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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)]].''
:''This article is about Olimar's appearance in ''Super Smash Bros. 4''. For other uses, see [[Captain Olimar]] and [[Pikmin (species)]].''
{{Infobox Character
{{Infobox Character
|name = Olimar
|name = Olimar
|image = {{tabber|title1=Olimar|content1=[[File:Olimar SSB4.png|x250px]]|title2=Alph|content2=[[File:Alph SSB4 Render.png|x250px]]}}
|image = {{tabber|title1=Olimar|tab1=[[File:Olimar SSB4.png|x250px]]|title2=Alph|tab2=[[File:Alph SSB4 Render.png|x250px]]}}
|game = SSB4
|game = SSB4
|ssbgame1 = SSBB
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|ranking = 21
|ranking = 21
}}
}}
'''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. 4]]''. His reappearance to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on July 12, 2013, which also commemorated ''{{s|pikipedia|Pikmin 3}}'' being released in Japan on the following day. '''[[Alph]]''' ({{ja|ピクミン&アルフ|Pikumin & Arufu}}, ''Pikmin & Alph''), one of the three {{s|pikipedia|leader}}s in ''Pikmin 3'', was revealed as an [[Alternate costume|alternative character]] in a Director's Room Miiverse post on September 11, 2014.
'''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on July 12th, 2013, which also commemorated ''{{s|pikipedia|Pikmin 3}}'' being released in Japan on the following day. [[Alph]], one of the three {{s|pikipedia|leader}}s in ''Pikmin 3'', was revealed as an [[alternate costume]] in a Director's Room Miiverse post on September 11, 2014.


Like in ''Brawl'', Olimar is completely silent, rather than being voiced by Kazumi Totaka like he is in the ''Pikmin'' series, while Hajime Wakai's portrayal of Pikmin from ''{{s|pikipedia|Pikmin 2}}'' is once again repurposed for Red, Blue, Yellow, White and Purple Pikmin. Winged Pikmin are voiced by Atsuko Asashi, using voice clips recycled from ''Pikmin 3''. Alph, despite having his own unique voice in ''Pikmin 3'', is also completely silent as well in ''SSB4'', much like Olimar is.
Olimar is ranked 21st out of 58 on the [[tier list]], placing him at the top 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 (species)|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.


Olimar is ranked 21st out of 58 on the [[tier list]], placing him at the top 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 signature [[Pikmin (species)|Pikmin]] possess an impressive level of respective utility: they grant him respectable KO and damage-racking capabilities, which is further supplemented by Olimar's solid frame-data, as Olimar can make usage of them to deal direct and/or indirect damage via his standard movesets, and by possessing the Pikmin latch onto opponents via [[Pikmin Throw]], respectively.
The Pikmin also grant Olimar a potent grab game: each of them function as [[Grab#Tether grabs|disjointed grabs]]; White Pikmin-based pummel is tied with {{SSB4|Shulk}}'s [[Monado Arts|Buster]]-boosted pummel as the most damaging in the game; Blue Pikmin-based up throw is a viable KOing option at high percents; and Red Pikmin-based down throw is a very reliable combo starter even at high percents. Lastly, [[Winged Pikmin]] function as a maneuverable, flight-based recovery that can be used regardless of whether or not Olimar has Pikmin,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which makes them vastly superior to [[Pikmin Chain]]'s [[Tether recovery|tether-based recovery]].


The Pikmin also grant Olimar a potent [[grab]] game: each of them function as [[Grab#Tether grabs|disjointed grabs]]; White Pikmin-based pummel is tied with {{SSB4|Shulk}}'s [[Monado Arts|Buster]]-boosted pummel as the most damaging in the game; Blue Pikmin-based up throw is a viable KOing option at high percents; and Red Pikmin-based down throw is a very reliable combo starter even at high percents. Lastly, his new [[up special move]], [[Winged Pikmin]], functions as a maneuverable, flight-based [[recovery]] that can be performed regardless of whether or not Olimar has Pikmin equipped,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which makes them vastly superior to [[Pikmin Chain]]'s [[tether recovery]].
However, Olimar's active Pikmin count has now been halved from six to three,<ref name="Direct"/> which severely weakens the [[camp]]ing 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 less [[hit points]], which is further compounded by them and White Pikmin dying faster while separated from Olimar. Each type of Pikmin have also had the majority of their damage outputs lowered, and suffer from somewhat flawed [[artificial intelligence]]. Olimar also 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.


However, Olimar's active Pikmin count has now been halved from six to three due to the limitations to [[Nintendo 3DS]]' hardware,<ref name="Direct"/> which considerably weakens the [[camp]]ing 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 less [[hit points]], which is further compounded by them and White Pikmin dying faster while separated from Olimar. Each kind of Pikmin have also had the majority of their damage outputs lowered, and suffer from somewhat flawed [[artificial intelligence]]. Olimar also retains his slow overall mobility; his aerial mobility is especially problematic, as it renders him susceptible to [[juggling]] despite his light weight, and causes him to flounder against speed demons, such as {{SSB4|Sonic}} and {{SSB4|Fox}}. By extension, Olimar suffers from poor endurance: the combination of his light [[weight]] and low [[gravity]] leaves him vulnerable to early KOs, which is further pronounced by the loss of [[momentum canceling]] and the introduction of [[rage]]. Finally, his offense is still burdened by slow attacking speed and an over-reliance on Pikmin.
Overall, in spite of his retained and newfound weaknesses. Olimar has achieved impressive results at all levels of competitive play, thanks to smashers such as {{Sm|Dabuz}}, {{Sm|Shuton}}, {{Sm|Gomakenpi}}, and {{Sm|Myran}}.
 
Overall, despite his retained and newfound weaknesses, Olimar has still achieved impressive representation and results at all levels of competitive play, thanks to dedicated smashers, such as {{Sm|Dabuz}}, {{Sm|Shuton}}, and {{Sm|Myran}}.


==Attributes==
==Attributes==
Olimar is a small and floaty [[weight|lightweight]] with overall slow mobility. In turn, he has a slow [[walk]]ing speed, below average [[dash]]ing and [[falling speed]]s, his [[air speed]] is the fourth slowest, and is tied with {{SSB4|Peach}} for the fourth lowest [[gravity]]. 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 [[Pikmin (universe)|home series]], Olimar's extremely meager offensive prowess forces him to be reliant on instructing his multi-colored Pikmin to withdraw this glaring flaw. As a result, almost all of his moveset involves Pikmin; this, in turn, can result in his moveset being useful or useless depending on whether or not he has Pikmin. When Olimar has Pikmin, he possesses arguably one of the most unique playstyles in the game, thanks to the Pikmin functioning as both projectiles and separate characters, much like how [[Rosalina & Luma (SSB4)|Luma functions alongside Rosalina]].
Olimar is a [[Weight|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 [[Pikmin (universe)|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 his moves involve Pikmin; this, in turn, can result in his moveset being useful or useless depending on whether or not he has Pikmin. When Olimar has Pikmin, he possesses arguably one of the most unique playstyles in the game, thanks to the Pikmin functioning as both projectiles and separate characters, much like how [[Rosalina & Luma (SSB4)|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 disjointed [[grab]]s by running out to grab opponents when choosing to grab, they can carry various [[item]]s back to Olimar as they run back to him much like in their home series, and they can also help with [[camp]]ing or hindering [[approach]]es. Additionally, each kind of Pikmin provides [[Pikmin (species)#In Super Smash Bros. Brawl|unique and useful effects]]. Olimar's special moves are also heavily dependent on Pikmin, but they are all beneficial nonetheless. Olimar's Pikmin also function as both [[disjoint|disjointed hitboxes]] and [[projectile]]s in a variety of his moveset, granting Olimar some of the longest range relative to his size, as well as one of the best camping and [[spacing]] abilities in the game.
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 disjointed [[grab]]s by running out to grab opponents at any time, they can carry various [[item]]s back to Olimar as they run back to him much like in their home series, and they can also help with [[camp]]ing or hindering [[approach]]es. Additionally, each type of Pikmin provides [[Pikmin (species)#In Super Smash Bros. Brawl|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 not shielded. [[Pikmin Order]] reorganizes his Pikmin for the proper situation at hand, and thanks to it briefly granting [[super armor]], it can even allow Olimar to briefly [[Wikipedia:Tank (gaming)|tank]] an attack in spite of his light weight. Lastly, [[Winged Pikmin]] are very versatile: they provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to his fellow lightweights, yet they also allow him to attack while they are carrying him.
[[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 briefly granting super [[armor]], it can even allow Olimar to briefly [[Wikipedia:Tank (gaming)|tank]] an attack in spite of his light weight. Lastly, [[Winged Pikmin]] are very versatile: they provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to other lightweights, yet they 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 with wise usage of his Pikmin. 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 plan 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 maintain track of, especially with each color boasting unique attributes. Despite being a lightweight, his smash attacks are fairly quick and, while using Red and Purple Pikmin, boast impressive power.
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 plan 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, while using Red and Purple Pikmin, boast impressive power.


Olimar's disjointed grab range also enables him to disrupt the movements of quick characters or roll-spammers. When combined with his above-average [[traction]], this also grants him an excellent [[shield grab]]. Olimar's aerial game is also quite powerful: neutral aerial is a reliable combo starter when [[SHFF]]'d; up aerial is useful for juggling, and can even KO outright while near the upper [[blast line]]; forward aerial is useful for approaching and edge-guarding; back aerial is useful for edge-guarding, and can even KO outright while near the edge or the left/right blast line; and down aerial is a powerful [[meteor smash]] against aerial opponents during its first frame. However, Pikmin can also double as a drawback: due to being treated as [[projectile]]s, they can be [[reflect]]ed, which can sometimes hinder Olimar's offense against characters with attacks of this sort.
Olimar's disjointed grab range also enables him to disrupt the movements of quick characters or roll spammers. When coupled with his above-average traction, this also grants him an excellent [[shield grab]]. Olimar's air game is also quite powerful: neutral aerial is a reliable combo starter when [[SHFF]]'d; up aerial is useful for juggling, and can even KO outright while near the upper [[blast line]]; forward aerial is useful for approaching and edge-guarding; back aerial is useful for edge-guarding, and can even KO outright while near the edge or the left/right blast line; and down aerial is a powerful [[meteor smash]] against aerial opponents during its first frame. However, Pikmin can also double as a drawback: due to being treated as [[projectile]]s, they can be [[reflect]]ed, which can sometimes hinder Olimar's offense against characters with moves of this sort.


However, Olimar has noticeable flaws. Chief among them is his slow mobility, which causes speed demons to easily outpace him, such as {{SSB4|Sonic}} and {{SSB4|Captain Falcon}}. As Olimar is a slow character, speed demons can easily catch up and punish him if he tries to retreat to pluck more Pikmin, while Olimar himself finds trouble approaching. In addition, Olimar's poor mobility also makes it difficult to create space to pluck more Pikmin, which is especially prevelant with speed demons. Due to all excluding White Pikmin having less [[hit points]] than in ''Brawl'', Pikmin are also susceptible to dying faster. Similar to {{SSB4|Kirby}}, Olimar is also burdened with poor aerial mobility, as his slow [[Air speed|air]] and [[falling speed]]s make him easy to juggle and, when coupled with his light [[weight]], to KO. The latter also becomes more prevelant with the existence of [[rage]], since damaged opponents can send Olimar flying even further. Meanwhile, Olimar's poor endurance prevents him from gaining effective advantages of it. Furthermore, the latter is also another noticeable issue: Olimar is vulnerable to early KOs because of his light weight and floatiness. This is further compounded by his Pikmin-based aerials being burdened with low [[priority]], which makes them extremely difficult to use against edge-guarders.
However, Olimar has noticeable flaws. One of his greatest weaknesses is that he struggles against fast characters, such as {{SSB4|Sonic}} and {{SSB4|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 speed|air]] and [[falling speed]]s make him easy to juggle and, when coupled with his light weight, to KO. This is further compounded by his Pikmin-based aerials being burdened with low [[priority]], which makes them extremely difficult to use against edge-guarders.


Another severe flaw is his over-reliance on Pikmin, much like in his home series. Without Pikmin in his lineup, Olimar's [[smash attack]]s, [[up aerial|up]], [[down aerial|down]], [[back aerial|back]], and [[forward aerial]]s, [[grab]]s and [[side special]] will simply perform nothing, which drastically impairs his neutral game because of them being his most effective attacks. This also leaves Olimar with a total of six moves that deal damage: his neutral attack; tilt attacks; dash attack; and neutral aerial. This, in turn, is further compounded by his forward tilt being the only move out of these that has KO potential, although the move itself is burdened with noticeable lag. As a result, it is crucial that Olimar has at least one Pikmin with him at all times.
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 moves that deal damage: his neutral attack; tilt attacks; dash attack; and neutral aerial. This, in turn, is further compounded by his forward tilt being the only move out of these that has KO potential. As a result, it is crucial that Olimar has at least one Pikmin with him at all times.


Lastly, some of Olimar's useful Pikmin-based attacks have certain drawbacks: his KOing options have very minimal KO potential while using White Pikmin; each of his grabs have noticeably shorter ranges while using Purple Pikmin; up throw has KO potential exclusively while using Blue Pikmin; down throw's combo potential is exclusively consistent at high percents while using Red Pikmin; and Winged Pikmin's recovering potential deteriorates upon consecutive usage and/or depending on the amount of Pikmin that Olimar carries.
Lastly, some of Olimar's useful Pikmin-based attacks have certain drawbacks: his KOing options have very minimal KO potential while using White Pikmin; each of his grabs have noticeably shorter ranges while using Purple Pikmin; up throw has KO potential only while using Blue Pikmin; down throw's combo potential is consistent at high percents only while using Red Pikmin; and Winged Pikmin's recovery potential worsens when they are used too frequently.


Olimar has a few beneficial [[Character customization|custom moves]]. Hardy Pikmin Pluck makes all kinds of Pikmin more durable at the expense of being plucked at a slower rate. Sticky Pikmin Throw depicts each Pikmin inflicting less damage and covering less distance when thrown, but they remain latched on for much longer and inflict 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 less total traveling distance, but the distance is unaffected by the amount of Pikmin that Olimar is carrying. Lastly, Order Tackle has all latched on Pikmin deal damage upon being recalled, which grants Olimar another method to deal damage.
Olimar has a few beneficial [[Character customization|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 grants Olimar another way to deal damage.


