4% less damage (9% → 6.6%), significantly improving its combo potential at low to high percents.
  • Nerf Blue, White, and Purple Pikmin-based down throws deal more damage (12% → 12.2% (B), 6% → 7.8% (W), 8% → 8.4% (P)), hindering their combo potentials at high percents.
  • Nerf Olimar has a new edge attack, a punch from the Pikmin series. Compared to the previous edge attack, it deals less damage (8%/10% → 7%).

Special moves

  • Buff Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge,[5] significantly improving its reliability.
  • Change Pikmin Pluck has updated sound effects.
  • Change Pikmin Throw has increased range. This improves its zoning potential, but makes Pikmin more susceptible to being thrown off-stage.
  • Buff Pikmin Throw can now enable Pikmin to latch onto a Smash Ball and Super Smash Bros. for Wii Ucarry items to Olimar.[6] Despite the latter feature's exclusivity, his alt. trophy in the Super Smash Bros. for Nintendo 3DS version still mentions it.
  • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve Pikmin Throw's shield pressuring potential.
  • Buff Olimar has a new up special, Winged Pikmin. Unlike Pikmin Chain, Winged Pikmin are a maneuverable, flight-based recovery that cover significantly more distance and allow Olimar to attack while they are carrying him, similarly to Wings of Icarus.[3] They can also be used regardless of whether or not Olimar has Pikmin.[3] These traits make them much safer and much more versatile.
  • Nerf Unlike Pikmin Chain, Winged Pikmin do not deal damage, are not a tether, and cover overall less distance if they are used consecutively.
  • Change Compared to Pikmin Chain, Winged Pikmin are more effective when he has less Pikmin, and less effective when he has more Pikmin.[3]
  • Nerf Pikmin Order has decreased super armor frames (14 frames → 7), significantly hindering its safety.
  • Change Pikmin Order's animation has slightly changed. Olimar's hand no longer goes through his helmet when he whistles.
  • Nerf End of Day deals less damage (15% → 10% (ascent), 43% → 15% (Red Bulborbs), 15%/20% → 12%/10% (explosion)). The Hocotate Ship also has decreased knockback, significantly hindering its KO potential.
  • Buff The Hocotate Ship can be maneuvered during its descent, similarly to a Warp Star. Its explosion also has a larger hitbox.

Update history

Olimar has received a mix of buffs and nerfs from game updates. Update 1.0.4 made Pikmin Pluck unable to be edge-canceled and decreased the amount of damage that Red, Yellow, and Blue Pikmin deal when they latch onto opponents. To compensate for this, White Pikmin deal more damage when latched on, and the latch time for Red, Yellow, Blue, and White Pikmin was increased.

However, Olimar also significantly benefits from the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1. This is thanks to latched Pikmin becoming better at damaging an opponent's shield, while the low ending lag on his smash attacks makes them even less punishable on shield, thanks to the increased shieldstun. As a result, Olimar is slightly better than he was during SSB4's initial release.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Neutral, forward, and back aerials' landing lag decreased: 17 frames → 15.
  • 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 edge grabs.

Moveset

  • 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.
  • Each Pikmin has respective multipliers that are applied to the damage output and knockback values of each Pikmin-based move:
    • R: Red Pikmin — 1.2× (attacks)/0.8× (throws)
    • Y: Yellow Pikmin — 1× (attacks and throws)
    • B: Blue Pikmin — 1× (attacks)/1.6× (throws)
    • W: White Pikmin — 0.8× (attacks)/1× (throws)
    • P: Purple Pikmin — 1.4× (attacks)/1× (throws)


