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
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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. 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

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

Olimar was significantly improved from his iteration in Super Smash Bros. 4. 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. 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 Super Smash Bros. 4 incarnation.

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.
  •   Olimar has a new sidestep animation.
  •   Olimar now hangs onto a ledge with one hand and his eyes now bulge outward rather than showing a neutral expression.

Attributes

  •   Like all characters, Olimar's jumpsquat animation now takes three frames to complete (down from 5).
  •   Olimar walks slightly faster (0.9 → 0.945).
  •   Olimar dashes faster (1.47 → 1.617).
  •   Olimar's initial dash speed is very slightly higher (1.6 → 1.606). Despite this, it is now much slower relative to the roster.
  •   Olimar's air speed is slightly higher (0.82 → 0.861).
  •   All Pikmin types have less HP.
    •   Red, Yellow: 8 → 6.
    •   Blue: 11 → 8.
    •   White: 7 → 5.
    •   Purple: 13 → 11.
  •   Pikmin can now be swallowed.
  •   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.

Ground attacks

  • Neutral attack:
    •   Neutral attack 1 has less ending lag (FAF 30 → 20).
      •   Its angles have been altered (361°/80° → 361°/180°) making it a more consistent jab locking tool but hindering its jab canceling potential.
  • Up tilt:
    •   Up tilt has less ending lag (FAF 45 → 39).
  • Forward smash:
    •   Forward smash deals more damage when using red or purple Pikmin.
      •   Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%
      •   Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%
    •   Forward smash has more ending lag (FAF 40 → 43).
    •   Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).
  • Up smash:
    •   Up smash deals more damage when using red or purple Pikmin with knockback scaling compensated.
      •   Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68
      •   Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68
    •   Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.
  • Down smash:
    •   Down smash deals more damage when using red or purple Pikmin.
      •   Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%
      •   Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%

Aerial attacks

  •   All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).
  •   All aerials involving Pikmin have Transcendent priority.
  •   All aerials that use Pikmin have more range.
  • Forward aerial:
    •   Forward aerial deals more damage when using red or purple Pikmin.
      •   Red: 10.2% → 11.9%
      •   Purple: 11.9% → 13.6%
  • Back aerial:
    •   Back aerial deals more damage when using red or purple Pikmin.
      •   Red: 12.9% → 15.1%
      •   Purple: 15.1% → 17.2%
  • Up aerial and down aerial:
    •   They deal more damage when using red or purple Pikmin.
      •   Red: 10.8% → 12.6%
      •   Purple: 12.6% → 14.4%
    •   They auto-cancel one frame later (frame 30 → 31).

Throws/other attacks

  • Grabs:
    •   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 more startup lag (frame 10 → 12).
    •   All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.
      •   Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).
      •   Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).
      •   Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).
  • Pummel:
    •   Pummel is 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.
  • Forward throw:
    •   Forward throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
      •   Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).
      •   Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).
      •   Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).
  • Back throw:
    •   Back throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
      •   Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).
      •   Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).
      •   Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).
    •   Back throw deals significantly more knockback when using blue Pikmin.
  • Up throw:
    •   Up throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
      •   Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).
      •   Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      •   Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).
    •   Up throw deals significantly more knockback when using blue Pikmin, being the strongest up throw in the game.
    •   Up throw has a more exaggerated animation.
  • Down throw:
    •   Down throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.
      •   Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).
      •   Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      •   White: 7.8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      •   Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      •   Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).
    •   Down throw sends opponents at a more horizontal angle, reducing its combo potential.

Special Moves

  • Pikmin Throw:
    •   Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).
    •   Purple Pikmin thrown deal less damage (6.5% → 6%).
    •   The removal of multiple player slot glitch and changes to jostle mechanics no longer crashes the game with Pikmin Throw.
    •   Opponents express when a Pikmin is latched onto them.
  • Winged Pikmin:
    •   The distance traveled is further reduced with consecutive use.
  • Pikmin Order:
    •   Pikmin Order has less ending lag (FAF 21 → 18).
    •   Pikmin Order's super armor starts earlier, but has the same duration (frames 6-12 → 2-7), this helps Olimar combo break more easily.
    •   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

For a majority of Ultimate's early metagame, Olimar has had a notorious reputation for being one of the most dominant characters in the game with many players going as far as calling him the absolute best character in the game with many great tools in his arsenal such as having an incredible grab game, terrifying damage output, powerful smash attacks with little ending lag and up smash having potential as a combo starter, powerful zoning tools, and the other buffs he received from Smash 4 which also rivals its counterpart in Brawl. This has been shown in his results with a majority of major tournaments having multiple Olimar players place high. Likely as a result, Olimar has been considerably nerfed through the game's lifespan. Although the changes he received have at times been unusual.

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 enlarged the size of Olimar's hurtbox, making him easier to hit, and increased the ending lag on his forward and up smashes. Further, the sweet spot on his forward smash also 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 worse than he was pre-patch. To what extent however is currently unknown.

  1.2.0

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

  2.0.0

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

  3.0.0

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

  3.1.0

  •   Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to shield poke him.
  •   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).
  •   Forward smash has more ending lag (FAF 40 → 43).
  •   Up smash has more ending lag (FAF 37 → 40).
  •   Winged Pikmin travels a significantly shorter distance with consecutive uses.
  •   Self-inflicting reflected Pikmin glitch fixed.

Moveset

 
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. This up smash is one of the best if not the single best up smash in the game, and is a strong contender for one of the best moves in the game as a whole.
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.
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

  • 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.
  • 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

  • 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.
  • 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.
  • 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

Notable players

Classic Mode: Planetary Explorer

 
Olimar's congratulations screen.

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, and Kirby and King Dedede will primarily target each-other.
4 Zero Suit Samus   Brinstar Brinstar (Melee)
5 Fox   and Falco   Corneria Corneria - Star Fox
6 Alph   Distant Planet Garden of Hope (Remix) When playing as Alph, the opponent is Olimar  .
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

 
Finding Olimar 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.

Fighter Battle

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

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Spirits

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

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
801 Charlie Pikmin series Alph (×3) ( , , ) 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
802 Brittany Pikmin series Alph   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)
1,188 Li'l Blue Nonono Puzzle Chalien Alph   1,600 Hanenbow •Hazard: Low Gravity •Gravity is reduced Electroplankton (Remix)

As an ally

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
821 Mockiwi Pikmin series •Giant Pac-Man  
•Ally: Olimar  
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

 
               

Gallery

Character Showcase Video

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.
  • 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.
  • Olimar, Peach, Zelda, Falco, and Dark Pit are the only fighters to appear as allies in spirit battles.
  • Olimar, Dr. Mario, Ivysaur, Greninja, Little Mac, Ryu, Cloud, Dark Samus, and Ken are the only characters to never appear as minions in any Spirit battles.