Overall, Olimar is a versatile and non-traditional zoner who still retains several 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 maximum potential damage output was reduced, a smart player can overcome this, especially with the introduced mechanics for maintain track of Pikmin, making Olimar a much more reliable character for the player. Olimar's recovery has also been completely revamped for the better, which is generally agreed to have alleviated his other changes. Early in the [[metagame]], Olimar was thought to be one of the worst characters, yet dedicated mains such as {{sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Angbad}}, {{Sm|Myran}}, and {{sm|Logic}} have shown that, as in ''Brawl'', he is still a very capable character who retains a very high learning curve.<ref>[https://www.eventhubs.com/news/2016/dec/17/brawl-olimar-was-monster-when-smash-4-came-out-i-thought-he-was-bottom-tier-flat-out-garbage-dabuz-olimars-transition-brawl/ 'Brawl Olimar was a monster... When Smash 4 came out I thought he was bottom tier; flat out garbage' - Dabuz on Olimar's transition from Brawl]</ref>
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. Olimar's recovery has also been completely revamped for the better, which is generally agreed to have alleviated his other changes. Early in the [[metagame]], Olimar was thought to be one of the worst characters, yet dedicated mains such as {{sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Angbad}}, {{Sm|Myran}}, and {{sm|Logic}} have shown that, as in ''Brawl'', he is still a very capable character who retains a very high learning curve.<ref>[https://www.eventhubs.com/news/2016/dec/17/brawl-olimar-was-monster-when-smash-4-came-out-i-thought-he-was-bottom-tier-flat-out-garbage-dabuz-olimars-transition-brawl/ 'Brawl Olimar was a monster... When Smash 4 came out I thought he was bottom tier; flat out garbage' - Dabuz on Olimar's transition from Brawl]</ref>


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', Olimar was considered to be a top-tier character, typically being perceived as a top 5-to-top 3 character. This was primarily due to the effectiveness of his [[Pikmin]]: Olimar possessed six Pikmin available in his disposal, and they overall gave him incredible [[camping]] potential. Olimar could easily abuse his [[Pikmin Throw]] to restrain his opponents out due to the amount of Pikmin he could have out and even at close-ranged proximity, Olimar still possessed strong tools. His damage-output was exceptionally high, especially with certain Pikmin, his [[smash attack]]s were exceptionally effective, his aerials were powerful, he had a strong grab game with an exceptionally quick and long-ranged [[grab]] in addition to possessing [[combo]] and [[KO]] [[throw]]s depending on the Pikmin equipped, and he even had a solid defensive option with [[Pikmin Order]]. Olimar also had rather respectable KO power, with his Purple and Red Pikmin (in some situations) being particularly powerful. While he did suffer from poor mobility, limited [[approach]]ing options, a slew of multi-hitting attacks which could be avoided with [[SDI]], and he had an extremely exploitable [[recovery]], these weaknesses failed to impair Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on-stage, making it exceptionally difficult for most of the cast to deal with Olimar. As a result, Olimar has naturally seen a mixture of [[buff]]s and [[nerf]]s in the transition to ''Super Smash Bros. 4'', although due to his top-tier status in the previous game, he has been noticeably nerfed overall.
Olimar has been [[nerf]]ed significantly 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 [[camp]]ing potential especially since [[Pikmin Throw]] deals less damage (especially with White Pikmin). Both Olimar and his Pikmin's endurance is also worse as Olimar is lighter and his Pikmin (except for white Pikmin) have less HP and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against meteor smashes. Olimar's smash attacks have seen various downgrades as they can all be reflected, forward smash has a shorter duration and down smash deals less knockback. Up smash however had the largest nerf out of all of Olimar's smash attacks. Not only is it much laggier having increased startup lag and much higher ending lag but it also has decreased range and power significantly hindering its utility. Olimar's aerials also deal significantly less damage with forward and down aerial in particular being significantly weaker. Olimar's grab game was also weakened. His grabs have a shorter duration, considerably less range no longer being the longest reaching grabs in the game and his standing and dash grabs are significantly laggier making Olimar rely on his already nerfed Pivot grab more often. His throws with Blue and especially Purple Pikmin are also weaker hindering his ability to KO opponents with his throws especially relative to the cast. Lastly, [[Pikmin Order]] has significantly decreased super [[armor]] hindering its safety and versatility.
 
The most glaring downgrade includes the halving of his Pikmin, counting from six to three due to the limitations of the [[Nintendo 3DS]]' processing power. As a result, this drastically lowers his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with [[White Pikmin]]). Both Olimar and his Pikmin's endurance are also worse: as Olimar himself is [[weight|lighter]] and his signature Pikmin (excluding White Pikmin) have less [[hit points|HP]], and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against [[meteor smash]]es, and the changes to [[hitstun canceling]] is considered a double-edged sword for Olimar: they indirectly removed [[momentum canceling]], so this means Olimar is much more susceptible to early KOs and combos, with the latter being further pronounced by Olimar's aforementioned lighter weight and the introduction of [[rage]], yet it also drastically improves Olimar's [[combo]] game as well, especially with his throws.  
 
Olimar's [[smash attack]]s have seen various downgrades: they can all be [[reflection|reflected]]; [[forward smash]] has a shorter duration; and his [[down smash]] deals less knockback; [[up smash]], however, has been nerfed the largest among all of Olimar's smash attacks: not only is it much laggier, possessing increased startup and much more ending lag, but it also suffers from decreased range and power, significantly hindering its utility. Olimar's [[aerial attack]]s also deal significantly less damage, with [[forward aerial|forward]] and [[down aerial]], in particular, being significantly weaker. Olimar's [[grab]] game was also weakened: his grabs suffer from shorter duration, considerably less [[range]] to the point of no longer being the longest-reaching grabs in ''Smash 4'', and his standing and dash grabs are significantly laggier, forcing Olimar to rely on his nerfed [[pivot grab]] more often, which is further compounded by Olimar's worse frame-data and damage-racking capabilities. His [[throw]]s with Blue and especially Purple Pikmin are also weaker, which impairs his ability to KO opponents with his throws, especially relative to the cast. Lastly, [[Pikmin Order]] has significantly decreased [[super armor]], hindering both its safety and overall versatility. Finally, Olimar's [[hurtbox]] is now modeled as a giant orb around him instead of being modeled as multiple hurtboxes around his virtual attire, thus making him drastically easier to hit and, most notoriously, [[shield stab]], especially horizontally.
 
However, Olimar also received comparatively noticeable buffs, with his recovery being influenced the most: [[Winged Pikmin]] drastically outclasses [[Pikmin Chain]] for [[recovery|recovering]]: due to being much more versatile, and the universal removal of [[edgehogging]] heavily benefits Olimar. Olimar's White Pikmin have also been improved outside of [[Pikmin Throw]]: due to possessing more [[HP]] and most of Olimar's attacks with White Pikmin are stronger (although they are still mostly useless for attacking). The changes to both [[hitstun canceling]] and [[directional influence]] has also given Olimar greater combo potential with several attacks, such as [[down throw]] and his newfound [[up aerial]], the latter of which is now a powerful [[juggling]] tool. Lastly, despite his overall damage output being reduced, a fair amount of Olimar's Pikmin attacks (primarily with Red and Purple Pikmin) deal more damage to counterbalance that.  


Aside from Olimar's Pikmin, Olimar also heavily benefits from ''Smash 4''{{'}}s adjusted mechanics: although the removal of [[edge momentum shifting]], in combination of the removal of [[glide toss]]ing and [[DACUS]] has drastically hindered approaches (especially with [[item]]s), including Olimar himself, Olimar still retains an excellent amount of approaching options, especially with Pikmin Throw and his [[aerial attack]]s, so his approach is hindered the least among all characters in the game. The universal growth to mobility also improves Olimar's approach. However, Olimar holds the dubious distinction of being the only character whose [[air speed]] remains intact, making it much slower relative to the cast. This is especially detrimental since other characters have received increases to their air speeds at varying degrees. The removal of [[meteor canceling]] compensates for Olimar's weakened [[meteor smash]] in his [[down aerial]]. The weakening of [[shield]]s has improved Olimar's pressure and [[shield break]]ing capabilities against shields via his Pikmin-based attacks, while not compromising his own defensive game due to Olimar's respectable [[out of shield]] game and retaining his high [[traction]]. 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]]. The introduction of [[frame canceling]] has further improved both the safety of Olimar's aerial attacks and approach, allowing it to compensate for the high [[landing lag]] on Olimar's aerial attacks. Finally, the introduction of [[rage]] drastically improves Olimar's KO power when equipping the right Pikmin for KOs, although this does not compensate for Olimar's reduced weight and the Pikmin's lowered HP.
However, Olimar also received a few buffs: [[Winged Pikmin]] largely outclass [[Pikmin Chain]] as a recovery tool due to being much more versatile and the removal of [[edge hog]]ging immensely aids Olimar. Olimar's white Pikmin have also been improved outside of Pikmin Throw as they have more HP and most of Olimar's attacks with White Pikmin are stronger (although they are still mostly useless for attacking). The removal of [[hitstun canceling]] has also given Olimar greater combo potential with moves such as down throw and his new up aerial which is now a powerful juggling tool. Lastly despite his overall damage output being reduced, a fair amount of Olimar's Pikmin attacks (mainly with Red and Purple Pikmin) deal more damage.  


Overall, while Olimar's recovery and mobility have been improved significantly, Olimar's other flaws were unaddressed and his strengths were significantly toned down, causing his flaws to be more detrimental. Despite this, Olimar has nevertheless retained most of his useful strengths from ''Brawl'', in combination of maintaining notable buffs from ''SSB4''{{'}}s updates, thus remaining an above-average character. However, Olimar's buffs have failed to compensate for his more severe nerfs and the changes to the game's mechanics do not benefit Olimar as much as some other returning veterans, which has led to him to be considered one of the most nerfed characters during the initial transition from ''Brawl'', alongside {{SSB4|King Dedede}}, {{SSB4|Meta Knight}}, {{SSB4|Falco}}, {{SSB4|Wario}} and {{SSB4|Marth}} (during the initial release). As a result, Olimar is still a viable character, albeit not to the degree as in ''Brawl''.
Overall while his recovery has been improved significantly, Olimar's other flaws were not addressed and his strengths were significantly toned down making his flaws more detrimental. Despite this, Olimar has nevertheless retained most of his useful options from ''Brawl'' and remains an above average character. However, Olimar's buffs do not nearly compensate for his more severe nerfs and the changes to the game's mechanics do not benefit Olimar as much as some other returning veterans, which has led to him to be considered one of the characters to have been the most severely nerfed in the initial transition from ''Brawl'', alongside {{SSB4|King Dedede}}, {{SSB4|Meta Knight}}, {{SSB4|Falco}} and {{SSB4|Marth}}. As a result, Olimar is still a viable character, albeit not to the degree as in ''Brawl''.


