Editing Olimar (SSBU)

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{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
{{recent release}}
{{disambig2|Olimar's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Captain Olimar}}
{{disambig2|Olimar's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Captain Olimar}}
{{Infobox Character
{{Infobox Character
|name = Olimar
|name = Olimar
|image = {{tabber|title1=Olimar|content1=[[File:Olimar SSBU.png|250px]]|title2=Alph|content2=[[File:Olimar-Alt4 SSBU.png|250px]]}}
|image = [[File:Olimar SSBU.png|250px]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B+
|ranking = 33
}}
}}
'''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside {{SSBU|Diddy Kong}} and the rest of the returning roster. In addition, '''[[Alph]]''' ({{ja|ピクミン&アルフ|Pikumin & Arufu}}, ''Pikmin & Alph'') returns as an alternate character alongside Olimar. Olimar is classified as [[Fighter number|Fighter #40]]. Olimar uses {{b|Pikmin|species}} to assist him in attacking his foes, with a core playstyle revolving around managing and using his various Pikmin combinations to his advantage.
{{cquote|''Captain Olimar battles by issuing commands to various types of Pikmin under his control. Pikmin come in different colors that correspond to different abilities. Olimar's alternate appearance lets you play as Alph!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
 
'''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed as a playable character on June 12th, 2018. In addition, [[Alph]] returns as an alternate costume for Olimar. Olimar is classified as fighter #40.
As in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', Hajime Wakai's portrayals of the Pikmin from ''{{iw|pikipedia|Pikmin|game}}'' and ''{{iw|pikipedia|Pikmin 2}}'', as well as Atsuko Asahi's portrayals of the Winged Pikmin from ''{{iw|pikipedia|Pikmin 3}}'', were repurposed for ''Ultimate''.
 
Olimar is ranked 33rd out of 82 on the current [[tier list]], placing him in the B+ tier. This is a slight drop to his placement in ''SSB4'', where he was ranked 21st out of 54, and it is his lowest placement in the ''Super Smash Bros.'' series to date.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Olimar being the 48th character to be unlocked.
*Play [[VS. match]]es, with Olimar being the 47th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Dr. Mario}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} in his unlock tree, being the last character unlocked.
*Have Olimar join the player's party in [[World of Light]].
*Have Olimar join the player's party in [[World of Light]].
Olimar must then be defeated on [[Distant Planet]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Olimar must then be defeated on [[Garden of Hope]].
 
==Attributes==
Olimar is a small, floaty, [[Weight|lightweight]] character. He has the 33rd slowest [[dash]]ing speed, 8th slowest [[air speed]], 32nd highest air acceleration (tied with {{SSBU|Duck Hunt}} and {{SSBU|Inkling}}, among others), very low [[gravity]], low [[traction]] (tied with {{SSBU|Diddy Kong}}), below-average [[falling speed]], and above-average [[jump]] height. Due to these attributes, Olimar has below-average mobility for the most part.
 
What sets Olimar apart from a majority of the cast is that his stronger attacks do not come from him. Instead, he utilizes Pikmin to perform [[disjoint]]ed attacks and function as projectiles to attack opponents from a distance during his smash attacks, most of his aerial attacks, and his side special move. Olimar starts off with 3 Pikmin at the start of each battle, and can have up to 3 at any given point. Each Pikmin has their own [[hit points]], and will die if they receive too much damage or fall into a blast zone. Pikmin are obtained in a specific order: [[pikipedia:Red Pikmin|Red]], [[pikipedia:Yellow Pikmin|Yellow]], [[pikipedia:Blue Pikmin|Blue]], [[pikipedia:White Pikmin|White]] and [[pikipedia:Purple Pikmin|Purple]], then back to Red. {{iw|pikipedia|Winged Pikmin}} also appear via Olimar's up special move, although they lack hurtboxes and hit points like the other Pikmin.
 
[[Pikmin Pluck]], Olimar's neutral special move, enables him to gain Pikmin when used on any solid surface in the event he has less than 3 Pikmin available. It is very laggy when used in air, but is somewhat quick on the ground and is best used if spaced out. [[Pikmin Order]], Olimar's down special move, can be used to quickly call all Pikmin back. It is a very quick and efficient cycling tool for getting to a desired Pikmin that has already been plucked. It also grants [[super armor]] during its first few frames, although this can be risky to use as a strictly defense measure due to the super armor's minimal amount of frames. It will function as a combo breaking move in dangerous situations as well.
 
[[Winged Pikmin]], Olimar's up special move, is a very flexible recovery option. The Winged Pikmin can be moved freely around the air, and their travel can be canceled with an aerial attack. However, canceling the Winged Pikmin will render Olimar helpless. Additionally, consecutive usage of the Winged Pikmin will tire them out, which results in their travel distance and maneuverability both worsening. Although sporadic usage of the Winged Pikmin will prevent them from tiring out, their travel distance and maneuverability will still worsen depending on Olimar's lineup of Pikmin: Purple Pikmin are the heaviest, whereas White Pikmin are the lightest.
 