  Name Damage Description
Neutral attack   3% (arm), 4% (fist) The Rocket Fist's one-two combo. Its very quick speed and average knockback growth enable it to act as pseudo-jab cancel. It can be followed up with a grab at low percents, and Pikmin Throw or a dash grab at medium percents. It can also start a tech-chase at high percents. Performing it repeatedly will also slightly move Olimar forward.
3% (arm), 4% (fist)
Forward tilt   11% The Rocket Fist's wind-up punch. It is powerful for a tilt attack, as it KOs middleweights at 143% while near the edge of Final Destination in Super Smash Bros. for Nintendo 3DS, and at 120% in Super Smash Bros. for Wii U. However, it is Olimar's only KOing option when he does not have any Pikmin. Due to it hitting on frame 15, it also has the highest amount of start-up lag out of his entire moveset.
Up tilt   0.6% (hits 1-6), 4% (hit 7) A jumping twirl. Its minimal start-up lag makes it a useful follow-up from down tilt, a SHFF'd neutral aerial, or down throw. It is also a decent anti-air attack.
Down tilt   6% A sliding headbutt. Due to it hitting on frame 6 and having very low base knockback, very high knockback growth, and minimal ending lag, it is a very useful combo starter. 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 option, as it is able combo into a string of up aerials from 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 a reasonable percent.
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 to command a Pikmin to leap forward and perform a corkscrew tackle. Due to it hitting on frame 11, it is the second fastest forward smash in the game. It is Olimar's second most damaging smash attack and boasts impressive power, as a clean Purple Pikmin-based forward smash KOs middleweights at 100% while near the edge of Final Destination in the 3DS version, and at 73% in the Wii U version. It also 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 to command a Pikmin to jump and perform a cartwheeling tackle. Like his other smash attacks, it has both decent start-up lag and impressive power, as a clean near Purple Pikmin-based up smash KOs middleweights at 112% on Final Destination in the 3DS version, and at 87% in the Wii U version. However, it has the highest amount of start-up and ending lag out of his smash attacks, and it only KOs reliably while at point-blank range.
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)
Squats slightly and points to both of his sides to command two Pikmin to perform dashing tackles. If the opponent is close enough to Olimar, both Pikmin can hit the opponent, which can deal a total of 43% when using two Purple Pikmin. It has the lowest amount of start-up lag out of his smash attacks when not using Purple Pikmin, has minimal ending lag, and has a chance to trip opponents. Due to being his least damaging smash attack, however, it has the lower KO potential compared to forward and up smash. A clean Purple Pikmin-based down smash KOs middleweights at 139% while near the edge of Final Destination in the 3DS version, and at 114% in the Wii U version.
Neutral aerial   1.5% (hits 1-4), 2% (hit 5) A jumping twirl. It has impressive combo potential at any percent, as it can combo into up and down tilts, smash attacks, or a grab. However, this only occurs if its last hit does not connect, which can be done when it is SHFF'd.
Forward aerial   R: 10.2%
YB: 8.5%
W: 6.8%
P: 11.9%
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 either approaching when SHFF'd and for edge-guarding. However, it has low priority.
Back aerial   R: 12.96%
YB: 10.8%
W: 8.64%
P: 15.12%
Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial and a viable KOing option. A Purple Pikmin-based back aerial KOs middleweights at 126% while near the edge of Final Destination in the 3DS version, and at 101% in the Wii U version. Due to it hitting on frame 10, however, it has the highest start-up lag out of his aerials. It also has low priority.
Up aerial   R: 10.8%
YB: 9%
W: 7.2%
P: 12.6%
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. A Purple Pikmin-based up aerial KOs middleweights at 114% while near the upper blast line of Final Destination in the 3DS version, and at 97% in the Wii U version. However, it has a noticeable amount of landing lag and low priority.
Down aerial   R: 10.8%
YB: 9%
W: 7.2%
P: 12.6%
Grabs a Pikmin by its stem and swings it downward. It is tied with up aerial as his second most damaging aerial. Its sweetspot is located near the Pikmin's stem and meteor smashes opponents. However, it has a noticeable amount of landing lag and low priority.
Grab   Points forward to command a Pikmin to grab the opponent. White Pikmin have the longest ranged grabs, whereas Purple Pikmin have the shortest ranged ones.
Pummel   RYBP: 2%
W: 4%
The Pikmin strikes the opponent with its stem. It has average speed, but 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   R: 5.6%
YWP: 7%
B: 11.2%
The Pikmin shoves the opponent away. It is Olimar's least useful throw, as its only utility consists of dealing damage.
Back throw   R: 7.2%
YWP: 9%
B: 14.4%
The Pikmin swings backward and performs a body slam. It deals the most damage out of all of Olimar's throws and launches at 45°, which make it fairly decent for setting up an edge-guard at high percents.
Up throw   R: 6.4%
YWP: 8%
B: 12.8%
The Pikmin jumps up, turns upside down, and performs a modified piledriver. Although its knockback has decreased since Brawl, it is still one of the strongest up throws in the game when using Blue Pikmin. A Blue Pikmin-based up throw KOs middleweights at 169% on Final Destination in the 3DS version, and at 146% in the Wii U version.
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 pins the opponent to the ground and then jumps to perform a downward battering ram. It is Olimar's best combo starter, especially with Red Pikmin. A Red Pikmin-based down throw can combo into neutral aerial from 0% to low percents, forward and reverse aerial rushed back aerials from 0% to high percents, and up aerial from low to high percents. One particularly notable combo is a Red Pikmin-based down throw followed by a Purple Pikmin-based back aerial, which is a true combo that KOs reliably while near the edge. Down throw can also combo into forward tilt and forward smash from 0% to low percents, albeit only against fast-fallers. Yellow, Blue, White, and Purple Pikmin can also perform these combos, but their aerial combos lose effectiveness past medium percents because of their throw-based damage multipliers being much higher than the Red Pikmin's.
Floor attack (front)   7% Punches in front of himself and then behind himself while getting up.
Floor attack (back)   7% Headbutts in front of himself and then behind himself while getting up.
Floor attack (trip)   5% Headbutts in front of himself and then spins around to perform a double footed back kick behind himself.
Edge attack   7% Throws a punch while climbing up.
Neutral special Default 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.
Custom 1 Hardy Pikmin Pluck Pikmin have much more hit points and knockback resistance, but take much longer to pluck.
Custom 2 Explosive Pluck RYB: 8%
W: 5%
P: 10%
Each pluck detonates an explosion, but Pikmin take longer to pluck and have less hit points.
Side special Default Pikmin Throw R: 7.8% (thrown)
YB: 6.5% (thrown)
W: 5.2% (thrown)
P: 6.5%
RYB: 1.1% (latched)
W: 3.7% (latched)
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. When undisturbed, Pikmin can stay latched on for a maximum of 6 seconds (360 frames) from 0%-49%, a maximum of 5 seconds (300 frames) from 50%-99%, a maximum of 4 seconds (240 frames) from 100%-149%, a maximum of 3.5 seconds (210 frames) from 150%-349%, and a maximum of 1 second (60 frames) from 350%-999%. If the target cannot be latched onto, the Pikmin simply deals damage. Due to the Purple Pikmin's inability to latch onto anything like in their home series, they will instead deal damage on contact.
Custom 1 Sticky Pikmin Throw R: 7.8% (thrown)
YB: 6.5% (thrown)
W: 5.2% (thrown)
P: 9.1%
RYB: 1% (latched)
W: 2% (latched)
Pikmin hit faster and remain latched on longer. However, the distance Pikmin are thrown is considerably shorter, and latched Pikmin deal less damage per hit.
Custom 2 Tackle Pikmin Throw RYB: 5%
W: 3%
P: 8%
All thrown Pikmin act like Purple Pikmin and tackle opponents instead of latching onto them. Red, Yellow, Blue, and White Pikmin deal less damage, but Purple Pikmin deal more damage.
Up special Default 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. Having no Pikmin in tow allows them to travel almost across the entirety of Final Destination, one Pikmin in tow allows them to travel over 80% of Final Destination, two Pikmin in tow allows them to travel slightly over 50% of Final Destination, and three Pikmin in tow allows them travel over less than 50% of Final Destination. 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 aerial.
Custom 1 Winged Pikmin Jump Functions like a traditional recovery by lacking the maneuverability in order to quickly lift Olimar upward a certain distance before falling. The Winged Pikmin also push away nearby opponents.
Custom 2 Mighty Winged Pikmin The distance traveled does not depend on Pikmin carried, but the Winged Pikmin follow a fixed distance regardless of the amount of Pikmin in tow.
Down special Default Pikmin Order Blows his whistle to recall Pikmin and/or sort out their order in the line. It also grants super armor on frames 6-12.
Custom 1 Order Tackle RYB: 3%
W: 2%
P: 5%
Pikmin recalled deal damage, but the whistle has a fair amount of ending lag.
Custom 2 Dizzy Whistle 0.1% (hit 1), 1% (hit 2) Deals damage and reverses opponents within the whistle's range, but has a noticeable amount of start-up lag.
Final Smash End of Day 10% (launch), 10% (ascent), 15% (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. Its KO potential has significantly worsened since Brawl, but it is still fairly strong, as its most damaging explosion is strong enough to KOs middleweights at 70% while near the edge of Final Destination in the 3DS version. Although its least damaging explosion deals slightly less damage, it has significantly less knockback. The Hocotate Ship can also be maneuvered during its descent, similarly to a Warp Star. However, it is actually possible for Olimar to inadvertently self-destruct if he descends towards the lower blast line.