===Aesthetics===
===Aesthetics===
*{{change|Olimar's design is now a combination of his traditional appearances in ''{{s|pikipedia|Pikmin 3}}'' and ''Super Smash Bros. Brawl''. His slightly smaller nose; helmet's {{s|pikipedia|whistle}} and gray collar; gloves' gray trims; and spacesuit's red and blue connectors are from ''Pikmin 3'', whereas his spacesuit's rivets and three connectors are from ''Brawl''. The aesthetic used in ''SSB4'' has also resulted in Olimar's spacesuit being sleeker, and his boots' red trim; his [[wikipedia:Primary Life Support System|life-support system]]'s stripe; and his gloves and {{s|pikipedia|Hocotate Freight}} patches being more vibrant, as well as the antenna's light glowing more brighter.}}
*{{change|Olimar's design is now a combination of his appearances in ''{{s|pikipedia|Pikmin 3}}'' and ''Super Smash Bros. Brawl''. His slightly smaller nose; helmet's {{s|pikipedia|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; his [[wikipedia:Primary Life Support System|life support system]]'s stripe; and his gloves and {{s|pikipedia|Hocotate Freight}} patches being more vibrant.}}
*{{change|Olimar's white and green [[alternate costume]]s have been updated. The former's suit is now gray and its gloves are now blue, instead of both being white, while the latter's sleeves and boots are now green instead of white and red, respectively. Instead of receiving new alternate costumes, [[Alph]] makes an appearance as an alternate character,<ref name=OlimarSSB4>[http://www.sourcegaming.info/2015/07/29/plucky-little-guys-olimar-and-alph-in-smash-4/ Plucky Little Guys: Olimar and Alph in Smash 4]</ref> complete with his own respective alternate costumes.}}
*{{change|Olimar's white and green [[alternate costume]]s have been updated. The former's suit is now gray and its gloves are now blue, instead of both being white, while the latter's sleeves and boots are now green instead of white and red, respectively. Instead of receiving new alternate costumes, [[Alph]] appears as an alternate character,<ref name=OlimarSSB4/> complete with his own respective alternate costumes.}}
*{{change|All [[taunt]]s emit updated sound effects.}}
*{{change|All [[taunt]]s have updated sound effects.}}
*{{change|The Pikmin's proportions are now significantly more in-line with their appearances in ''Pikmin 3''.}}
*{{change|The Pikmin's proportions are now significantly more in line with their appearances in ''Pikmin 3''.}}
*{{change|{{GameIcon|ssb4-3ds}}Pikmin now have more limited cosmetics, as their leaves do not [[pikipedia:Maturity|turn into buds or flowers]]. Additionally, if two or three Pikmin stand in the same spot in Olimar's lineup, it can produce [[:File:MeshedPikmin.jpg|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. This is not present in {{GameIcon|ssb4-wiiu}}.}}
*{{change|{{GameIcon|ssb4-3ds}}Pikmin now have more limited cosmetics, as their leaves do not [[pikipedia:Maturity|turn into buds or flowers]]. Additionally, if two or three Pikmin stand in the same spot in Olimar's lineup, it can produce [[:File:MeshedPikmin.jpg|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 possesses a visual indicator in the form of a player-colored arrowhead above it. This allows the player to better visualize which Pikmin will be used next.}}
*{{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===
===Attributes===
*Olimar:
*{{nerf|Olimar is [[Weight|lighter]] (82 → 79). This hinders his endurance. While this would also make Olimar less susceptible to combos, his faster [[falling speed]] and the changes to [[hitstun canceling]] collectively result in him being more susceptible to combos.}}
**{{buff|Olimar [[dash]]es faster (1.4 → 1.47).}}
*{{buff|Olimar [[dash]]es faster (1.4 → 1.47).}}
***{{buff|Olimar's [[initial dash]] is significantly faster (1.4 → 1.6).}}
*{{change|Olimar falls faster (1.3 → 1.35). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
**{{change|Olimar [[falling speed|falls]] faster (1.3 → 1.35). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
*{{change|Olimar's [[gravity]] is higher (0.06 → 0.068).}}
**{{change|Olimar's [[gravity]] is higher (0.06 → 0.068).}}
*{{buff|[[Air dodge]] has decreased start-up lag (frame 4 → 3) and ending lag (FAF 40 33). Rolls also have less ending lag (FAF 33 30).}}
**{{buff|Olimar's [[fast fall]]ing speed has been increased (1.82 2.16).}}
*{{nerf|[[Roll]]s, [[spot dodge]], and air dodge have decreased intangibility frames (frames 4-19 → 4-16 (rolls), frames 3-20 → 3-17 (spot dodge), frames 4-29 → 3-27 (air dodge)). Spot dodge also has more ending lag (FAF 26 → 27).}}
**{{nerf|Olimar is [[Weight|lighter]] (82 79), worsening his endurance.}}
*{{nerf|Red, Yellow, Blue, and Purple Pikmin have decreased [[hit points]]. Pikmin separated from Olimar also die faster.}}
**{{nerf|Instead of possessing multiple [[hurtbox]]es for each part of his body, Olimar now provides a single, hurtbox which is depicted as a giant orb around him. This gives him a bigger hurtbox around his body, making him easier to hit and [[shield stab]], especially horizontally.}}
**{{nerf|Red, Yellow: 9 8.}}
**{{buff|[[Roll]]s have less [[ending lag]] (FAF 33 → 30).}}
**{{nerf|Blue: 14 → 11.}}
**{{nerf|Rolls have less intangibility (frames 4-19 → 4-16).}}
**{{nerf|Purple: 15 → 13.}}
**{{nerf|[[Spot dodge]] has less [[intangibility]] (frames 3-20 → 3-17) and more ending lag (FAF 26 → 27).}}
*{{buff|White Pikmin have increased hit points (4 HP → 7).}}
**{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 40 → 33).}}
*{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> the maximum Pikmin count has been halved (6 → 3).<ref name="Direct"/>}}
**{{nerf|Air dodge has less intangibility (frames 4-29 3-27).}}
*{{nerf|Pikmin have somewhat flawed [[artificial intelligence]]. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the {{GameIcon|ssb4-u}} version, as their flawed AI only occurs at edges.}}
**{{nerf|The removal of [[meteor cancel]]ing drastically hinders Olimar's endurance against [[meteor smash]]es moreso than any other returning veteran besides {{SSB4|Zero Suit Samus}}, due to him previously possessing one of the most lenient meteor cancel windows in ''Brawl''. While it does also increase the reliability of his down aerial, the move's power has been significantly reduced to compensate.}}
*{{change|Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on [[terrain]].<ref name="Direct"/> 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.}}
**{{buff|The changes to aerial [[grab release]]s benefits Olimar as he is less susceptible to follow-ups out of an [[air release]].}}
*{{nerf|The removal of [[meteor cancel]]ing drastically hinders Olimar's endurance against meteor smashes moreso than any other returning veteran besides {{SSB4|Zero Suit Samus}} due to him previously having one of the largest meteor cancel windows in ''Brawl''. While it does increase the reliability of his down aerial, the move's power has been significantly reduced to compensate.}}
*[[Pikmin]]:
**{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> the maximum Pikmin count has been halved (6 → 3). <ref name="Direct"/>}} This significantly weakens his [[camp]]ing game and damage-racking capabilities.
**{{change|Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on [[terrain]].<ref name="Direct"/> 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 kinds of Pikmin at once, especially when combined with the reduced maximum Pikmin-count.}}
**{{nerf|Pikmin now have somewhat flawed [[artificial intelligence]]. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the {{GameIcon|ssb4-u}} version, as their flawed AI only occurs at edges.}}
**{{buff|The Pikmin's safespot distance from Olimar has decreased (6 → 4), making them follow Olimar sooner.}}
***{{nerf|However, there is also a shorter distance between the Pikmin's own safespots (6 → 4).}}
**{{buff|All Pikmin have a greater overall run speed (40 → 60 (overall run speed), 2.4 (red/yellow/blue)/3 (white) → 3 (R/Y/B)/4 (W).}}
**{{buff|Pikmin have increased effort (5 → 4).}}
**{{buff|Pikmin have increased follow distance (20 → 23) if they have to change direction.}}
**{{buff|Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).}}
**{{buff|Pikmin have a larger teleport box size (20u → 24u), allowing Olimar to use his Pikmin based attacks from further away, if he is separated from his Pikmin.}}
**{{nerf|All Pikmin, excluding White Pikmin, have decreased [[hit points|HP]] (9 (Red/Yellow)/14 (Blue)/15 (Purple) → 8 (R/Y)/11 (B)/13 (P)). Pikmin separated from Olimar also die faster.}}
**{{buff|White Pikmin have increased hit points (4 → 7).}}
**{{buff|All Pikmin have increased maximum [[walking]]/[[running]] speeds (2.4 (Red/Yellow/Blue)/3 (White)/1.5 (Purple) → 3 (R/Y/B)/4 (W)/1.7 (P)).}}
**{{buff|All Pikmin have increased walking/running acceleration (0.075 (Red/Yellow/Blue)/0.12 (White)/0.5 (Purple) → 0.1 (R/Y/B)/0.135 (W)/0.8 (P)).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]
**{{change|Olimar's neutral attack has been redesigned: the [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{s|wikipedia|one-two combo}}.}}
**{{nerf|Olimar has a new neutral attack, the [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{s|wikipedia|one-two combo}}.<ref name=OlimarSSB4>[http://www.sourcegaming.info/2015/07/29/plucky-little-guys-olimar-and-alph-in-smash-4/ Plucky Little Guys: Olimar and Alph in Smash 4]</ref> Compared to the previous neutral attack, it has a shorter duration (frames 4-7 (hit 1)/frames 8-10 (antenna)/frames 4-6 (hit 2) → frame 4 (hit 1 clean)/frame 5 (hit 1 late)/frames 4-5 (hit 2)) and deals less damage (3% (hit 1 head), 2% (hit 1 antenna), 5% (hit 2 head & antenna), 15% (maximum) 3%/4% (hit 1 & 2), 8% (maximum)) and the second hit's knockback scaling was not fully compensated (75 80) hindering its damage racking and KO potential. Unlike the previous neutral attack, it lacks a hitbox on Olimar's antenna,<ref name=OlimarSSB4/> and its second hit does not have the potential to hit point-blank opponents twice.}}
**{{nerf|Neutral attack has a shorter duration (frames 4-7 (hit 1)/ 8-10 (hit 1 antenna)/4-6 (hit 2) → 4 (hit 1 clean)/5 (hit 1 late)/4-5 (hit 2)).}}
*{{change|Neutral attack's angles have been altered (361° → 361°/80° (hit 1)/45° (hit 2)). This hinders its [[jab lock]]ing potential but improves its [[jab cancel]]ing potential when combined with the first hit's higher set knockback (10 40) and the second hit's reduced damage.}}
**{{buff|The first hit has increased set knockback (10 (base), 10 (set), 80 (scaling) → 0/(40/30/35)/80).}}
**{{buff|Neutral attack has more range, making it more effective for spacing in spite of its lower damage output.}}
**{{buff|The first hit now provides a late hit, which deals more damage on Olimar's fist (3% 4%).}}
*[[Forward tilt]]
**{{buff|The first hit transitions into the second hit sooner (frame 8 → 6).}}
**{{buff|Olimar has a new forward tilt, the Rocket Fist's wind-up punch.<ref name=OlimarSSB4/> Compared to the previous forward tilt, it deals 5% more damage (6% 11%), making it capable of KOing despite its lower knockback (10 (base), 130 (scaling) → 35/97) and better for spacing. It also has less ending lag (FAF 38 → 36).}}
**{{buff|The farmost-hitbox now launches opponents vertically (361° 80°), allowing it to connect more consistently into the second hit.}}
**{{nerf|Forward tilt has more start-up lag with a shorter duration (frames 9-18 → 15-17) compared to the previous forward tilt.}}
***{{nerf|However, this also remove's the farmost-hitbox's ability to [[lock]].}}
*[[Up tilt]]
**{{nerf|The first hit has smaller hitboxes (4u/4u 2.5u/3u (clean)/2.5u/3.5u (late)) and it now consists of static-hitboxes, which overall do not reach as far as the previous hitboxes.}}
**{{nerf|Due to consisting of six hits instead of eight and with the multi hits dealing less damage (1% → 0.6%), up tilt deals less damage (11% → 7.6%) without compensation on the final hit's knockback. It also has increased ending lag (FAF 40 → 44) and a shorter duration (frames 6-20 → 6-16).}}
**{{nerf|The first hit's antenna-hitbox has been removed, which, in turn:}}
**{{buff|The weakening of [[SDI]] makes up tilt significantly more difficult to escape from.}}
***{{nerf|Reduces its maximum damage output (5% → 4%).}}
*[[Down tilt]]
***{{nerf|Reduces its range, especially vertically.}}
**{{nerf|Down tilt's antenna hitbox has been removed, which decreases its overall damage output by 2% (8% → 6%).<ref name=OlimarSSB4/>}}  
***{{buff|However, this prevents Olimar from being stuck in [[hitlag]] before being able to perform the second hit. When combined with the move transitioning sooner along with its increased knockback, this means it is no longer possible for the opponent to shield the second hit if Olimar lands the move at closer proximity.}}
**{{buff|The changes to [[hitstun canceling]] improves down tilt's combo potential.}}
**{{nerf|The second hit deals less damage (5% → 4%/3%) without full compensation on its knockback scaling (75 → 80).}}
*[[Dash attack]]
**{{nerf|The second hit launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|Dash attack has increased ending lag (FAF 35 38) and a shorter duration (frames 8-14 (hit 1)/frames 10-14 (hit 2) → 8-10/11-14).}}
**{{nerf|The second hit has smaller hitboxes (4u/4u/2.5u 2.5u/3.5u) and it now has static hitboxes which overall do not reach as far as the previous hitboxes.}}
*{{nerf|All of Olimar's smash attacks can now be [[reflect]]ed hindering their reliability against certain characters.}}
***{{nerf|This also means that the move can no longer hit opponents behind Olimar.}}
*[[Forward smash]]
**{{nerf|The second hit's antenna-hitbox has been removed, which, in turn:}}
**{{buff|Forward smash has increased horizontal range.<ref name=OlimarSSB4/> When used on an upward slope, Pikmin also now fly parallel to the slope, instead of directly into it.<ref name=OlimarSSB4/>}}
***{{nerf|Greatly reduces its maximum damage output (10% → 4%).}}
**{{change|Forward smash no longer makes Pikmin fly off-stage.<ref name=OlimarSSB4/> This conserves Pikmin, but removes their [[gimp]]ing potential.}}
***{{nerf|Reduces its range, especially vertically.}}
**{{nerf|Forward smash has a much shorter duration (frames 11-15 (clean), 16-22 (mid), 23-47 (late) → 11-14/15-20/21-29).}}
*[[Forward tilt]]:
*[[Up smash]]
**{{change|Olimar possesses a new forward tilt: the Rocket Fist's {{s|wikipedia|wind-up punch}}. Olimar remains still while performing the punch.}}
**{{nerf|Up smash has increased start-up with a shorter duration (frames 8-19 12-22) and it has significantly increased ending lag (FAF 33 → 56) removing its combo potential and greatly hindering its safety. It also has decreased vertical range.}}
***{{buff|This makes it a safer [[spacing]] tool.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential.}}
***{{nerf|However, this also significantly reduces its range.}}
**{{change|Up smash's animation has changed. Olimar only points up once instead of twice. It is a similar length to his previous animation but is played at a fraction of its normal speed to increase its startup/ending lag.}}
**{{buff|Forward tilt has less ending lag (FAF 38 → 36).}}
**{{buff|Forward tilt deals much more damage (6% 11%) without full compensation on its knockback (15 (base), 130 (scaling) → 35/97), significantly improving its KO potential.}}
**{{buff|Forward tilt now consists of a pair of extended hitboxes, which overall cover more horizontal distance relative to Olimar than the previous hitboxes.}}
***{{nerf|However, the move is also no longer [[disjoint]]ed due to its new animation.}}
**{{nerf|Forward tilt has more startup lag with a much shorter duration (frames 9-18 → 15 (clean)/16-17 (late)).}}
**{{nerf|Forward tilt has smaller hitboxes (5u/5u/5u → 3.5u/2.2u).}}
***{{nerf|In addition to this, the larger, further-reaching hitbox is only active for the first frame, further reducing the move's range during its later frames.}}
*[[Up tilt]]:
**{{buff|Up tilt's looping hits' left-side hitbox now launches opponents towards Olimar (70° → 120°). When combined with the weakening of [[SDI]], this allows up tilt to connect more consistently, especially if the opponent is behind Olimar.}}
**{{nerf|Up tilt has more ending lag (FAF 40 → 44).}}
**{{nerf|The looping hits deal less damage (1% → 0.6%).}}
**{{nerf|Up tilt now only consists of five looping hits instead of seven, which in turn:}}
***{{nerf|Shortens its duration (frame 6/8/10/12/14/16/18/20 → 6/8/10/12/14/16), which also further increases the move's ending lag, along with its longer total duration.}}
***{{nerf|Reduces its damages, especially when combined with each individual hit's lower damage (11% → 7.6%).}}
**{{nerf|The looping hit's head-hitbox is smaller (5.5u → 5u) and the antenna-hitbox has been removed, significantly reducing the move's vertical range, although the head-hitbox has decreased set knockback (30 → 20) to partially compensate.}}
*[[Down tilt]]:
**{{nerf|Down tilt's antenna-hitbox has been removed, which in turn:}}
***{{nerf|Shortens its duration (frames 6-12/16-22 → 6-12).}}
***{{nerf|Reduces its maximum damage output (8% → 6%).}}
***{{nerf|Reduces its range, especially vertically.}}
***{{buff|However, this also means that Olimar can no longer suffer from additional [[hitlag]] by landing the antenna-hitbox, preventing the move from sustaining more ending lag in some situations.}}
**{{nerf|Down tilt has a longer animation (29 frames → 37), increasing the amount of time Olimar cannot [[walk]] backwards after performing it.}}
**{{buff|The changes to [[hitstun canceling]] and [[DI]] improve down tilt's combo potential.}}
*[[Dash attack]]:
**{{buff|Dash attack's first hit has a longer duration (frames 8-9 → 8-10).}}
***{{nerf|However, this also makes it more difficult to connect both hits.}}
**{{nerf|Dash attack has more ending lag (FAF 35 → 38).}}
**{{nerf|Dash attack has smaller hitboxes (6.5u/4u (hit 1)/5.2u/3.3u (hit 2) → 3.5u (both) and the nearest-hitbox has been removed.}}
*{{nerf|All of Olimar's smash attacks can now be [[reflect]]ed, hindering their reliability against certain characters, especially against those with [[reflection|reflectors]].}}
*[[Forward smash]]:
**{{buff|When forward smash is performed on a vertical slope, Pikmin now fly parallel to the slope, instead of directly into it.}}
**{{change|Forward smash no longer causes Pikmin to fly off edges unless it is initiated close to an edge. This makes it safer to utilize Pikmin near ledges, but hinders their ability to hit opponents below platforms or off-stage.}}
**{{nerf|Forward smash without [[Purple Pikmin]] has a much shorter duration (frames 11-15 (clean)/16-22 (mid)/23-47 (late) → 11-14/15-20/21-29).}}
***{{nerf|Purple Pikmin-based forward smash also has a shorter duration overall (frames 11-15 (clean)/16-20 (mid)/21-25 (late) → 11-14/15-19/20-24).}}
*[[Red Pikmin]]:
**{{buff|The clean hit deals more damage (15% → 17.4%) and knockback (10 (base), 96 (scaling) → 30/86), improving its KO potential.}}
**{{buff|The mid-hitbox deals slightly more knockback (20 (base), 90 (scaling) → 33/86).}}
**{{nerf|The late hit deals less damage (9% → 7.2%) without full compensation on its knockback (20 (base), 90 (scaling) → 33/86).}}
*[[Yellow Pikmin]]:
**{{buff|The clean and mid-hitboxes deal more damage (13% (clean)/9% (mid) → 14.5%/10%).}}
**{{buff|Yellow Pikmin-based forward smash deals more knockback (10 (base), 96 (scaling) → 33/94 (clean), 20/90 → 33/94 (mid/late)), improving its KO potential, especially the clean hit when combined with its increased damage.}}
**{{nerf|Yellow Pikmin-based forward smash has smaller hitboxes (6.5u (clean)/5.5u (mid)/5u (late) → 5u/3.75u/3.75u).}}
*[[Blue Pikmin]]:
**{{buff|Blue Pikmin-based forward smash deals more knockback (10 (base), 96 (scaling) → 33/94 (clean), 20/90 → 33/94 (mid/late)), improving its KO potential.}}
**{{nerf|The clean and mid-hitboxes deal less damage (15% (clean)/11% (mid) → 14.5%/10%).}}
*[[White Pikmin]]:
**{{buff|White Pikmin-based forward smash deals more damage (9% (clean)/6% (mid)/3% (late) → 11.6%/8%/4.8%) and knockback (10 (base), 80 (scaling) → 33/94 (clean), 15/80 → 33/94 (late)).}}
*Purple Pikmin:
**{{buff|The clean hit deals more damage (18% → 20.3%) without full compensation on its knockback (20 (base), 95 (scaling) → 33/84), improving its KO potential.}}
***{{buff|When combined with the weakening to [[shield]]s, this significantly improves Purple Pikmin-based forward smash's shield pressuring potential.}}
**{{change|Purple Pikmin-based forward smash now launches opponents horizontally (70° → 361°), now matching the other variants of forward smash.}}
**{{nerf|The mid-hitboxes and especially the late hit deal less damage (16% (mid)/13% (late) → 14%/8.4%) and knockback (20 (base), 95 (scaling) → 33/84), hindering their KO potential.}}
*[[Up smash]]:
**{{change|Up smash's animation has changed: Olimar only points up once instead of twice.}}
**{{nerf|Up smash has more startup lag (frame 8 → 12).}}
**{{nerf|Up smash has much more ending lag (FAF 33 → 56), removing its follow-up potential and greatly hindering its safety.}}
**{{nerf|[[Pikmin]] gain less vertical momentum from up smash (3.5 → 2.8), resulting in the Pikmin not [[jump]]ing as high or as quickly.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approaching potential.}}
**{{nerf|Up smash without Purple Pikmin has a slightly shorter duration (frames 8-9 (clean)/10-12 (mid)/13-19 (late) → 12-13/14-16/17-22).}}
**{{nerf|The clean [[sweetspot]] (7u (red/blue/white)/9u (yellow)/6.5u (purple) → 6u (R/B/W/P)/7u (Y)) and late hit (6u (red/blue/white)/8u (yellow)/5.5u (purple) → 5u (R/B/W/P)/6.25u (Y)) have smaller hitboxes.}}
*Red Pikmin:
**{{buff|The clean sweetspot and late hit deal more damage (15% (clean sweetspot)/12% (late) → 15.6%/13.2%).}}
**{{nerf|The clean sweetspot and late hit have decreased knockback scaling (90 → 83 (clean)/78 (late)), hindering their KO potential despite their increased damage.}}
**{{nerf|The clean farmost-hitbox deals less damage (14% → 12%) and has decreased knockback scaling (87 → 74), greatly hindering its KO potential.}}
*Yellow Pikmin:
**{{buff|The late hit deals more damage (10% → 11%), without full compensation on its knockback scaling (90 → 85).}}
**{{nerf|The clean hit deals less damage (14% (near)/12% (far) → 13%/10%). The sweetspot's knockback scaling was only marginally increased to compensate (90 → 91) while the [[sourspot]]'s was decreased (90 → 81), hindering its KO potential, especially the farmost-hitbox.}}
*Blue Pikmin:
**{{nerf|The clean hit deals less damage (15% (near)/13% (far) → 13%/10%). The sweetspot's knockback scaling was only marginally increased to compensate (90 → 91) while the sourspot's was decreased (90 → 81), hindering its KO potential, especially the farmost-hitbox.}}
**{{nerf|The late hit has lower knockback scaling (90 → 85).}}
*White Pikmin:
**{{buff|White Pikmin-based up smash deals more damage (9% (clean sweetspot)/7% (clean sourspot)/5% (late) → 10.8%/8%/8.8%). The clean hit has increased knockback scaling (90 → 91), without full compensation on the late hit's knockback scaling (90 → 85), improving its KO potential.}}
**{{nerf|The clean farmost-hitbox has lower knockback scaling (90 → 81), slightly hindering its KO potential despite its increased damage.}}
*Purple Pikmin:
**{{buff|Purple Pikmin-based up smash has a longer duration (frames 8-9 (clean)/10-12 (mid)/13-16 (late) → 12-13/14-16/17-22), now matching the other variants.}}
**{{buff|Purple Pikmin-based up smash deals more damage (16% (clean sweetspot)/13% (clean sourspot/late) → 18.2%/14%/15.4%).}}
**{{nerf|Purple Pikmin-based up smash deals less knockback (50 (base), 100 (scaling) → 50/(81/72) (clean), 40/100 → 50/76 (late)), hindering its KO potential despite its increased damage.}}
*[[Down smash]]:
**{{change|Pikmin will now always fly off edges after down smash is performed, as opposed to only happening if Olimar is very close to an edge.}}
**{{change|Down smash has a lower bonus [[trip]] chance (40% → 20%) although due to its angle remaining unchanged, this does not affect the move.}}
*Red Pikmin
*Red Pikmin
**{{buff|Red Pikmin down smash deals more damage (13% (clean)/10% (late) → 13.2%/10.8%).}}
**{{buff|Forward smash's clean hit deals more damage (15% → 17.4%) and knockback (10 (base), 96 (scaling) → 30/86).}}
**{{nerf|Red Pikmin down smash deals less knockback (30 (base), 97 (scaling) → 32/81 (clean), 22/95 → 25/81 (late)), hindering its KO potential despite its increased damage.}}
**{{buff|Up smash's clean near and late hits deals more damage (15% (clean near)/12% (late) → 15.6%/13.2%).}}
*Yellow Pikmin:
**{{nerf|Up smash's clean far hit deal 2% less damage (14% → 12%) and has less knockback scaling (87 → 74).}}
**{{buff|The late hit deals more damage (8% → 9%) without full compensation on its knockback (10 (base), 100 (scaling) → 25/89), improving its KO potential.}}
**{{nerf|Up smash's near and late hit have less knockback scaling (90 → 83 (near), 70 (late)) hindering its KO potential despite its higher damage.}}
**{{nerf|Yellow Pikmin down smash has smaller hitboxes (6u/6u 5.625u/5.625u).}}
**{{buff|Down smash deals more damage (13% (clean)/10% (late) → 13.2%/10.8%).}}
**{{nerf|The clean hit deals less knockback (30 (base), 100 (scaling) 32/89).}}
**{{nerf|Down smash has less knockback scaling (97 (clean)/95 (late) → 81) hindering its KO potential despite its higher damage.}}
*Blue Pikmin:
*Yellow Pikmin
**{{nerf|The clean hit deals less damage (12% → 11%) and knockback (30 (base), 100 (scaling) → 32/89).}}
**{{buff|Forward smash's clean hit deals more damage (13% → 14.5%) and knockback (10 (base), 96 (scaling) → 30/94)).}}
**{{nerf|The late hit deals less knockback (10 (base), 100 (scaling) 25/89).}}
**{{nerf|Up smash's clean near hit and clean far hit deal less damage (14% → 13% (near), 12% (far)). The near hit's knockback scaling was not fully compensated (90 → 91) while the far hit has less knockback scaling (90 → 81) hindering its KO potential.}}
*White Pikmin:
**{{buff|Up smash's late hit deals slightly more damage (10% → 11%) although its knockback scaling was compensated (90 → 85).}}
**{{buff|White Pikmin down smash deals more damage (6% (clean)/4% (late) → 8.8%/7.2%) without full compensation on its knockback (30 (base), 100 (scaling) → 32/89 (clean), 10/100 → 25/89 (late)), improving its KO potential.}}
**{{buff|Down smash's late hit has increased base knockback (10 22).}}
*Purple Pikmin:
**{{nerf|Down smash has less knockback scaling (100 → 89).}}
**{{buff|Purple Pikmin down smash deals more damage (15% (clean)/12% (late) → 15.4%/12.6%).}}
*Blue Pikmin
**{{buff|The clean hit has a longer duration (frames 10-12 10-13), now matching the other variants.}}
**{{nerf|Forward smash's clean hit deals less damage (15% → 14.5%).}}
**{{buff|The late hit launches opponents at a lower angle (28° ), allowing it to lock and trip opponents.}}
**{{buff|Forward smash's clean hit deals more knockback (10 (base), 96 (scaling) → 30/94).}}
**{{nerf|Purple Pikmin down smash deals less knockback (30 (base), 100 (scaling) → 32/72 (clean), 10/100 → 0/72 (late)), greatly hindering its KO potential despite its increased damage and the late hit's lower launch angle.}}
**{{nerf|Up smash's clean near and clean far hit deals less damage (15% (clean near)/13% (clean far) → 13%/10%). The near hit's knockback scaling wasn't fully compensated (90 → 91) while the far hit has less knockback scaling (90 → 81) significantly hindering its KO potential. The late hit also has less knockback scaling (90 → 85).}}
**{{nerf|Down smash's clean hit deals slightly less damage (12% → 11%).}}
**{{buff|Down smash's late hit has increased base knockback (10 → 22).}}
**{{nerf|Down smash has less knockback scaling (100 → 89).}}
*White Pikmin
**{{buff|Forward smash deals more damage (9% (clean)/6% (mid)/3% (late) → 11.6%/8%/4.8%) and knockback (10 (base), 80 (scaling) → 30/94).}}
**{{buff|Up smash deals more damage (9% (clean near)/7% (clean far)/5% (late) → 10.4%/8%/8.8%) and the clean near hit has higher knockback scaling (90 → 91) improving its KO potential.}}
**{{nerf|Up smash's clean far and late hit have less knockback scaling (90 → 81 (far), 85 (late)) hindering the clean far hit's KO potential.}}
**{{buff|Down smash deals more damage (6% (clean)/4% (late) → 8.8%/7.2%).}}
**{{buff|Down smash's late hit has increased base knockback (10 → 22).}}
**{{nerf|Down smash has less knockback scaling (100 → 89).}}
*Purple Pikmin
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve clean forward; clean up; and down smash attacks' shield pressuring potentials.}}
**{{buff|Forward smash's clean hit deals more damage (18% 20.3%).}}
**{{nerf|Forward smash deals less knockback (20 (base), 95 (scaling) → 30/84).}}
**{{buff|Up smash deals more damage (16% (clean near)/13% (clean far)/13% (late) → 18.2%/14%/15.4%).}}
**{{nerf|Up smash has less knockback scaling (100 → 81 (near), 72 (far), 78 (late)) hindering its KO potential despite its higher damage.}}
**{{buff|Down smash deals less damage (15% (clean)/12% (late) → 15.4%/12.6%).}}
**{{nerf|Down smash has less knockback scaling (100 → 72) and the late hit also has less base knockback (10 → 0) significantly hindering its KO potential despite its higher damage.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials have longer animations (41 frames (neutral/forward)/48 (back)/34 (up)/51 (down) → 53/51/57/42/59), increasing the amount of time Olimar cannot grab ledges after performing an aerial.}}
*[[Neutral aerial]]
*{{nerf|Olimar and his opponent now suffer from the 1.5x hitlag multiplier caused by electric attacks (rather than just the opponent), giving all of his Yellow Pikmin-based aerials more ending lag upon connecting.}}
**{{nerf|Due to consisting of five hits instead of six combined with the first four hits dealing less damage (2% → 1.5%), neutral aerial deals 4% less damage (12% → 8%) with no compensation on the final hit's knockback. The final hit also has much less range (9u/8u/8u/9u 5u/4u/4u/5u) and neutral aerial has increased ending lag (FAF 42 54).}}
*[[Neutral aerial]]:
**{{buff|The weakening of SDI makes neutral aerial significantly more difficult to escape from.}}
**{{nerf|Neutral aerial has more ending lag (FAF 42 → 54).}}
*[[Back aerial]]
**{{nerf|Neutral aerial has smaller hitboxes, especially the final hit (4.5u/3.5u/3.5u/4.5u → 3.5u/2.5u/2.5u/3.5u (loop hits), 9u/8u/8u/9u → 5u/4u/4u/5u (final hit)).}}
**{{buff|Back aerial no longer has weaker sourspots and it deals more knockback compared to the old sweetspots.}}
**{{nerf|The loop hits deal less damage (2% → 1.5%).}}
*[[Up aerial]]
***{{buff|However, their knockback was not compensated, making them connect slightly more reliably at higher percents, especially when combined with the weakening of SDI.}}
**{{change|Up aerial now consists of one hit instead of seven. This significantly improves its KO and juggling potential, but significantly hinders its damage racking potential.}}
**{{nerf|Neutral aerial now only has four loop hits instead of five which in turn reduces its damages, especially when combined with each individual hit's lower damage (12% → 8%).}}
**{{nerf|Up aerial has a shorter duration (frames 8-20 8-15) and has much less range and due to only having one hit, it is much easier to out-prioritize.}}
**{{buff|The changes to hitstun canceling/DI improve neutral aerial's combo potential after landing with the move.}}
*[[Down aerial]]
*[[Forward aerial]]:
**{{buff|Down aerial's late hit is now equally as strong as the grounded clean hit significantly improving its KO potential.}}
**{{change|Forward aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}}
**{{change|Down aerial no longer meteor smashes grounded opponents (270° 50°). This improves its KO potential but hinders its followup potential.}}
***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.4u).}}
***{{nerf|As with all extended hitboxes, this prevent the new hitbox from interpolating.}}
**{{nerf|Forward aerial no longer deals extra shield damage (1 → 0).}}
*Red Pikmin:
**{{nerf|Red Pikmin-based forward aerial deals much less damage (15% → 10.2%) and knockback (25 (base), 88 (scaling) → 32/82), greatly hindering its KO potential.}}
*Yellow Pikmin:
**{{nerf|Yellow Pikmin-based forward aerial has a shorter duration (frames 7-10 → 7-9), now matching the other variants.}}
**{{nerf|Yellow Pikmin-based forward aerial deals much less damage (12% → 8.5%) with it only seeing a slight increase to its base knockback (25 → 32), significantly hindering its KO potential.}}
*Blue Pikmin:
**{{nerf|Blue Pikmin-based forward aerial deals much less damage (13% 8.5%) with it only seeing a slight increase to its base knockback (25 → 32), significantly hindering its KO potential.}}
*White Pikmin:
**{{buff|White Pikmin-based forward aerial deals more damage (5% → 6.8%) and has higher base knockback (25 32), improving its KO potential.}}
*Purple Pikmin:
**{{nerf|Purple Pikmin-based forward aerial deals less damage (14% → 11.9%) and knockback (25 (base), 90 (scaling) → 32/81), significantly hindering its KO potential.}}
*[[Back aerial]]:
**{{change|Back aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}}
***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.2u).}}
***{{buff|This also means that the move no longer has a weaker sourspot, making it more consistent.}}
***{{nerf|As with all extended hitboxes, this prevent the new hitbox from interpolating.}}
**{{nerf|Back aerial no longer deals extra shield damage (1 → 0).}}
*Red Pikmin:
**{{nerf|Red Pikmin-based back aerial deals marginally less damage compared to its previous sweetspot (13% → 12.96%).}}
**{{buff|Red Pikmin-based back aerial deals slightly more knockback (20 (base), 91 (scaling) → 30/90).}}
*Yellow Pikmin:
**{{nerf|Yellow Pikmin-based back aerial has a shorter duration (frames 10-14 → 10-13), now matching the other variants.}}
**{{nerf|Yellow Pikmin-based back aerial has a smaller hitbox (5.5u/5u/4.5u → 5.2u).}}
**{{nerf|Yellow Pikmin-based back aerial deals less damage compared to its previous sweetspot (12% → 10.8%).}}
**{{buff|Yellow Pikmin-based back aerial deals more knockback (20 (base), 91 (scaling) → 30/98), improving its KO potential despite its lower damage.}}
*Blue Pikmin
**{{nerf|Blue Pikmin-based back aerial deals less damage compared to its previous sweetspot (13% → 10.8%) without full compensation on its knockback (20 (base), 91 (scaling) → 30/98).}}
*White Pikmin:
**{{buff|White Pikmin-based back aerial deals more damage (5% → 8.64%) and knockback (20 (base), 91 (scaling) → 30/98) compared to its previous sweetspot.}}
*Purple Pikmin:
**{{buff|Purple Pikmin-based back aerial deals more damage (13% → 15.12%) and knockback (20 (base), 91 (scaling) → 30/88) compared to its previous sweetspot.}}
*[[Up aerial]]:
**{{change|Olimar has a new up aerial: he swings a Pikmin directly above him, with the move now consisting of a single hit.}}
***{{buff|This makes the move much more consistent, and it has more knockback than the final hit of the previous forward aerial on all variants.}}
***{{nerf|However, this makes the move much easier to out prioritise as since there is only one hitbox, the move can no longer beat trades with its later hitboxes.}}
***{{nerf|This also gives the move an overall shorter duration, despite it no longer having gaps between its hitboxes (frame 8/10/12/14/16/18/20 → 8-15).}}
***{{nerf|This also gives the move more ending lag as its total duration was unchanged.}}
**{{buff|Up aerial launches opponents at a higher angle compared to the previous final hit (76° → 95°).}}
**{{nerf|Up aerial now only consists of one much smaller extended hitbox which is now positioned directly above Olimar due to the new animation (7.5u (hits 1-6 red/blue/white/purple)/10u (hits 1-6 yellow/hit 7 red/blue/white/purple)/13u (hit 7 yellow) → 4u (R/B/W/P)/5u (Y)), drastically reducing its range.}}
*Red Pikmin:
**{{nerf|Red Pikmin-based up aerial deals drastically less damage (3% (hits 1-6/6% (hit 7)/24% (total) → 10.8%).}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 90 (scaling) → 50/84), significantly improving its KO potential.}}
*Yellow Pikmin:
**{{nerf|Yellow Pikmin-based up aerial deals much less damage (2% (hits 1-6/4% (hit 7)/16% (total) → 9%).}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}}
*Blue Pikmin:
**{{nerf|Blue Pikmin-based up aerial deals drastically less damage (3% (hits 1-6/4% (hit 7)/22% (total) 9%).}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}}
*White Pikmin:
**{{nerf|White Pikmin-based up aerial deals much less damage (1% (hits 1-6/3% (hit 7)/9% (total) → 7.2%).}}
***{{buff|However, its knockback scaling was not fully compensated compared to the previous final hit (110 → 92), significantly improving its KO potential.}}
*Purple Pikmin:
**{{nerf|Purple Pikmin-based up aerial deals much less damage (3% (hits 1-6/4% (hit 7)/22% (total) → 12.6%).}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/82), significantly improving its KO potential.}}
*[[Down aerial]]:
**{{buff|Down aerial's meteor smashing hitbox without Yellow Pikmin is slightly larger (3.5u → 3.7u) and it is now extended.}}
**{{change|Down aerial can no longer meteor smash grounded opponents.}}
**{{change|Down aerial's non-meteor smashing hitbox now uses one extended hitbox rather than two normal hitboxes.}}
***{{buff|For Non-Yellow Pikmin variants, this hitbox is the same size as the previous aerial only non meteor smash hitbox, giving it a larger hitbox against grounded opponents (3.8u 4.6u).}}
***{{nerf|However, this also gives it less horizontal range against aerial opponents.}}
**{{nerf|Down aerial has a shorter duration (frames 9-11 (clean), 12-19 (late) → 9/10-15).}}
**{{nerf|Down aerial has a shorter duration (frames 9-11 (clean), 12-19 (late) → 9/10-15).}}
***{{buff|However, its late hit no longer consists of drastically weaker hitboxes, with the move just losing its meteor smash hitbox instead. This makes the move much stronger during frames 12-15 of its duration regardless of the Pikmin used.}}
*Red Pikmin
**{{nerf|Down aerial's non-meteor smashing hitbox launches opponents at a higher angle (361° 50°).}}
**{{nerf|Forward aerial deals less damage (15% → 10.2%) and knockback (25 (base), 88 (scaling) → 32/82) significantly hindering its KO potential.}}
**{{nerf|Down aerial no longer deals extra shield damage (1 0).}}
**{{buff|Back aerial deals more knockback (20 (base), 91 (scaling) 30/90).}}
*Red Pikmin:
**{{nerf|Back aerial deals marginally less damage compared to the previous sweetspots (13% 12.96%).}}
**{{nerf|The clean hit deals much less damage (16% → 10.8%) and knockback (30 (base), 100 (scaling) → (10/30)/91), drastically hindering its KO potential.}}
**{{nerf|Due to now consisting of one hit instead of seven, up aerial deals less damage overall (24% → 10.8%).}}
***{{buff|However, the move also deals more damage (7% → 10.8%) and much more knockback (10 (base), 70 (scaling) → 30/91) during frames 12-15 of its duration.}}
**{{buff|Up aerial's knockback was not fully compensated (70 (base), 90 (scaling) → 50/84) improving its KO potential.}}
*Yellow Pikmin:
**{{nerf|Sweetspotted down aerial deals less damage (16% → 10.8%), the aerial hit has less base knockback (30 → 10) and both hits have less knockback scaling (100 → 91) drastically hindering its KO potential.}}
**{{nerf|The clean hit deals less damage (12% → 9%) and knockback (30 (base), 100 (scaling) → (10/30)/99), greatly hindering its KO potential.}}
**{{buff|Down aerial's late hit deals more damage (7% → 10.8%) and knockback (10 (base), 70 (scaling) → 30/91).}}
***{{buff|However, the move also deals more damage (6% → 9%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}}
*Yellow Pikmin
**{{nerf|The meteor smashing hitbox is smaller (5u 4.625u).}}
**{{nerf|Forward aerial has a shorter duration (frames 7-10 → 7-9).}}
**{{buff|The non meteor smash hitbox is larger, especially against grounded opponents (5.5u/4.5u → 5.75u).}}
**{{nerf|Forward aerial deals less damage (12% → 8.5%) without full compensation on its base knockback (25 → 32).}}
**{{nerf|Back aerial deals less damage compared to the previous sweetspots (12% → 10.8%) although its knockback was compensated (20 (base), 91 (scaling) → 30/98). It also has a shorter duration (frames 10-14 → 10-13).}}  
**{{nerf|Due to now consisting of one hit instead of seven, up aerial deals less damage overall (16% → 9%).}}
**{{buff|Up aerial's knockback was not fully compensated (70 (base), 110 (scaling) → 50/92) improving its KO potential.}}
**{{nerf|Sweetspotted down aerial deals less damage (12% 9%), the aerial hit has less base knockback (30 → 10) and both hits have less knockback scaling (100 → 99) hindering its KO potential.}}
**{{buff|Down aerial's late hit deals more damage (6% → 9%) and knockback (10 (base), 70 (scaling) → 30/99).}}
*Blue Pikmin
*Blue Pikmin
**{{nerf|The clean hit deals much less damage (14% → 9%) and knockback (30 (base), 100 (scaling) → (10/30)/99), greatly hindering its KO potential.}}
**{{nerf|Forward aerial deal less damage (13% → 8.5%) without full compensation on its base knockback (25 → 32).}}
***{{buff|However, the move also deals more damage (6% → 9%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}}
**{{nerf|Back aerial deals less damage compared to the previous sweetspots (13% → 10.8%) although its knockback was mostly compensated (20 (base), 91 (scaling) → 30/98).}}
**{{nerf|Due to now consisting of one hit instead of seven, up aerial deals less damage overall (22% → 9%).}}
**{{buff|Up aerial's knockback was not fully compensated (70 (base) 110 (scaling), → 50/92) improving its KO potential.}}
**{{nerf|Sweetspotted down aerial deals less damage (13% 9%), the aerial hit has less base knockback (30 → 10) and both hits have less knockback scaling (100 → 99) hindering its KO potential.}}
**{{buff|Down aerial's late hit deals more damage (6% → 9%) and knockback (10 (base), 70 (scaling) → 30/99).}}
*White Pikmin
*White Pikmin
**{{nerf|The clean hit deals less damage (8% → 7.2%) and knockback (30 (base), 100 (scaling) → (10/30)/99), hindering its KO potential.}}
**{{buff|Forward aerial deals more damage (5% → 6.8%) and has higher base knockback (25 32).}}
***{{buff|However, the move also deals more damage (4% → 7.2%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}}
**{{buff|Back aerial deals more damage (5% → 8.64%) and knockback (20 (base), 91 (scaling) → 30/98).}}
*Purple Pikmin:
**{{nerf|Due to now consisting of one hit instead of seven, up aerial deals less damage overall (9% → 7.2%).}}
**{{nerf|The clean hit deals much less damage (14% → 12.6%) and knockback (30 (base), 100 (scaling) → (10/30)/89), significantly hindering its KO potential.}}
**{{buff|Up aerial's knockback scaling was not fully compensated (110 → 92) significantly improving its KO potential.}}
***{{buff|However, the move also deals much more damage (6% → 12.6%) and knockback (10 (base), 70 (scaling) → 30/89) during frames 12-15 of its duration.}}
**{{nerf|Sweetspotted down aerial deals less damage (8% → 7.2%), the aerial hit has less base knockback (30 → 10) and both hits have less knockback scaling (100 → 99) hindering its KO potential.}}
**{{buff|Down aerial's late hit deals more damage (4% → 7.2%) and has higher knockback scaling (70 → 99).}}
*Purple Pikmin
**{{nerf|Forward aerial deal less damage (14% → 11.9%) and knockback (25 (base), 90 (scaling) → 32/81).}}
**{{buff|Back aerial deals more damage (13% → 15.12%) and knockback (20 (base), 91 (scaling) → 30/88).}}
**{{nerf|Due to now consisting of one hit instead of seven, up aerial deals less damage overall (22% → 12.6%).}}
**{{buff|Up aerial's knockback was not fully compensated (70 (base), 110 (scaling) → 50/84) improving its KO potential.}}
**{{nerf|Sweetspotted down aerial deals less damage (13% → 12.6%), the aerial hit has less base knockback (30 → 10) and both hits have less knockback scaling (100 → 89) hindering its KO potential.}}
**{{buff|Down aerial's late hit deals much more damage (6% → 12.6%) and knockback (10 (base), 70 (scaling) → 30/89).}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s
**{{buff|All grabs have less startup lag (frame 11 → 10).}}
**{{buff|All grabs have decreased start-up lag (frame 11 → 10).}}
**{{buff|White Pikmin-based grabs have a larger grabbox (3u → 3.5u).}}
**{{nerf|All grabs have shorter durations (frames 11-30 → 10-19) and standing and dash grabs have increased ending lag (FAF 30 → 50 (standing), FAF 40 → 53 (dash)).}}
**{{nerf|All grabs have shorter durations (frames 11-25 → 10-19).}}
**{{nerf|All grabs with all Pikmin have considerably reduced range. Blue Pikmin-based grab in particular is no longer the longest reaching grab in the game and it now has slightly less range than White Pikmin-based grab.}}
**{{nerf|Standing and dash grabs have more ending lag, especially standing grab (FAF 30 (standing)/40 (dash) → 50/53).}}
*{{buff|The changes to aerial [[grab release]]s benefits Olimar as he is significantly less susceptible to air release followups.}}
**{{nerf|Red, Yellow and especially Blue Pikmin-based grabs have considerably reduced range. Their standing and pivot grab ranges in particular have been reduced to the point that they only reach about as far as Olimar's purple Pikmin grabs did previously.}}
*[[Forward throw]]
**{{nerf|White and Purple Pikmin-based grabs have reduced range (especially the former), albeit to a lesser extent than the other colours (although White Pikmin-based grabs overall have noticeably less range than Olimar's Red/Yellow Pikmin-based grabs in ''Brawl'').}}
**{{nerf|Olimar releases opponents later from forward throw (frame 4 → 8) and it has more ending lag (FAF 32 36).}}
*[[Pummel]]:
**{{buff|Red, Yellow and White Pikmin-based forward throws deal more knockback (60 (base), 50 (scaling) 65/60).}}
**{{buff|Pummel has a larger hitbox (4u 4.4u).}}
**{{nerf|Blue and Purple Pikmin-based forward throw deals less knockback.}}
**{{nerf|Pummel has more startup lag (frame 10 11).}}
***{{nerf|Blue: 30 (base), 85 (scaling) → 65/60}}
**{{nerf|Olimar now suffers from hitlag when pummeling his opponent, giving pummel more ending lag.}}
***{{nerf|Purple: 60 (base), 90 (scaling) 65/60}}
**{{nerf|Yellow Pikmin-based pummel now has an electric effect. This gives it more hitlag (4 frames → 7) which along with the previous change, gives it considerably more ending lag.}}
**{{nerf|Red and Blue Pikmin-based forward throws deal less damage.}}
*[[Forward throw]]:
***{{nerf|Red: 6% → 5.6%}}
**{{nerf|Olimar releases opponents from forward throw later (frame 4 → 8) with its total duration compensated (FAF 32 36).}}
***{{nerf|Blue: 13% → 11.2%}}
*Red Pikmin:
**{{buff|White Pikmin-based forward throw deals 1% more damage (6% → 7%).}}
**{{nerf|Red Pikmin-based forward throw deals less damage (6% → 5.6%).}}
*[[Back throw]]
**{{buff|Red Pikmin-based forward throw deals more knockback (60 (base), 50 (scaling) → 65/60).}}
**{{nerf|Olimar releases opponents later from back throw (frame 7 → 13) and it has more ending lag (FAF 36 40).}}
*Yellow Pikmin:
***{{buff|However, its increased ending lag does not fully compensate for Olimar releasing the opponent later giving it less cooldown.}}
**{{buff|Yellow Pikmin-based forward throw deals more knockback (60 (base), 50 (scaling) 65/60).}}
**{{buff|Red, Blue, and White Pikmin-based back throws deal more damage.}}
*Blue Pikmin:
***{{buff|Red: 7% → 7.2%}}
**{{nerf|Blue Pikmin-based forward throw deals less damage (13% → 11.2%) and knockback (30 (base), 85 (scaling) → 65/60) considerably hindering its KO potential, especially from far distances.}}
***{{buff|Blue: 14% → 14.4%}}
*White Pikmin:
***{{buff|White: 6% → 9%}}
**{{buff|White Pikmin-based forward throw deals more damage (6% → 7%) and knockback (60 (base), 50 (scaling) → 65/60).}}
**{{buff|Red, Yellow and White Pikmin-based back throws deal more knockback (48 (base), 52 (scaling) → 50/60).}}
*Purple Pikmin:
**{{nerf|Blue and Purple Pikmin-based back throws deals less knockback.}}
**{{nerf|Purple Pikmin-based forward throw deals less knockback (60 (base), 90 (scaling) → 65/60).}}
***{{nerf|Blue: 30 (base), 85 (scaling) → 50/60}}
*[[Back throw]]:
***{{nerf|Purple: 48 (base), 90 (scaling) → 50/60}}
**{{nerf|Olimar releases opponents from back throw later (frame 7 13) and it has a longer total duration (FAF 36 40).}}
*[[Up throw]]
***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}}
**{{nerf|The removal of [[chain grab]]bing has hindered up  throw's damage racking potential.}}
*Red Pikmin:
**{{nerf|Olimar releases opponents later from up throw (frame 27 32) and it has more ending lag (FAF 42 50).}}
**{{buff|Red Pikmin-based back throw deals more damage (7% → 7.2%) and knockback (48 (base), 52 (scaling) → 50/60).}}
**{{nerf|Red, Yellow, and Purple Pikmin-based up throws deal less damage hindering their KO potential especially with Purple Pikmin.}}
*Yellow Pikmin:
***{{nerf|Red: 9% → 6.4%}}
**{{buff|Yellow Pikmin-based back throw deals more knockback (48 (base), 52 (scaling) 50/60).}}
***{{nerf|Yellow: 11% → 8%}}
*Blue Pikmin:
***{{nerf|Purple: 11% 8%}}
**{{buff|Blue Pikmin-based back throw deals more damage (14% → 14.4%).}}
**{{nerf|Blue and Purple Pikmin-based up throws deal less knockback. Purple Pikmin-based up throw is no longer the strongest up throw in the game and it now has less KO potential than Blue Pikmin-based up throw.}}
**{{nerf|Blue Pikmin-based back throw deals less knockback (30 (base), 85 (scaling) → 50/60), considerably hindering its KO potential despite its increased damage.}}
***{{nerf|Blue: 55 (base), 80 (scaling) → 80/58}}
*White Pikmin:
***{{nerf|Purple: 55 (base), 100 (scaling) → 80/65}}
**{{buff|White Pikmin-based back throw deals more damage (6% → 9%) and knockback (48 (base), 52 (scaling) → 50/60).}}
**{{buff|Blue and White Pikmin-based up throws deal more damage.}}
*Purple Pikmin:
***{{buff|Blue: 12% 12.8%}}
**{{nerf|Purple Pikmin-based back throw deals less knockback (48 (base), 90 (scaling) 50/60).}}
***{{buff|White: 6% → 8%}}
*{{nerf|The removal of [[chain grab]]bing has hindered up and down throw's damage-racking potential.}}
**{{buff|Red, Yellow and White Pikmin-based up throws deal more knockback (55 (base), 72 (scaling) 80/65).}}
*[[Up throw]]:
*[[Down throw]]
**{{nerf|Olimar releases opponents from up throw later (frame 27 → 32) and it has more ending lag (FAF 42 50).}}
**{{nerf|The removal of [[chain grab]]bing has hindered down throw's damage racking potential.}}
**{{nerf|Up throw has increased base knockback (55 → 80). When combined with the previous change, this hinders up throw's combo potential at lower percents.}}
**{{nerf|Olimar releases opponents later from down throw (frame 19 30) and it has more ending lag (FAF 36 → 42).}}
*Red Pikmin:
***{{buff|However, its increased ending lag does not fully compensate for Olimar releasing the opponent later giving it less cooldown and improving its combo potential.}}
**{{nerf|Red Pikmin-based up throw deals less damage (9% 6.4%) without full compensation on its knockback (55 (base), 72 (scaling) → 80/65). This hinders its KO potential while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
**{{change|Red Pikmin-based down throw deals 2.4% less damage (9% → 6.6%). When coupled with the changes to hitstun canceling, this significantly improves its combo potential beyond low percents but hinders its KO potential.}}
*Yellow Pikmin:
**{{change|Blue, White, and Purple Pikmin-based down throws deal more damage. When coupled with the changes to hitstun canceling, this improves their combo potentials beyond low percents as well as their KO potential, but hinders their combo potentials at high percents.}}
**{{nerf|Yellow Pikmin-based up throw deals less damage (11% → 8%) without full compensation on its knockback (55 (base), 72 (scaling) → 80/65). This hinders its KO potential while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
***{{buff|Blue: 12% 12.2%}}
*Blue Pikmin:
***{{buff|White: 6% → 7.8%}}
**{{buff|Blue Pikmin-based up throw deals more damage (12% → 12.8%).}}
***{{buff|Purple: 8% → 8.4%}}
**{{nerf|Blue Pikmin-based up throw deals less knockback (55 (base), 72 (scaling) 80/58), hindering its KO potential (despite its increased damage) while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
**{{change|Blue Pikmin-based down throw has higher knockback scaling (40 → 60) improving its KO potential but hindering its combo potential.}}
*White Pikmin:
**{{change|Purple Pikmin-based down throw has less knockback scaling (100 → 60) improving its combo potential but hindering its KO potential.}}
**{{buff|White Pikmin-based up throw deals more damage (6% → 8%) and knockback (55 (base), 72 (scaling) 80/65), improving its KO potential.}}
*[[Edge attack]]
***{{nerf|However, this also hinders its combo potential.}}
**{{nerf|Olimar has a new edge attack, a {{s|pikipedia|punch}} from the ''Pikmin'' series. Compared to the previous fast edge attack, it has more startup lag with a shorter duration (frames 17-32 → 19-21) and deals less damage (8% → 7%).}}
*Purple Pikmin:
**{{buff|New edge attack has increased intangibility (frames 1-15 → 1-17) and no longer has set knockback (110 (set), 20 (scaling) 90 (base)/20).}}
**{{nerf|Purple Pikmin-based up throw deals less damage (11% → 8%) and knockback (55 (base), 100 (scaling) 80/65), greatly hindering its KO potential. It is no longer the strongest up throw in the game or even the strongest version of Olimar's up throw.}}
*[[Down throw]]:
**{{nerf|Down throw's hitbox has more startup lag (frame 15 → 23 (red/yellow/blue/white)/22 (purple)).}}
**{{nerf|Olimar now suffers from hitlag when down throw's hitbox connects. This means that Olimar now freezes for a short amount of time after the hitbox connects, giving it more ending lag.}}
**{{buff|The hitbox with non-Purple Pikmin has a longer duration (frames 15-18 23-30).}}
**{{nerf|Olimar releases opponents from down throw much later (frame 19 31 (red/yellow/blue/white)/26 (purple)) and it has a longer total duration (FAF 36 → 42).}}
***{{buff|However, its total duration was not fully compensated with red, blue and white Pikmin, even considering Olimar now suffering from hitlag. This gives these variants of the throw less ending lag and improving their combo potential.}}
***{{nerf|In the case of Yellow and Purple Pikmin, however, its total duration was overcompensated, giving these variants more ending lag, especially with Purple Pikmin.}}
**{{buff|The changes to hitstun canceling/DI considerably improves down throw's combo potential at higher percents.}}
*Red Pikmin:
**{{nerf|Red Pikmin-based down throw deals less damage (9% → 6.6%).}}
***{{buff|However, its knockback was not compensated. When combined with the throw's lower ending lag and the changes to hitstun canceling/DI, this greatly improves its combo potential beyond low percents.}}
*Yellow Pikmin:
**{{buff|The hitbox is larger (7u → 9.45u).}}
*Blue Pikmin:
**{{buff|Blue Pikmin-based down throw deals more damage (11% → 11.2%) and has higher knockback scaling (40 → 60).}}
***{{nerf|However, these changes also hinder down throw's followup potential at higher percents, while also still being too weak to KO at realistic percents.}}
*White Pikmin:
**{{nerf|The hitbox deals less damage (1% → 0.8%).}}
**{{buff|White Pikmin-based down throw deals more damage (6% → 8%).}}
***{{nerf|However, its knockback was not compensated, hindering its followup potential at higher percents.}}
*Purple Pikmin:
**{{buff|The hitbox deals more damage (1% → 1.4%).}}
**{{buff|Purple Pikmin-based down throw has less knockback scaling (100 → 60). When combined with the changes to hitstun canceling/DI, this greatly improves its combo potential despite its increased ending lag.}}
***{{nerf|However, this also greatly hinders its KO potential, no longer being a viable KO throw at very high percents.}}
*[[Floor attack]]s:
**{{buff|The second hit of both floor attacks have less startup lag (frame 16 → 15).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks have less intangibility (frames 1-29 (front)/1-27 (back) → 1-21).}}
**{{nerf|Floor attacks have a shorter duration per hit (3 frames → 2).}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Olimar's body, which covers less range overall.}}
*Back floor attack:
**{{change|Back floor attack now starts in front of Olimar rather than from behind.}}
**{{nerf|Back floor attack has more startup lag (frame 15 → 16).}}
*[[Edge attack]]:
**{{change|Olimar has a new edge attack, a {{s|pikipedia|punch}} from the ''Pikmin'' series.}}
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{buff|Edge attack has more intangibility (frames 1-15 → 1-16).}}
***{{nerf|However, there is a longer period of time where Olimar is vulenrable before the hitbox comes out (1 frame → 2).}}
**{{nerf|Edge attack has more startup lag with a shorter duration (frames 17-21 (clean)/22-23 (late) → 19-21).}}
**{{nerf|Edge attack deals less damage (8% → 7%).}}
**{{nerf|Edge attack now only has one static extended hitbox, rather than two hitboxes attached to Olimar as he jumps up, followed by three normal static hitboxes once he lands. This hitbox has less range than the previous late hit, in addition to the move also having much less vertical range.}}
**{{nerf|As with other edge attacks, edge attack now always launches opponents in the direction Olimar is facing, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{change|Trip attack now has transcendent priority.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}
**{{nerf|Trip attack now uses one extended hitbox rather than multiple normal hitboxes, which decreases the move's range overall.}}