Olimar's side special move, [[Pikmin Throw]], boasts excellent utility and is his primary damage-racking option. Olimar throws his Pikmin forward. The thrown Pikmin, except for Purple, cling to the target and deal elemental damage over time. Purple Pikmin don't cling to opponents and instead deal a single strong hit as they are in the air. If they don't land on a target, they become miniature, independent hurtboxes that run back toward Olimar. When clinging to the opponent, they can be killed or damaged by certain moves, such as a down smash that covers the user in a hitbox. However, this can be used to an advantage, as the Pikmin can be used to block certain moves such as [[Charge Shot]], even when clinging to {{SSBU|Samus}}. Pikmin Throw can also be used to get rid of unneeded or less useful Pikmin to get to a desired one if a different one needs to be plucked.
 
Each Pikmin has different properties that both affect how they interact with moves and Olimar's inputs. Red Pikmin have average projectile range, deal the second-highest damage, have the [[fire]] effect, reduce throw knockback, and are immune to fire attacks. Yellow Pikmin have an arcing path with slightly lower range, have the [[electric]] effect, have a larger hitbox (≈50% larger compared to the other Pikmin), and are immune to electric attacks. Blue Pikmin have average projectile range, higher throw power and damage, have the [[water]] effect, and are immune to water attacks. White Pikmin have the longest projectile range, deal the least direct damage in exchange for the most cling damage, and have the [[darkness]] effect. Purple Pikmin have the shortest projectile range, but deal the most damage and knockback and do not cling to opponents but act as a standard projectile with knockback instead.
 
Neutral attack is a {{iw|wikipedia|one-two combo}} that is quick overall, and is best suited for low percent set-ups into down tilt, a grab, and Pikmin Throw or if used for [[jab lock]]ing. Forward tilt is a wind-up punch that is laggy overall and his slowest tilt attack. However, it possesses respectable power that makes it useful for creating space and, more notably, it is his only non-Pikmin attack that can KO at reasonable percents. Up tilt is a simple spinning hop that is best suited as an anti-air move, yet can also set be followed up with an up aerial at low percents if the opponent fails to DI properly. Down tilt is Olimar's most useful tilt attack: it is a lunging tackle that can start combos at varying percents, [[2 frame punish]] reliably, function as a pseudo-crawl, and is his best spacing option in most scenarios thanks to its quick start-up.
 
Olimar's aerials have great utility despite his mediocre air speed. His forward and back aerials are great for edgeguarding thanks to their wide arc. His up aerial is effective for juggling and combos into itself and low to medium percents, whereas his down aerial can meteor smash in its earlier frames while still possessing a weaker lingering hitbox in its later frames, thus making it a solid tool for denying juggles. Furthermore, using Olimar's Pikmin-based aerials cycles through his Pikmin, which can be either a blessing or curse depending on the situation. Olimar's neutral aerial is his only aerial that does not utilize Pikmin, and thus has much less range in comparison. However, it still has some utility as a niche combo tool and landing option.
 
Olimar's throws are disproportionately powerful for a character of his size, specifically while using blue Pikmin. Up throw is a reliable KO move above approximately 130% with blue Pikmin (having very high base knockback) and can potentially set up juggling scenarios, while down throw reliably combos into forward aerial at low to medium percents and Pikmin Throw at higher percents, meaning that he can get very large amounts of damage off of a grab. Both forward and back throws can kill at ledge at about 130%, and also can set up edgeguards and ledgetraps. (Note: Blue Pikmin drastically increase the knockback and damage of throws. White Pikmin increase the range of the grab itself, while Purple Pikmin lower grab range. Red Pikmin make throws deal decreased knockback, making them more useful for combos starting from a grab.)
 
Having relatively long range for a character of his size also makes Olimar great at camping out and approaching hand-to-hand combatants, such as {{SSBU|Captain Falcon}} or {{SSBU|Wario}}, and further accentuate his strong punishment game. All of Olimar's aforementioned qualities give him a strong damage racking capability to complement his zoning focused playstyle.
 
However, Olimar does have some noticeable weaknesses to counterbalance his strengths. One of his most noteworthy issues is his defenselessness without his Pikmin. Although they can be plucked rather quickly, he can only do so when on the ground and there is still enough time to punish Olimar if he doesn't secure his space before gaining more Pikmin. His physical attacks themselves also provide niche/situational utility compared to his Pikmin moves and have significantly less range. Therefore, he is at his greatest disadvantage if the opponent manages to keep him airborne and within his space due to the very short range and limited scope of his physical attacks. On the flipside, his recovery becomes noticeably worsened when he does have Pikmin; as a result, he may have to resort to casting them aside if it improves his chances of recovering safely, and thus ridding himself of major defenses.
 
Olimar's below-average dashing and air speeds also make him susceptible to rushdown-oriented fighters overwhelming him while he's in a disadvantage state. This, in turn, is further compounded by his aforementioned difficulty at escaping a disadvantage state without Pikmin. Finally, Olimar's zoning capabilities are severely hindered by characters with a reflector, as Olimar's side special is both a projectile and his primary damage-racking move. On top of that, all of Olimar's smash attacks do damage solely through the use of Pikmin as projectiles, making a reflected smash attack potentially deadly, even at low percents.
 