On-screen appearance

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

Taunts

  • Up taunt: Joyfully jumps in place three times.
  • Side taunt: Lies down on the ground, rolls around as if basking in nature, and then gets up.
  • Down taunt: Swings his hips.
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 remixed excerpt of Pikmin's title screen theme.
  • 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.
  • Sways in place while a Red, Yellow, and Blue Pikmin walk 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

Active

Inactive

Tier placement and history

Like in Brawl, Olimar's placing in SSB4 was one of the most contentious among the cast. At first, players would deem his nerfs as being too harsh for him to even be assessed as a mid-tier character, with some even considering him to be a bottom-tier character. This perception would remain intact for several months until players soon started to demonstrate Olimar's retained strengths, with professionals like Dabuz, ImHip, Shuton, and Soulimar achieving good tournament results. As a result, Olimar was ranked 24th on the first tier list.

Despite this, Olimar's tournament representation and results have never been as bountiful as other characters'. To reflect this, he dropped 30th on the second tier list. After Dabuz and Shuton brought about improvements to Olimar's results, however, he rose to 27th on the third and current tier list. Although he is not as overwhelmingly effective as he was in Brawl, Olimar has nevertheless managed to remain a viable pick in competitive play.

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 alternate color schemes, half of Olimar's alternate costumes consist of Alph, one of the three leaders 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 instead of Alph's, whose debut in Pikmin 3 occurred 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 pose in his official artwork for Brawl.
  • 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.
  • Although Alph travels in the S.S. Drake in Pikmin 3, he instead travels in the Hocotate Ship for his on-screen appearance and Final Smash because of his status as an alternate costume.
  • Olimar and Alph have different expressions when they are hit. Olimar's eyes comically bulge out, which he commonly does in Pikmin 2 upon being surprised, whereas Alph winces.
  • 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 (Winged Pikmin in his case) that lacks any damage-dealing custom versions.
  • In the European version of End of Day's trophy, it mistakenly says that Olimar pilots the S.S. Dolphin during it. However, he actually pilots the Hocotate Ship during End of Day.

References