===Special moves===
===Special moves===
*[[Pikmin Pluck]]:
*[[Pikmin Pluck]]
**{{buff|Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge, significantly improving its reliability when used near edges.}}
**{{buff|Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge,<ref name=OlimarSSB4/> significantly improving its reliability.}}
**{{buff|Pikmin Pluck's speed is now consistent regardless of the terrain, making Olimar pluck Pikmin faster on rocky, dirty, metallic and icy terrains.}}
***{{nerf|However, this also makes Olimar pluck Pikmin slower on cloth terrains.}}
**{{change|Pikmin Pluck has updated sound effects.}}
**{{change|Pikmin Pluck has updated sound effects.}}
**{{nerf|Pikmin Pluck can no longer be edge canceled to laglessly pluck Pikmin.}}
**{{change|Olimar can only pluck up to 3 Pikmin now.}}
*[[Pikmin Throw]]:
*[[Pikmin Throw]]
**{{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 {{GameIcon|ssb4-u}}[[pikipedia:Carrying|carry]] [[item]]s to Olimar.<ref>[http://www.gfycat.com/RemorsefulBarrenCreature Pikmin carrying items to Olimar]</ref>}}
**{{buff|Pikmin Throw can now enable Pikmin to latch onto a [[Smash Ball]] and {{GameIcon|ssb4-u}}[[pikipedia:Carrying|carry]] [[item]]s to Olimar.<ref>[http://www.gfycat.com/RemorsefulBarrenCreature Pikmin carrying items to Olimar]</ref>}}
**{{buff|Pikmin Throw's additional latch time has increased (200 frames → 300).}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve Pikmin Throw's shield pressuring potential.}}
**{{buff|Pikmin Throw has a larger hitbox when thrown with non purple Pikmin (4u (red/blue/white)/5.5u (yellow) → 4.5u/5.625u).}}
**{{nerf|Pikmin Throw deals less damage both when thrown (9% → 7.8% (R), 7% → 6.5% (YB), 6% → 5.3% (W)) and when latched (2% → 1.1% (RYB), 6% → 3.7% (W)). This significantly reduces its damage racking potential especially considering Olimar's reduced maximum Pikmin count.}}
**{{buff|Yellow Pikmin Throw has a larger inert collision box to latch onto opponents (7u → 7.5u).}}
*[[Winged Pikmin]]
**{{buff|Purple Pikmin Throw now has a hitbox against boss enemies which deals more damage (6% → 9.1%), is larger (2.2u → 4.5u) and deals more knockback (60 (base), 50 (scaling) 40/90).}}
**{{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]].<ref name="Direct"/> Additionally, they can be used regardless of whether or not Olimar has Pikmin.<ref name="Direct"/> Lastly, they have less ending lag (FAF 65 → 31). Altogether, these traits make them significantly safer and significantly more versatile.}}
**{{change|Pikmin fly off of the opponent much faster once they have finished attacking the opponent (0.6 → 1.3). This makes them fly further after but also makes them land later, giving them more lag.}}
**{{nerf|Unlike Pikmin Chain, Winged Pikmin do not deal damage and cover overall less distance if they are used consecutively.}}
**{{nerf|Pikmin Throw deals less damage when thrown without Purple Pikmin (9% (red)/7% (yellow/blue)/6% (white) 7.8%/6.5%/5.2%), with Red Pikmin throw also having decreased knockback scaling (100 → 92), hindering its effectiveness against boss battles.}}
**{{change|Compared to Pikmin Chain, Winged Pikmin are more effective when he has less Pikmin, and less effective when he has more Pikmin.<ref name="Direct"/>}}
**{{nerf|Pikmin Throw deals less damage when latched (2% (red/yellow/blue)/6% (white) 1.1%/3.7%). This significantly reduces its damage racking potential, especially with white Pikmin.}}
*[[Pikmin Order]]
***{{nerf|When combined with Olimar's reduced maximum Pikmin count, this significantly hinders Pikmin Throw's damage-racking and camping potential, in addition to making the move more committal to use overall.}}
**{{nerf|Pikmin Order has decreased super [[armor]] frames (frames 2-16 → 6-12), significantly hindering its safety.}}
*[[Winged Pikmin]]:
**{{buff|Olimar has a new up special, Winged Pikmin. Unlike [[Pikmin Chain]] which was a tether recovery, Winged Pikmin is a maneuverable, fuel-based recovery. Winged Pikmin can cover significantly more distance, it can be controlled and Olimar can cancel it by using an aerial (similarly to [[Robo Burner]], with the exception of Olimar being put into free-fall after using an aerial).}}
***{{buff|Altogether, these traits combined with the removal of edge-hogging make Winged Pikmin a significantly safer, more versatile and less predictable and exploitable recovery move compared to Pikmin Chain.}}
**{{change|Compared to Pikmin Chain, Winged Pikmin are more effective when Olimar has less Pikmin, and less effective when he has more Pikmin.}}
***{{buff|Because of this, Olimar can more safely use Pikmin Throw while recovering to offensively challenge his opponent, as it will now improve his up special's recovering potential rather than reducing it.}}
**{{nerf|Unlike Pikmin Chain, Winged Pikmin lacks a hitbox, preventing it from being useable as a long-ranged anti-air or as a powerful [[stage spike]] option.}}
**{{nerf|Winged Pikmin no longer [[auto-cancel]]s before Olimar enters free-fall, making it riskier to land with.}}
*[[Pikmin Order]]:
**{{nerf|Pikmin Order's [[super armor]] has much more startup lag with a much shorter duration (frames 2-16 → 6-12), significantly hindering its safety.}}
**{{change|Pikmin Order's animation has slightly changed. Olimar's hand no longer goes through his helmet when he {{s|pikipedia|whistle}}s.}}
**{{change|Pikmin Order's animation has slightly changed. Olimar's hand no longer goes through his helmet when he {{s|pikipedia|whistle}}s.}}
***{{nerf|This new animation is longer, especially the aerial version (35 frames → 39 (grounded)/45 (aerial), increasing the amount of time Olimar cannot grab ledges after using the move.}}
*[[End of Day]]
*[[End of Day]]:
**{{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|End of Day slows down time more (4x → 5x) and for a longer period of time (30 frames → 40) when it is activated.}}
**{{buff|The Hocotate Ship can be maneuvered during its descent, similarly to a [[Warp Star]]. Its explosion also has a larger hitbox.}}
**{{buff|End of Day has much less startup lag (frame 19 6) due to both the more severe time slowdown and the hitbox coming out sooner.}}
**{{buff|End of Day now has a separate hitbox against aerial opponents for its liftoff which launches opponents vertically (250° → 90°), allowing it to link into the ascent hitbox.}}
***{{nerf|However, this hitbox also has significantly decreased set knockback (400 → 100) which along with its angle change, hinders its effectiveness against opponents offstage.}}
**{{buff|The grounded liftoff hitbox has drastically higher set knockback (400 1500) and it launches opponents at a more favorable angle (250° → 270°), burying them for much longer.}}
**{{nerf|The ascent deals less damage (15% → 10%) without full compensation on knockback, hindering the upper hitbox's KO potential.}}
**{{nerf|The ascent has smaller hitboxes (20u/20u → 17u/17u).}}
**{{nerf|The Bulborbs deal much less damage (43% (total) → 15%).}}
**{{buff|The Hocotate Ship can now be maneuvered during its descent, similarly to a [[Warp Star]].}}
**{{buff|The falling hit deals more knockback (60 (base), 100 (scaling) → 70/105).}}
**{{nerf|The landing hit deals much less damage (20%/15% → 12%/10%) without full compensation on the sweetspot's knockback (50 (base), 100 (scaling) → 65/140), slightly hindering its KO potential.}}
**{{buff|The landing hit's sourspot deals more knockback (50 (base), 100 (scaling) → 85/125) and it launches opponents at a more favorable angle (45° → 361°).}}
**{{nerf|The landing hit has smaller hitboxes (33u/33u/75u → 25u/25u/60u).}}