Overall, Olimar is a versatile zoner who has an unorthodox manner of fighting involving the management of his Pikmin. Due to his poor disadvantage and his need for careful cycling and management of his Pikmin, he generally cannot afford to be reckless in his play.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Olimar was buffed overall in his transition from ''SSB4'' to ''Ultimate'', with several aspects of his core playstyle being buffed and further improved by ''Ultimate''{{'}}s universally adjusted mechanics.
Each Pikmin's various attributes have been improved. Red and Purple Pikmin deal more damage on average, Blue Pikmin's throw strength has been drastically improved, White Pikmin deals even more damage when latched to an opponent via [[Pikmin Throw]], and all aerial attacks that involve Pikmin have more range, especially Yellow Pikmin, which improves their usage on spacing. These changes further strengthen Olimar's already respectable damage output and zoning abilities. In addition to this, all of Olimar's Pikmin-based aerials now have [[transcendent priority]], which allows Olimar to trade moves much more safely than in ''SSB4'', which eliminates one of his most ultimate flaws from that game.
Olimar's grab game has been noticeably buffed as well. His grab has much more range, which can now be extended depending on the amount of Pikmin he has with him, and all of his throws deal more damage on average. As mentioned before, Blue Pikmin's increased throw strength means Olimar now possesses some of the most dangerous KO throws in the game, with up throw in particular having the potential to become even stronger than the likes of {{SSBU|Mewtwo}}, {{SSBU|Charizard}} or {{SSBU|Incineroar}}. Other notable buffs includde to [[up smash]], which has less ending lag to the point it has gained combo potential at low percents, (heightening Olimar's [[out of shield]] game), and [[Pikmin Pluck]], which is faster overall. Finally, in terms of universal changes, Olimar's mobility, while still below-average, has been improved via faster [[dash]]ing and [[air speed]]s.
However, Olimar received some slight nerfs. At the cost of their stronger attributes, Pikmin are even easier to KO in general; they have slightly lower HP, are now left vulnerable to attacks if Olimar gets hit with a move with enough high knockback move, they can be hit by moves that Olimar already shielded or perfect shielded, and dead Pikmin temporarily becomes the active Pikmin in Olimar's squad upon their death. The former two changes make it harder for Olimar to keep his Pikmin alive, forcing to replenish them more often, while the latter two changes worsen Olimar's consistency for punishing opponents.
Olimar's [[down throw]] launches opponents at a more horizontal angle, making follow-ups less reliable. In exchange for longer range, Olimar's grabs tend to have more ending lag, making them riskier to throw out. His recovery also became less abusable as a result of the travel distance of his up special, [[Winged Pikmin]], being further reduced with consecutive use, as well as its regeneration time being slower. Despite his faster mobility, Olimar now possesses one of the slowest [[initial dash]]es in the game, due to other fighters' initial dashes getting far more substantial buffs than his. Finally, Olimar's hurtbox is larger vertically, making it easier to hit him.
Overall, Olimar's oppressive damage output and camping abilities have been improved further, though this comes in exchange for Pikmin's fragility becoming even more pronounced than before and Olimar himself being more susceptible to punishment. He has also received some noticeable nerfs in game updates, which have notably affected his viability. While these nerfs aren't enough to outweigh his buffs, and Olimar is considered to be improved in comparison to in ''SSB4'', he performs similarly effective in relation to the returning cast. 
{{SSB4 to SSBU changelist|char=Olimar}}
==Update history==
Olimar received a mix of buffs, nerfs and glitch fixes via game updates, but was noticeably nerfed overall. Update {{SSBU|2.0.0}} fixed an infamous glitch which allowed Pikmin to double the strength of the spirit multiplier, causing attacks with his Pikmin to deal massive amounts of damage under the right circumstances. However, he received a glitch in this same update that caused all of his smash attacks to no longer increase in damage while being charged. While this glitch was fixed in update {{SSBU|3.0.0}}, this update also introduced another glitch that causes reflected Pikmin to inflict damage onto himself after they've returned to him, leading to the possibility of unintentional self-destructs caused by Olimar using moves that boast a great amount of KO power. The changes made to the shield mechanics in this same update also harmed him by making his smash attacks less safe on perfect shield. In addition, like with many other projectiles, his forward smash and Pikmin throw now deal less shield damage, although the amount of shieldstun went unchanged.
Update {{SSBU|3.1.0}} was, by far, the update that nerfed Olimar the most. The size of Olimar's hurtbox has been enlarged, making him easier to hit even while shielding. His forward and up smashes had their ending lag increased, with the former smash attack also having its clean hitbox harder to land due to its duration being shortened. This same updated also noticeably reduced the [[Winged Pikmin]]'s overall travel distance when they are used consecutively, hampering his recovery. However, update {{SSBU|4.0.0}} undid update 3.1.0.'s nerf to his clean forward smash's duration.
Like many other characters, Olimar's shield was enlarged in update {{SSBU|7.0.0}}, which compensated his larger hurtbox by both fully covering him and making him less vulnerable to [[shield stab]]bing. Update {{SSBU|8.0.0}} buffed [[End of Day]]'s KO potential and range. Prior to update 10.0.0, if Olimar tried to use an aerial attack out of Winged Pikmin after using forward smash or Pikmin Throw, the move would act as if there were no Pikmin. This bug had plagued Olimar since ''SSB4'' and was finally fixed in 10.0.0, indirectly buffing Olimar.
Due to Olimar's strongest traits being toned down, he is considered to be significantly worse than he was at the launch of ''Ultimate''. Though {{Sm|Dabuz}} initially claimed he would drop Olimar, he eventually went back on this and continues to use him in bracket with excellent results. {{Sm|Shuton}} has also continued to dominate the Japanese scene with Olimar, but {{Sm|Myran}} has seen a notable drop off in results after the patch. Overall, Dabuz and Shuton's continued success with the character indicates that Olimar remains a viable character in the right hands, even in spite of his nerfs.
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Olimar}}
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Olimar}}
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Olimar}}
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Olimar}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Olimar}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Olimar}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Olimar}}
'''{{GameIcon|ssbu}} 10.0.0'''
{{UpdateList (SSBU)/10.0.0|char=Olimar}}
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Olimar}}
==Moveset==
[[File:Olimar SSBU Skill Preview Extra 1.png|thumb|Blue, Yellow, Red, Purple and White Pikmin, as shown by the [[Move List]].]]
*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. In general:
** Red Pikmin deal more damage for attacks, but less for throws.
** Yellow Pikmin have larger hitboxes.
** Blue Pikmin have more damaging throws.
** White Pikmin are very weak in attacks, but have significantly longer grab and [[Pikmin Throw|toss]] range and deal more latch damage.
** Purple Pikmin are very strong in damage and knockback, but have very poor range and can't latch.
''For a gallery of Olimar's hitboxes, see [[Olimar (SSBU)/Hitboxes|here]].''
{{clr}}
{{MovesetTable
|game=SSBU
|customcolumns=Olimar!!Red!!Yellow!!Blue!!White!!Purple
|customcolumnscount=6
|neutralcount=2
|neutralname=Olimar Punch ({{ja|オリマーパンチ|Orimā Panchi}}) / Olimar Follow-up Punch ({{ja|オリマー連続パンチ|Orimā Renzoku Panchi}})
|neutral1dmg=3% (arm), 4% (fist){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|neutral2dmg=3% (arm), 4% (fist){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|neutraldesc=The [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{iw|wikipedia|one-two combo}}. It has very minimal start-up and ending lag, average knockback growth, and its second hit launches at 45°. It can [[jab lock]] and, at low percents, it can combo into down tilt, a grab, and Pikmin Throw.
|ftiltname=Olimar Thrust ({{ja|オリマー突き|Orimā Tsuki}})
|ftiltdmg=11%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|ftiltdesc=The Rocket Fist's wind-up punch. It is powerful for a tilt attack, thanks to its decent damage output and high knockback growth, and is Olimar's only reliable KO option when he lacks any Pikmin. However, it is also laggy overall, especially for a tilt attack.
|utiltname=Tornado Jump ({{ja|竜巻ジャンプ|Tatsumaki Janpu}})
|utiltdmg=0.6% (hits 1-5), 4% (hit 6){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|utiltdesc=A jumping twirl. Hits multiple times, with its last hit having a deceptively large disjoint. Altogether, these traits make it a decent anti-air attack.
|dtiltname=Low Headbutt ({{ja|低空頭突き|Teikū Zutsuki}})
|dtiltdmg=6%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|dtiltdesc=A lunging tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will move Olimar slightly forward.
|dashname=Cartwheel Kick ({{ja|側転キック|Sokuten Kikku}})
|dashdmg=7% (hit 1), 4% (hit 2){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|dashdesc=A cartwheel. It can function as a mix-up, as it is able to 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. Although sporadic, it is also possible for the first hit to fail at connecting into the second hit.
|fsmashname=Pikmin Rocket ({{ja|ピクミンロケット|Pikumin Roketto}})
|fsmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|20.3|1.2}} (clean), {{ChargedSmashDmgSSBU|14|1.2}} (mid), {{ChargedSmashDmgSSBU|8.4|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|14.5|1.2}} (clean), {{ChargedSmashDmgSSBU|10|1.2}} (mid), {{ChargedSmashDmgSSBU|6|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|14.5|1.2}} (clean), {{ChargedSmashDmgSSBU|10|1.2}} (mid), {{ChargedSmashDmgSSBU|6|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11.6|1.2}} (clean), {{ChargedSmashDmgSSBU|8|1.2}} (mid), {{ChargedSmashDmgSSBU|4.8|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|23.2|1.2}} (clean), {{ChargedSmashDmgSSBU|16|1.2}} (mid), {{ChargedSmashDmgSSBU|9.6|1.2}} (late)
|fsmashdesc=Points forward to command a Pikmin to leap forward and perform a corkscrew tackle. The leaping Pikmin can be reflected.
|usmashname=Pikmin Jump ({{ja|ピクミンジャンプ|Pikumin Janpu}})
|usmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|18.2|1.2}} (clean near), {{ChargedSmashDmgSSBU|14|1.2}} (clean far), {{ChargedSmashDmgSSBU|15.4|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|10.4|1.2}} (clean near), {{ChargedSmashDmgSSBU|8|1.2}} (clean far), {{ChargedSmashDmgSSBU|8.8|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|20.8|1.2}} (clean near), {{ChargedSmashDmgSSBU|16|1.2}} (clean far), {{ChargedSmashDmgSSBU|17.6|1.2}} (late)
|usmashdesc=Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move tricky to punish on whiff and on block. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong KOing move, KOing at or below 150% with all Pikmin except White. However, it can easily be beaten due to its projectile attributes, making them lose out to any other active hitbox.
|dsmashname=Pikmin Left/Right Dash ({{ja|ピクミン左右ダッシュ|Pikumin Sayū Dasshu}})
|dsmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|15.4|1.2}} (clean), {{ChargedSmashDmgSSBU|12.6|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|8.8|1.2}} (clean), {{ChargedSmashDmgSSBU|7.2|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|17.6|1.2}} (clean), {{ChargedSmashDmgSSBU|14.4|1.2}} (late)
|dsmashdesc=Squats slightly and points to both of his sides to command two Pikmin (the lead Pikmin, and the Pikmin next in line) perform dashing tackles. Either Pikmin on each side can be reflected. If only one Pikmin is in play, Olimar will only send a Pikmin forward.
|nairname=Tornado Attack ({{ja|竜巻アタック|Tatsumaki Atakku}})
|nairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|2}} (hit 5){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|nairdesc=A jumping twirl, resembling his up tilt. It is Olimar's only aerial that does not use Pikmin or have transcendent [[priority]]. However, it lacks KO potential like his other aerials.
|fairname=Pikmin Sweep ({{ja|ピクミンはたき|Pikumin Hataki}})
|fairdmg=—{{!!}}{{ShortHopDmgSSBU|11.9}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|6.8}}{{!!}}{{ShortHopDmgSSBU|13.6}}
|fairdesc=Grabs a Pikmin by its stem and swings it downward in front of himself. Due to its range, and speed, it is one of Olimar's best moves for walling and aerial combat as the Pikmin used acts as a sword for the duration of this move, giving this move great range relative to Olimar's size. Due to its low landing lag, it is also very good for combos at low percents, as well as being safe on shield if spaced well. In addition, it can also KO if used with Red or Purple Pikmin. Lastly, it is a very reliable follow-up from down throw, and is useful for edgeguarding.
|bairname=Pikmin Shake Off ({{ja|ピクミンふりはらい|Pikumin Furiharai}})
|bairdmg=—{{!!}}{{ShortHopDmgSSBU|15.12}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|8.64}}{{!!}}{{ShortHopDmgSSBU|17.28}}
|bairdesc=Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. This move has great range for a character of Olimar's size, due to the Pikmin used acting similarly to a disjointed hitbox for the duration of this move. It can also KO at reasonable percents if any non-White Pikmin are used. However, it has the highest start-up lag out of Olimar's aerials, though the start-up is still reasonable compared to most other back aerials of its kind.
|uairname=Pikmin Tornado ({{ja|ピクミントルネード|Pikumin Torunēdo}})
|uairdmg=—{{!!}}{{ShortHopDmgSSBU|12.6}}{{!!}}{{ShortHopDmgSSBU|9}}{{!!}}{{ShortHopDmgSSBU|9}}{{!!}}{{ShortHopDmgSSBU|7.2}}{{!!}}{{ShortHopDmgSSBU|14.4}}
|uairdesc=Grabs a Pikmin by its stem and twirls it upward. The move comes out decently fast and lasts for a very long time, as well as the move having transcendent priority, making it very hard to out-space this move making it very good for juggling and combos, at low percents it can chain into itself or other aerials bar down aerial.  It is tied with down aerial as his second most damaging aerial, and is a viable KOing option with any non-White Pikmin. However, it has a noticeable amount of landing lag.
|dairname=Pikmin Meteor ({{ja|ピクミンメテオ|Pikumin Meteo}})
|dairdmg=—{{!!}}{{ShortHopDmgSSBU|12.6}}{{!!}}{{ShortHopDmgSSBU|9}}{{!!}}{{ShortHopDmgSSBU|9}}{{!!}}{{ShortHopDmgSSBU|7.2}}{{!!}}{{ShortHopDmgSSBU|14.4}}
|dairdesc=Grabs a Pikmin by its stem and swings it downward. It is tied with up aerial as his second most damaging aerial. This move gives Olimar a very good way to escape juggling due to the long lasting hitbox and the amount of downward range that it gives Olimar, the Pikmin act as a pseudo disjoint in this move as well as all of Olimar's other Pikmin involved aerials, making it very hard to challenge the move during its active hitbox frames. The move can also KO at higher percents if used with Red or Purple Pikmin. It is also a [[meteor smash]], but only against aerial opponents and during its first frame. In addition, the move's very long lasting hitbox can also two frame punish at edges. However, it has a noticeable amount of landing lag.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdmg=—{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|grabdesc=Points forward to command the lead Pikmin to grab the opponent, with the other Pikmin following. The Pikmin function as [[Grab#Tether grabs|disjointed grabs]], and overall grab range varies depending on both the number of Pikmin present, and the lead Pikmin. White Pikmin have the longest range, followed by Red, Yellow and Blue (which are all tied for 2nd), and Purple (with the shortest range). With 3 Pikmin present, and the lead being a White Pikmin, this grab has the longest range in the game. Decently fast for its range. It resembles the group move from the ''Pikmin'' series.
|pummelname=Grab Olimar Thrust ({{ja|つかみオリマー突き|Tsukami Orimā Tsuki}})
|pummeldmg=1%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|pummeldesc=A [[wikipedia:Knifehand strike|knifehand thrust]]. Faster, but weaker than his previous pummel.
|fthrowname=Pikmin Front Throw ({{ja|ピクミン前投げ|Pikumin Zen Nage}})
|fthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|5.6}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|11.9}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|7}}
|fthrowdesc=The Pikmin leap forward, body slamming the opponent on the ground. If used with 3 Pikmin and the lead is Blue, it becomes a strong throw that can KO middleweights at around 125% at the edge of Final Destination. However, it usually gets overshadowed by up throw due to it being able to KO more consistently.
|bthrowname=Pikmin Back Throw ({{ja|ピクミン後投げ|Pikumin Go Nage}})
|bthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|7.2}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|15.3}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|9}}
|bthrowdesc=Same as the forward throw, but the Pikmin leap backwards instead. It is Olimar's most damaging throw, and if used with 2 or 3 Pikmin and the lead is Blue, it is the most damaging throw in the game and can KO middleweights at around 130% at the edge of Final Destination.
|uthrowname=Pikmin Up Throw ({{ja|ピクミン上投げ|Pikumin Jō Nage}})
|uthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|5.4}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|12.5}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw)
|uthrowdesc=The Pikmin toss the opponent upward, then leap up and headbutt them further upward. Oddly, the Red Pikmin's version does less damage than it should (5.6%) based on the multiplier used (0.8×) for its other throws. If used with 3 Pikmin and the lead is Blue, it becomes the strongest up throw in the game and can KO middleweights at around 124% on Final Destination.
|dthrowname=Pikmin Down Throw ({{ja|ピクミン下投げ|Pikumin Shita Nage}})
|dthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|5.6}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|11.9}} (throw){{!!}}{{PikminThrowDmgSSBU|0.8}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1.6}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw)
|dthrowdesc=The Pikmin perform a [[wikipedia:Piledriver (professional wrestling)#Jumping piledriver|jumping piledriver]].
|floorfname= 
|floorfdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|floorfdesc=Headbutts in front and then behind himself.
|floorbname= 
|floorbdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|floorbdesc=Punches in front of himself and then spins around to punch behind him.
|floortname= 
|floortdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|floortdesc=Punches in front of himself and then spins around to punch behind him.
|edgename= 
|edgedmg=9%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|edgedesc=Throws a punch while climbing up.
|nsname=Pikmin Pluck
|nsdmg=—{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|nsdesc={{s|pikipedia|Pluck}}s a Pikmin. It cannot be used in midair, and has noticeable ending lag if it is attempted in midair, or if no more Pikmin can be plucked.
|ssname=Pikmin Throw
|ssdmg=—{{!!}}9.1% (thrown), 2% (latched){{!!}}6.5% (thrown), 2% (latched){{!!}}6.5% (thrown), 2% (latched){{!!}}5.2% (thrown), 4.7% (latched){{!!}}6% (thrown), 10.4% (unpocketed)
|ssdesc={{iw|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. Purple Pikmin are unable to latch onto anything, and will instead deal damage and knockback on contact. When thrown out of [[Pocket]], Pikmin do not latch, but instead deal their thrown damage and die upon landing. In addition, Purple Pikmin thrown via Pocket specifically deal more damage in addition to the move's multiplier.
|usname=Winged Pikmin
|usdmg=—{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|usdesc=Two {{iw|pikipedia|Winged Pikmin}} carry Olimar around. The Winged Pikmin's effectiveness is dependent on the frequency of their usage, as well as the amount of Pikmin that are alive and close. In regard to frequency, it takes ≈3 seconds (180 frames) for Winged Pikmin to be able to travel the same distance again after the conclusion of the initial usage. Aerial attacks can also be used while being carried, similarly to [[Robo Burner]]. However, doing so will render Olimar [[helpless]] immediately after the conclusion of the attack.
|dsname=Pikmin Order
|dsdmg=—{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}—
|dsdesc=Blows his {{iw|pikipedia|whistle}} to recall Pikmin and/or sort out their order in the line. It grants [[Armor|super armor]], which lasts from startup to before Olimar's antenna emits the blue lights. It has a very low amount of ending lag, and can even be canceled (just before the lights turn from yellow to red).
|fsname=End of Day
|fsdmg=colspan{{=}}"6"{{!}}10% (launch), 10% (ascent), 0.1875% (Red Bulborbs), 10% (descent), 12%/10% (explosion)
|fsdesc=Jumps into the {{iw|pikipedia|Hocotate Ship}} and launches into outer space, which [[bury|buries]] any nearby opponents. While the ship has left the stage, {{iw|pikipedia|Red Bulborb}}s attack opponents to steadily inflict damage; they deal damage every [[frame]] for {{rollover|81 frames|programmed as 80 frames but is 81 in practice|?}} (1.35 seconds), dealing up to 15.1875%. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. The duration of the whole Final Smash is faster than in ''SSB4''.
}}
===Stats===
{{Attributes
| cast=89
| weight=79 | rweight=79-83
| dash=1.606 | rdash=87
| run=1.617 | rrun=57
| walk=0.945 | rwalk=61-62
| trac=0.093 | rtrac=70-71
| airfric=0.015 | rairfric=9-30
| air=0.861 | rair=82
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.07 | raddaccel=26-38
| gravity=0.068 | rgravity=85
| fall=1.35 | rfall=71-74
| ff=2.16 | rff=71-74
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=33.5 | rjumpheight=36-37
| shorthop=16.19 | rshorthop=43
| djump=33.5 | rdjump=45-46
}}
===[[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]]===
*Exits the Hocotate Ship and then plucks a trio of Pikmin, after which the Hocotate Ship disappears in a puff of smoke.
<gallery>
OlimarOnScreenAppearanceSSBU.gif|Olimar's on-screen appearance
</gallery>
===[[Taunt]]s===
*'''Up taunt''': Joyfully jumps in place twice.
*'''Side taunt''': [[pikipedia:Lie down|Lies down]] on the ground, rolls around as if basking in nature, and then gets up.
*'''Down taunt''': Swings his hips twice.
<gallery>
SSBUOlimarTaunt1.gif|Olimar's up taunt.
SSBUOlimarTaunt2.gif|Olimar's side taunt.
SSBUOlimarTaunt3.gif|Olimar's down taunt.
</gallery>