==Update history==
==Update history==
Olimar has received a mixture of buffs and nerfs from game updates, but was slightly buffed overall. Update [[1.0.4]] made Pikmin Pluck unable to be [[Ledge-canceling|edge-canceled]] and decreased the amount of damage that Red, Yellow, and Blue Pikmin deal when latching onto opponents. To compensate for this, White Pikmin deal more damage when latched on, and the latching time for Red, Yellow, Blue, and White Pikmin has increased.
Olimar has received a mix of buffs and nerfs from game updates. Update [[1.0.4]] made Pikmin Pluck unable to be [[Ledge-canceling|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 has increased.


However, Olimar also drastically benefits from the changes to shielding 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 marginally better in comparison to during ''SSB4''{{'}}s initial release.
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 very slightly better than he was during ''SSB4''{{'}}s initial release.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
*{{buff|Neutral, forward, and back aerials' landing lag decreased|17 frames|15.}}
{{UpdateList/1.0.4|char=Olimar}}
{{UpdateList/1.0.4|char=Olimar}}


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
{{UpdateList/1.0.6|char=Olimar}}
*{{bugfix|Fixed a glitch where [[reflect]]ing Order Tackle would give the Pikmin a permanent power boost.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
{{UpdateList/1.0.8|char=Olimar}}
*{{bugfix|Fixed a glitch where [[Pikmin Order]] no longer reverses from edge grabs.}}


==Moveset==
==Moveset==
*All Pikmin-based moves and grabs involve the next Pikmin in the line to perform the given attack. Upon performing a move, that Pikmin goes to the back of the line.
*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 follows a general set of rules for their attacks:
*Each Pikmin has respective multipliers that are applied to the damage output and knockback values of each Pikmin-based move:
** Red Pikmin deal more damage for attacks (around 1.2x damage for most attacks), but less for throws (around 0.8x damage). Their attacks have a [[flame]] effect.
**Red Pikmin 1.2× (attacks)/0.8× (throws)
** Yellow Pikmin have larger hitboxes (around 1.25x larger for most hitboxes). Their attacks have an [[electric]] effect.
**Yellow Pikmin — 1× (attacks and throws)
** Blue Pikmin have more damaging throws (around 1.6x damage).
**Blue Pikmin — 1× (attacks)/1.6× (throws)
** White Pikmin have minimal power in attacks (around 0.8x damage for most hitboxes), but have significantly longer grab and [[Pikmin Throw|toss]] range and deal more latching damage. Their grab-related attacks have a [[darkness]] effect.
**White Pikmin — 0.8× (attacks)/1× (throws)
** Purple Pikmin have high power in damage (around 1.4x damage for most hitboxes) and knockback, but have minimal range for ranged attacks.
**Purple Pikmin 1.4× (attacks)/1× (throws)
''For a gallery of Olimar's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
Line 503: Line 300:
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=0.6% (hits 1-6), 4% (hit 7){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|utiltdmg=0.6% (hits 1-6), 4% (hit 7){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|utiltdesc=A jumping twirl. It hits on frame 6, has decent vertical range, and hits multiple times, with its last hit possessing very high knockback growth. Altogether, these traits make it a decent anti-air attack, while the final hit can KO middleweights at around 182% on Final Destination with high [[rage]].
|utiltdesc=A jumping twirl. It hits on frame 6, has decent vertical range, and hits multiple times, with its last hit having very high knockback growth. Altogether, these traits make it a decent anti-air attack.
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=6%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dtiltdmg=6%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
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|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=7% (hit 1), 4% (hit 2){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dashdmg=7% (hit 1), 4% (hit 2){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dashdesc=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 minimal damage output, high base knockback, and low knockback growth collectively make it unable to combo past minimal percents, or KO at reasonable percents.
|dashdesc=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.
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg=&mdash;{{!!}}{{ChargedSmashDmgSSB4|17.4}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|7.2}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|11.6}} (clean), {{ChargedSmashDmgSSB4|8}} (mid), {{ChargedSmashDmgSSB4|4.8}} (late){{!!}}{{ChargedSmashDmgSSB4|20.3}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|8.4}} (late)
|fsmashdmg=&mdash;{{!!}}{{ChargedSmashDmgSSB4|17.4}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|7.2}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|11.6}} (clean), {{ChargedSmashDmgSSB4|8}} (mid), {{ChargedSmashDmgSSB4|4.8}} (late){{!!}}{{ChargedSmashDmgSSB4|20.3}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|8.4}} (late)
Line 547: Line 344:
|bthrowdesc=Olimar and the Pikmin turn around and the Pikmin performs a [[wikipedia:Professional wrestling throws#Body slam|body slam]]. It deals the most damage out of all of Olimar's throws and launches at 45°. These traits make it capable of KOing while using Blue Pikmin, and decent for setting up an edge-guard at high percents with non-Blue Pikmin. Blue Pikmin back throw KOs middleweights at 161% while near the edge of Final Destination in {{for3ds}}.
|bthrowdesc=Olimar and the Pikmin turn around and the Pikmin performs a [[wikipedia:Professional wrestling throws#Body slam|body slam]]. It deals the most damage out of all of Olimar's throws and launches at 45°. These traits make it capable of KOing while using Blue Pikmin, and decent for setting up an edge-guard at high percents with non-Blue Pikmin. Blue Pikmin back throw KOs middleweights at 161% while near the edge of Final Destination in {{for3ds}}.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=&mdash;{{!!}}6.4%{{!!}}8%{{!!}}12.8%{{!!}}8%{{!!}}8%
|uthrowdmg=&mdash;{{!!}}6.4%{{!!}}8%{{!!}}8%{{!!}}8%{{!!}}12.8%
|uthrowdesc=The Pikmin jumps up, turns upside down, and performs a modified [[wikipedia:Piledriver (professional wrestling)|piledriver]]. Although its knockback has decreased since ''Brawl'', it is still one of the strongest up throws in the game while using Blue Pikmin. Blue Pikmin up throw KOs middleweights at 157%/146% (''3DS''/''Wii U'') from anywhere on Final Destination.
|uthrowdesc=The Pikmin jumps up, turns upside down, and performs a modified [[wikipedia:Piledriver (professional wrestling)|piledriver]]. Although its knockback has decreased since ''Brawl'', it is still one of the strongest up throws in the game while using Blue Pikmin. Blue Pikmin up throw KOs middleweights at 157%/146% (''3DS''/''Wii U'') from anywhere on Final Destination.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=&mdash;{{!!}}1% (hit 1), 5.6% (throw){{!!}}1% (hit 1), 7% (throw){{!!}}1% (hit 1), 11.2% (throw){{!!}}0.8% (hit 1), 7% (throw){{!!}}1.4% (hit 1), 7% (throw)
|dthrowdmg=&mdash;{{!!}}1% (hit 1), 5.6% (throw){{!!}}1% (hit 1), 7% (throw){{!!}}1% (hit 1), 11.2% (throw){{!!}}0.8% (hit 1), 7% (throw){{!!}}1.4% (hit 1), 7% (throw)
|dthrowdesc=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 while using Red Pikmin. Red Pikmin down throw can combo into neutral aerial at 0% to low percents; forward and [[reverse aerial rush]]ed back aerials at 0% to high percents; and up aerial at low to high percents. One particularly notable combo is a Red Pikmin down throw followed by a Purple Pikmin back aerial, which is a [[true combo]] that KOs reliably while near the edge. Red Pikmin down throw can also combo into forward tilt and forward smash at 0% to low percents, albeit only against fast-fallers. Yellow, Blue, White, and Purple Pikmin can also perform these combos, but their combo potential wanes considerably past medium percents because of their throw damage being much higher than the Red Pikmin's.
|dthrowdesc=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 while using Red Pikmin. Red Pikmin down throw can combo into neutral aerial at 0% to low percents; forward and [[reverse aerial rush]]ed back aerials at 0% to high percents; and up aerial at low to high percents. One particularly notable combo is a Red Pikmin down throw followed by a Purple Pikmin back aerial, which is a [[true combo]] that KOs reliably while near the edge. Red Pikmin down throw can also combo into forward tilt and forward smash at 0% to low percents, albeit only against fast-fallers. Yellow, Blue, White, and Purple Pikmin can also perform these combos, but their combo potential wanes considerably past medium percents because of their throw damage being much higher than the Red Pikmin's.
|dodgedesc=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}
|techdesc=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|floorfdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
Line 576: Line 371:
|nsc2desc=Each pluck detonates an explosion, but Pikmin take longer to pluck and have less hit points.
|nsc2desc=Each pluck detonates an explosion, but Pikmin take longer to pluck and have less hit points.
|ssdefname=Pikmin Throw
|ssdefname=Pikmin Throw
|ssdefdmg=&mdash;{{!!}}7.8% (thrown), 1.1% (latched){{!!}}6.5% (thrown), 1.1% (latched){{!!}}6.5% (thrown), 1.1% (latched){{!!}}5.2% (thrown), 3.7% (latched){{!!}}6%
|ssdefdmg=&mdash;{{!!}}7.8% (thrown), 1.1% (latched){{!!}}6.5% (thrown), 1.1% (latched){{!!}}6.5% (thrown), 1.1% (latched){{!!}}5.2% (thrown), 3.7% (latched){{!!}}6.5%
|ssdefdesc={{s|pikipedia|Throw}}s a Pikmin, which latches onto opponents and damages them before falling off either because of [[flinch]]ing, 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%. Due to the Purple Pikmin's inability to latch onto anything like in their home series, they will instead deal damage on contact. On a related note, if the target cannot be latched onto, any non-Purple Pikmin simply deal damage.
|ssdefdesc={{s|pikipedia|Throw}}s a Pikmin, which latches onto opponents and damages them before falling off either because of [[flinch]]ing, 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%. Due to the Purple Pikmin's inability to latch onto anything like in their home series, they will instead deal damage on contact. On a related note, if the target cannot be latched onto, any non-Purple Pikmin simply deal damage.
|ssc1name=Sticky Pikmin Throw
|ssc1name=Sticky Pikmin Throw
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|dsc2desc=Deals damage and [[reverse]]s opponents within the whistle's range, but has a noticeable amount of start-up lag.
|dsc2desc=Deals damage and [[reverse]]s opponents within the whistle's range, but has a noticeable amount of start-up lag.
|fsname=End of Day
|fsname=End of Day
|fsdmg=colspan{{=}}"6"{{!}}10% (launch), 10% (ascent), 0.125% (Red Bulborbs), 10% (descent), 12%/10% (explosion)
|fsdmg=colspan{{=}}"6"{{!}}10% (launch), 10% (ascent), 15% (Red Bulborbs), 10% (descent), 12%/10% (explosion)
|fsdesc=Jumps into the {{s|pikipedia|Hocotate Ship}} and launches into outer space, which [[bury|buries]] any nearby opponents. While the ship has left the stage, {{s|pikipedia|Red Bulborb}}s attack opponents to steadily inflict damage; they deal damage every [[frame]] for 120 frames (2 seconds), dealing up to 15%. 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.
|fsdesc=Jumps into the {{s|pikipedia|Hocotate Ship}} and launches into outer space, which [[bury|buries]] any nearby opponents. While the ship has left the stage, {{s|pikipedia|Red Bulborb}}s 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.
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 79
|rweight = 51-54
|dash = 1.4
|rdash = 42-46
|run = 1.47
|rrun = 44
|walk = 0.9
|rwalk = 45-46
|trac = 0.06
|rtrac = 14-24
|airfric = 0.015
|rairfric = 6-19
|air = 0.82
|rair = 54
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.07
|raddaccel = 18-28
|gravity = 0.068
|rgravity = 54-55
|fall = 1.35
|rfall = 44-46
|ff = 2.16
|rff = 44-46
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 33.5
|rjumpheight = 30
|shorthop = 16.191645
|rshorthop = 33
|djump = 33.5
|rdjump = 33
|ellag = 4
|rellag = 1-46
}}
}}
===[[Announcer]] calls===
The announcer also calls the Pikmin in the Japanese, Chinese, and Korean versions.
====Olimar====
<gallery>
Olimar English Announcer SSB4-SSBU.wav|English
Olimar Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese/Korean
Olimar French Announcer SSBU.wav|French
</gallery>
====Alph====
<gallery>
Alph English Announcer SSB4-SSBU.wav|English
Alph Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese/Korean
Alph French Announcer SSBU.wav|French
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 682: Line 423:


===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Olimar
!Olimar
|game=SSB4
!Cheer (English)
|desc-us=Olimar! Olimar! Olimar!
!Cheer (Japanese)
|desc-jp=Pik-min! Ol-i-mar!
!Cheer (Spanish)
|pitch-us=Group chant
|-
|pitch-jp=Group chant
! scope="row"|Cheer
|name=Olimar}}
|[[File:Olimar Cheer English SSB4 SSBU.ogg|center]]||[[File:Olimar Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Olimar Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|Olimar! Olimar! Olimar! || Pik - min! Oli - mar! || Pik - min! Oli - mar!
|-
!Olimar
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Olimar Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer French PAL SSB4.ogg|center]]||[[File:Olimar Cheer German SSB4.ogg|center]]||[[File:Olimar Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Pik - min ! Olimar ! || Pik - min! Oli - mar! || Pik - min! Oli - mar!
|}


{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Alph
!Alph
|game=SSB4
!Cheer (English)
|desc-us=Alph! Alph! Alph!
!Cheer (Japanese)
|desc-jp=Pik-min! Al-ph!
!Cheer (Spanish)
|pitch-us=Group chant
|-
|pitch-jp=Group chant
! scope="row"|Cheer
|name=Alph}}
|[[File:Alph Cheer English SSB4 SSBU.ogg|center]]||[[File:Alph Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Alph Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Alph Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|Alph! Alph! Alph! || Pik - min! Al - ph! || Pik - min! Alph!
|-
!Alph
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Alph Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Alph Cheer French PAL SSB4.ogg|center]]||[[File:Alph Cheer German SSB4.ogg|center]]||[[File:Alph Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Pik - min ! Alph ! || Pik - min! Alph! || Pik - min! *claps 2 times* Alph!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 741: Line 450:
|char=Olimar}}
|char=Olimar}}


==In [[competitive play]]==
==In [[Competitive play|competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 757: Line 466:
}}
}}