===[[Idle pose]]s===
===Aesthetics===
*Rubs his helmet with both hands.
*{{change|As with all [[veteran]]s returning from ''SSB4'', Olimar's model features a more subdued color scheme.}}
*Moves his arms back and forward in a basic limber exercise.
*{{change|Alph's suit now features a lateral, zipper-like line down the center.}}
<gallery>
*{{change|Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is [[Screen KO]]'d.}}
SSBUOlimarIdle1.gif|Olimar's first idle pose.
*{{change|His Pikmin now always face the screen regardless of which direction they turn.}}
SSBUOlimarIdle2.gif|Olimar's second idle pose.
*{{change|Pikmin now have trails that match their colors when attacking, like in the ''Pikmin'' games.}}
</gallery>
*{{change|Olimar now only jumps twice during his up taunt, shortening its duration.}}


===[[Crowd cheer]]===
===Attributes===
====Olimar====
*{{buff|Like all characters, Olimar's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
<div class="tabber">
*{{buff|Olimar [[walk]]s faster (0.9 → 0.945).}}
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
*{{buff|Olimar [[dash]]es much faster (1.47 → 1.617).}}
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
*{{buff|Olimar's initial dash speed was slightly increased (1.6 → 1.606), however, It's the slowest initial dash speed in the game due to the rest of the cast having their initial dash speed been increased significantly more than Olimar's.}}
|-
*{{buff|Olimar's [[air speed]] is slightly higher (0.82 → 0.861).}}
!{{{name|}}}
*{{nerf|Health is lower for all Pikmin types.}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Olimar Cheer English SSBU.ogg|center]]||[[File:Olimar Cheer Japanese SSBU.ogg|center]]||[[File:Olimar Cheer Italian SSBU.ogg|center]]||[[File:Olimar Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Olimar Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Olimar! Olimar! Olimar! || Pik - min! Oli - mar! || Pik - min! Oli - mar! || Oli - mar! Pik - min! || Pik - min! Oli - mar!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Olimar Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Olimar Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer Spanish PAL SSBU.ogg|center]]||[[File:Olimar Cheer Russian SSBU.ogg|center]]||[[File:Olimar Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Pik - min! Oli - mar! || Pik - min! Oli - mar! || Pi - k - min! O - li - mar! || Pikmin! Olimar!
|}
</div>
</div>