===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
====Active====
*{{Sm|Angbad|USA}} - Placed 25th at [[CEO 2016]]; 33rd at [[Paragon Los Angeles 2015]] and 33rd at [[EVO 2016]]; and 49th at [[Apex 2015]].
*{{Sm|Coco|USA}} - Placed 2nd at [[Combo Breaker 2015]] and 13th at [[The Big House 5]] in [[doubles]] play. Formerly ranked 7th on the [[Michigan Power Rankings]].
*{{Sm|Dabuz|USA}} (#4) - The best Olimar player in the United States and one of the two best ones in the world. Placed 1st at [[WTFox 2]], [[Aftershock 2016]], and [[Smash Valley]]; 2nd at Apex 2015 and [[Super Smash Con 2016]]; 3rd at CEO 2016; 4th at [[Frostbite 2017]]; 5th at [[EVO 2015]] and [[The Big House 6]]; and 7th at [[GENESIS 4]].
*{{Sm|Gomakenpi|USA}} - The best Olimar player in the Midwest. Placed  9th at [[Chronicles of Olympus II]] and 33rd at [[Midwest Mayhem 11]]. Also ranked 12th on the [[Michigan Smash 4 Power Rankings]]. Has taken a set off of {{Sm|Marss}}.
*{{Sm|GreenBeast|USA}} - Placed 7th at [[Midwest Mayhem]] and 13th at [[Smash 'N' Splash]].
*{{Sm|ImHip|USA}} - Placed 9th at [[Tournament:Final Battle|Final Battle]]; 17th at Paragon Los Angeles 2015 and [[2GGC: GENESIS Saga]]; and 33rd at [[2GGC: Midwest Mayhem Saga]] and [[2GGC: Civil War]]. Ranked 15th on the [[SoCal Power Rankings]].
*{{Sm|Klaatu|USA}} - Placed 17th at [[2GGT: Abadango Saga]]; 25th at [[2GGC: Greninja Saga]]; and 33rd at [[2GGT: Mexico Saga]] and [[2GGT: ZeRo Saga]].
*{{Sm|Krow|USA}} - Placed 2nd at [[Full Bloom 2]]; 17th at [[Midwest Mayhem 4]]; and 25th at [[Midwest Mayhem 3]]. Ranked 5th on the [[Indiana Power Rankings]].
*{{Sm|Logic|USA}} - Placed 7th at [[PAX Prime 2015]]; 9th at Smash 'N' Splash and [[Enthusiast Gaming Live Expo]]; 17th at [[Royal Flush (tournament)|Royal Flush]]; 25th at [[Super Smash Con 2015]]; 33rd at [[CEO 2015]]; and 49th at EVO 2016 and Super Smash Con 2016. Formerly ranked 15th on the [[MD/VA Power Rankings]].
*{{Sm|Myran|USA}} - Considered one of the best Olimar players in the world. Placed 5th at Paragon Los Angeles 2015; 17th at [[Frame Perfect Series 2]] and [[2GGC: Nairo Saga]]; 25th at {{Trn|CEO 2015}} and {{Trn|Frostbite 2017}}; and 33rd at {{Trn|Apex 2015}} and {{Trn|CEO 2016}}.
*{{Sm|Shuton|Japan}} (#23) - The best Olimar player in the world. Placed 1st at [[Sumabato 15]]; 3rd at [[Sumabato 14]] and [[2GGC: West Side Saga]]; 5th at [[Frostbite 2017]]; 9th at [[Umebura S.A.T.]]; and 13th at [[2GGC: Civil War]]. Ranked 4th on the [[JAPAN Power Rankings]].
*{{Sm|Syco|USA}} - Placed 25th at [[Midwest Mayhem 6: SoCal Invasion]] and [[Naifu Wars: World War 1]]. Ranked 6th on the [[Ohio Smash 4 Power Rankings|Ohio Power Rankings]].
 
====Inactive====
*{{Sm|Rich Brown|USA}}
 
===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 {{Sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Shuton}}, and {{Sm|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, then to 21st on the fourth 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'''
::{{flag|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!''
 
::{{flag|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!''


''See also: [[:Category:Olimar players (SSB4)]]''
{{Trophy games|console1=GCN|game1=Pikmin (12/2001)|console2=GCN|game2=Pikmin 2 (08/2004)}}


*{{Sm|Dabuz|USA}} - Although better known for his {{SSB4|Rosalina & Luma}}, he used Olimar as a secondary. His best Olimar run was winning {{Trn|Aftershock 2016}} defeating {{Sm|Samsora}} with Olimar in the last two games and double-eliminating {{Sm|CaptainZack}}, with his only game wins being with Olimar. Other notable Olimar results include placing 2nd at {{Trn|Super Smash Con 2016}} defeating {{Sm|ScAtt}}, reverse 3-0ing {{Sm|Fatality}}, and taking the last two games to defeat {{Sm|ANTi}}; and taking the last game to defeat {{Sm|Tweek}} at {{Trn|GENESIS 4}}.  
:'''Olimar (Alt.)'''
*{{Sm|ImHip|USA}} - Although he co-mained Olimar with {{SSB4|Duck Hunt}}, his best results and wins were with Olimar. He is considered one of the best Olimar players in North America as well as the primary Olimar representative from [[SoCal]]. He is best known for defeating {{Sm|Tweek}} with Olimar at {{Trn|2GGC: GENESIS Saga}}, ultimately placing 17th. In addition, he has also placed 5th at both {{Trn|2GGT: The False Awakens}}, defeating {{Sm|falln}} along the way, and {{Trn|2GGT: Mexico Saga}}, using primarily Olimar.
::{{flag|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!''
*{{Sm|Myran|USA}} - The best solo-Olimar player in North America of all-time best known for his performance in the first half of 2017, where he was ranked 39th on the [[PGR v3]] and placed 5th at {{Trn|Smash Conference LXIX}} defeating {{Sm|MVD}} and {{Sm|Mr. E}}, 13th at {{Trn|MomoCon 2017}} defeating {{Sm|ScAtt}}, 17th at {{Trn|2GGC: Nairo Saga}} defeating {{Sm|6WX}}, and 25th at {{Trn|Frostbite 2017}} defeating {{Sm|Tweek}}. He remained a strong Olimar player after the season, but would never be ranked globally again.
*{{Sm|Shuton|Japan}} - The best Olimar player of all-time and one of the best players from Japan. He is the only Olimar player who had multiple top 8 placements at majors, most notably placing 3rd at both {{Trn|2GGC: West Side Saga}} and {{Trn|Smash Sounds}}, 5th at {{Trn|Frostbite 2017}}, and 7th at {{Trn|2GGC: Fire Emblem Saga}}. He is ranked 23rd on the [[PGR 100]], the only solo-Olimar player on the ranking.
*{{Sm|Soulimar|USA}} - One of the best Olimar players in North America. He has several wins over {{Sm|AC}}, doing so to place 17th at {{Trn|2GGT: Abadango Saga}} and 33rd at {{Trn|2GGT: ZeRo Saga}}, and has also defeated {{Sm|Zenyou}} to place 25th at {{Trn|2GGC: Greninja Saga}}.


===Tier placement and history===
::{{flag|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!''
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 was primarily due to ''SSB4''{{'}}s adjusted and quicker mechanics combined with Olimar’s camping game being toned down, and his strengths being unrecognized at the time. This perception would remain intact for several months until players soon started to demonstrate Olimar's retained strengths, with professionals like {{Sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Shuton}}, and {{Sm|Soulimar}} attaining high placings. As a result, Olimar was ranked 24th on the first [[tier list]].
 
{{Trophy games|console1=GCN|game1=Pikmin (12/2001)|console2=GCN|game2=Pikmin 2 (08/2004)}}


Although his competitive prospects and placings were accelerating, Olimar's rare usage negatively stood out compared with other high-tier characters. To reflect this, he dropped 30th on the second tier list. As before, representatives such as Dabuz and Shuton continued to defeat top players at high-level tournaments and achieve great placings. These demonstrations allowed Olimar to achieve 27th and then to 21st on the third and fourth tier lists, respectively. Although he was not dominating as he was in ''Brawl'', Olimar has nevertheless managed to achieve solid success despite the quicker mechanics and the dominance of the DLC characters, especially {{SSB4|Corrin}} and {{SSB4|Bayonetta}}.
:'''End of Day'''
::{{flag|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!''


==In Solo Modes==
::{{flag|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<sup>[sic]</sup>, then in comes the beasties to take care of the other fighters. When Olimar returns, make sure he touches down, er...safely!''
===[[All-Star Mode]]===
In All-Star Mode, Olimar (or Alph) is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside {{SSB4|Roy}}, {{SSB4|Zero Suit Samus}}, {{SSB4|Ike}}, {{SSB4|Lucas}}, {{SSB4|Lucario}}, {{SSB4|Toon Link}}, {{SSB4|Villager}}, and {{SSB4|Bowser Jr.}}


==={{GameIcon|SSB4-U}}[[Event Match]]es===
<center>
====Solo Events====
<gallery>
OlimarTrophy3DS.png|Classic (3DS)
OlimarAltTrophy3DS.png|Alt. (3DS)
OlimarTrophyWiiU.png|Classic (Wii U)
OlimarAltTrophyWiiU.png|Alt. (Wii U)
EndOfDayTrophyWiiU.png|[[End of Day]]
</gallery>
</center>
 
==In [[Event Match]]es==
===Solo Events===
* '''[[A Battle of Scale]]''': A tiny Olimar must defeat a giant {{SSB4|Bowser}}.
* '''[[A Battle of Scale]]''': A tiny Olimar must defeat a giant {{SSB4|Bowser}}.
* '''[[All-Star Battle: Brawl]]''': Olimar is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
* '''[[All-Star Battle: Brawl]]''': Olimar is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
* '''[[The Big 7650!]]''': As {{SSB4|Pac-Man}}, the player must use his [[Final Smash]], [[Super Pac-Man]], on three Olimars within 15 seconds.
* '''[[The Big 7650!]]''': As {{SSB4|Pac-Man}}, the player must use his [[Final Smash]], [[Super Pac-Man]], on three Olimars within 15 seconds.
====Co-op Events====
 
===Co-op Events===
* '''[[Poisonous Planet]]''': Olimar and {{SSB4|Samus}} must defeat two giant {{SSB4|Charizard}} in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing.
* '''[[Poisonous Planet]]''': Olimar and {{SSB4|Samus}} must defeat two giant {{SSB4|Charizard}} in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing.
* '''[[Solidarity]]''': Olimar and {{SSB4|Rosalina & Luma}} must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}, and then defeat Bowser and {{SSB4|Bowser Jr.}}
* '''[[Solidarity]]''': Olimar and {{SSB4|Rosalina & Luma}} must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}, and then defeat Bowser and {{SSB4|Bowser Jr.}}
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Olimar, {{SSB4|Kirby}}, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, and Rosalina & Luma. All of the opponents are outer space-based characters.
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Olimar, {{SSB4|Kirby}}, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, and Rosalina & Luma. All of the opponents are outer space-based characters.
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Olimar.png|Classic Mode
SSB4-3DS Congratulations All-Star Olimar.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Olimar.png|Classic Mode
SSB4-Wii U Congratulations All-Star Olimar.png|All-Star Mode
</gallery>
</center>
==[[Trophies]]==
Olimar's default trophy is obtained by clearing Classic Mode as Olimar. His alternate trophy is obtained by clearing All-Star Mode as Olimar in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Olimar). The End of Day trophy is obtained only in the Wii U version by clearing All-Star Mode as Olimar. Alph also has a trophy that can be purchased from the Trophy Shop for 1500G (or 50 Play Coins) in the 3DS version or 1000G in the Wii U version after clearing Classic or All-Star as Olimar.
{{Trophy/Fighter
|name=Olimar
|image-3ds=OlimarTrophy3DS.png
|image-wiiu=OlimarTrophyWiiU.png
|mode=Classic
|desc-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!
|desc-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!
|gamelist-ntsc={{Trophy games|console1=GCN|game1=Pikmin|release1=12/2001|console2=GCN|game2=Pikmin 2|release2=08/2004}}
|gamelist-pal={{Trophy games|console1=GCN|game1=Pikmin|release1=06/2002|console2=GCN|game2=Pikmin 2|release2=10/2004}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Olimar (Alt.)
|image-3ds=OlimarAltTrophy3DS.png
|image-wiiu=OlimarAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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!
|desc-wiiu-ntsc=Pikmin are good for more than attacking, you know. For example, when you throw them, they can pick up small items on their way back to you, or latch onto containers to break them open! Also, if there are opponents charging or shooting at you, well-timed Pikmin Throws can stop them in their tracks!
|desc-pal=Pikmin aren't just good for attacking, you know. For example, try throwing them at boxes. They'll grab them and drag them in for you, hitting enemies along the way. 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!
|gamelist-ntsc={{Trophy games|console1=GCN|game1=Pikmin|release1=12/2001|console2=GCN|game2=Pikmin 2|release2=08/2004}}
|gamelist-pal={{Trophy games|console1=GCN|game1=Pikmin|release1=06/2002|console2=GCN|game2=Pikmin 2|release2=10/2004}}
}}
{{clrl}}
{{Trophy/Fighter
|name=End of Day
|image=EndOfDayTrophyWiiU.png
|desc-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!
|desc-pal=On the planet of the Pikmin, the native creatures get quite violent come nightfall, so Olimar retreats to orbit every evening. That's how his Final Smash works, too: Olimar takes off in his trusty Dolphin,{{sic}} then in come the beasties to take care of the other fighters. When Olimar returns, make sure he touches down, er...safely!
|game=ssb4-wiiu
}}
{{clrl}}
{{Trophy/Fighter
|name=Alph
|image-3ds=AlphTrophy3DS.png
|image-wiiu=AlphTrophyWiiU.png
|desc-ntsc=Alph is a young explorer who crashed on the planet PNF-404. As the engineer of the S.S. Drake, he feels responsible for finding the missing crew and the ship after the crash. Waking up in a pond, Alph quickly encounters a tiny creature—it's a Pikmin!
|desc-pal=A member of the crew that crash-landed on PNF-404. This young engineer is separated from the rest of his team during landing, but as an engineer, he's just as worried about their ship, the SS Drake. While looking for his crewmates and ship, Alph encounters some strange yet helpful little creatures...
|gamelist-ntsc={{Trophy games|console1=WiiU|game1=Pikmin 3|release1=08/2013}}
|gamelist-pal={{Trophy games|console1=WiiU|game1=Pikmin 3|release1=07/2013}}
}}
{{clrl}}


==[[Alternate costume (SSB4)#Olimar|Alternate costumes]]==
==[[Alternate costume (SSB4)#Olimar|Alternate costumes]]==
Line 895: Line 578:
*Although Alph travels in the {{s|pikipedia|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.
*Although Alph travels in the {{s|pikipedia|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 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.
*Alph was originally intended to be a [[clone]] of Olimar, much like {{SSB4|Dr. Mario}}, {{SSB4|Dark Pit}}, and {{SSB4|Lucina}}, and he was going to use Rock Pikmin, however he was left as an alternate costume presumably due to time constraints.<ref>[http://www.sourcegaming.info/2015/07/29/plucky-little-guys-olimar-and-alph-in-smash-4/ Plucky Little Guys: Olimar and Alph in Smash 4]</ref>
*Olimar is the only character to have only one [[special move]] in his default moveset that deals damage.
*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.
**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.
*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.
*Despite [[Pikmin Throw]]'s ability to make thrown Pikmin bring [[item]]s to Olimar being exclusive to {{forwiiu}}, his alt. trophy in {{for3ds}} mentions it regardless.
*Despite [[Pikmin Throw]]'s ability to make thrown Pikmin bring [[item]]s to Olimar being exclusive to {{forwiiu}}, his alt. trophy in {{for3ds}} mentions it regardless.
*Olimar's render in {{for3ds}}'s character select screen is slightly altered, as all three Pikmin are brought closer to Olimar to fit them into the icon. He, along with {{SSB4|Rosalina & Luma}} and {{SSB4|Duck Hunt}}, is the only one to have edited renders in the game.
*Olimar and {{SSB4|Ike}} are the only characters in ''Smash 4'' whose names start with vowels.
**Of the three, he is the only veteran.


==References==
==References==

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