====Alph====
===Ground attacks===  
<div class="tabber">
*{{nerf|[[Jab]] has slightly more end lag overall, meaning its harder to combo from it.}}
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
*{{buff|[[Up tilt]] has slightly decreased end lag.}}
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
*{{buff|[[Up smash]] has significantly reduced end lag increasing its safety and giving it combo potential.}}
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Alph Cheer English SSBU.ogg|center]]||[[File:Alph Cheer Japanese SSBU.ogg|center]]||[[File:Alph Cheer Italian SSBU.ogg|center]]||[[File:Alph Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Alph Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Alph Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Alph! Alph! Alph! || Pik - min! Al - ph! || Pik - min! *claps 2 times* Alph! || Alph! Alph! Pik - min! Alph! Alph! || Pik - min! Alph!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Alph Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Alph Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Alph Cheer Spanish PAL SSBU.ogg|center]]||[[File:Alph Cheer Russian SSBU.ogg|center]]||[[File:Alph Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Pik - min! Alph! || Pik - min! Alph! || Pik - min - Pik! Alph! Alph! Alph! || Piki - min! Alph!
|}
</div>
</div>
 
===[[Victory pose]]s===
*'''Left:''' Performs a toe touching exercise while a {{iw|pikipedia|Yellow Pikmin}} rests on the ground and a {{iw|pikipedia|Red Pikmin}} looks around, waving its arms, and occasionally jumping.
*'''Up:''' Plucks a [[pikipedia:White Pikmin|White]], [[pikipedia:Blue Pikmin|Blue]], and {{s|pikipedia|Purple Pikmin}}. The White Pikmin and Blue Pikmin bounce off Olimar's head, whereas the Purple Pikmin squashes him onto the ground. Olimar's eyes will comically bulge outward upon being squashed before his expression returns to normal, whereas [[Alph]] will comically wince upon being squashed before his expression returns to normal.
*'''Right:''' Sways in place while a Red, Yellow, and Blue Pikmin walk around him in a circle.
[[File:OlimarTheme.ogg|thumb|A flourished remix of a small excerpt of the title theme of ''Pikmin''.]]
<gallery>
OlimarVictoryPose1SSBU.gif
OlimarVictoryPose2SSBU.gif
OlimarVictoryPose3SSBU.gif
</gallery>
 
==In [[competitive play]]==
===Most historically significant 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 -->
 
''See also: [[:Category:Olimar players (SSBU)]]''


*{{Sm|Dabuz|USA}} - The second-best Olimar player of all-time, playing the character as a co-main or secondary for his {{SSBU|Rosalina & Luma}}, and was a top 10 player from 2019 to mid-2022. He came close to winning many majors while using Olimar, including {{Trn|Albion 4}}, {{Trn|Low Tide City 2021}}, and {{Trn|Crown 2}}.
===Aerial attacks===
*{{Sm|Myran|USA}} - One of the best Olimar players in the early metagame, ranking 13th on the [[Spring 2019 PGRU]] thanks to high major placements such as 2nd at {{Trn|Pound 2019}} and 3rd at {{Trn|Frostbite 2019}}. His performance has since declined following Olimar's nerfs in update 3.1.0, although he has still seen some strong runs on occasion, including 5th at {{Trn|GENESIS 8}} and 7th at {{Trn|CEO 2021}}.
*{{buff|All aerials have less landing lag.}}
*{{Sm|Noi|Japan}} - The second-best Olimar player in Japan who came to prominence in the post-online metagame, playing the character alongside {{SSBU|Pokémon Trainer}}. He regularly places highly at Japanese events, notably 9th at {{Trn|Kagaribi 4}}, {{Trn|DELTA 4}}, and {{Trn|DELTA 5}}. Internationally, he made his debut by placing 13th at {{Trn|Super Smash Con 2023}}. His beat placement was ranking 74th on the [[OrionRank 2022]].
*{{buff|All aerials involving Pikmin are now [[Hitbox#Disjointed_hitboxes|disjointed]], though the Pikmin can still be killed if attacked before Olimar's aerials become active.}}
*{{Sm|Shuton|Japan}} - The best Olimar player of all-time, playing the character alongside {{SSBU|Pyra}} and {{SSBU|Mythra}} and has been a consistent top 10 player since 2019. He is the only Olimar player with majors wins, most notably winning {{Trn|2GG: Prime Saga}} and {{Trn|EVO Japan 2020}} with solo-Olimar.
*{{buff|All aerials that use Pikmin have increased range.}}
*{{Sm|Tsubotsubo|Japan}} - The third-best Olimar player in Japan, playing the character alongside {{SSBU|Joker}}. He first came to prominence in late-2021, with strong placements such as 7th at {{Trn|Wave 2}}, 13th at {{Trn|Maesuma TOP 8}}, and 17th at {{Trn|Pound 2022}}, ultimately ranking 91st on the [[OrionRank Mid-Year 2022]]. However, his performance had always been inconsistent and he has yet to be ranked globally since.


===Tier placement and history===
===Throws/other attacks===
In the early metagame, Olimar was widely considered a contender for the best character in ''Ultimate'', alongside others like {{SSBU|Peach}} and {{SSBU|Pichu}}. Olimar received several improvements to his moveset compared to his ''SSB4'' iteration, including stronger throws, a quick [[Pikmin Pluck]], and less lag on his smash attacks—especially his up smash. This, along with Olimar's increased speed, made him a more potent character both offensively and defensively. As a result of these strengths, players such as {{Sm|Dabuz}}, {{Sm|Shuton}}, and {{Sm|Myran}} achieved solid results with Olimar and consistently placed in top 8 at several tournaments.
*{{buff|All Pikmin in Olimar's squad will be used at once for his [[grab]], significantly improving its potential range. The more Pikmin he has, the greater the range.}}
*{{nerf|All grabs have slightly increased ending lag.}}
*{{change|Olimar's [[pummel]] is now a quick upward punch from Olimar himself. It is much faster than his previous pummel, but deals less damage and cannot benefit from Pikmin with high-damaging pummels such as White Pikmin.}}
*{{change|[[Up throw]] has a more exaggerated animation.}}
*{{buff|Up and back throws using Blue Pikmin deal much more knockback, being comparable to [[Mewtwo]]'s throws.}}
*{{nerf|Olimar's down throw launches opponents at a larger horizontal distance, making follow-up less reliable.}}


Subsequent updates, especially 3.0.0 and 3.1.0, impaired Olimar both directly and indirectly. These updates nerfed Olimar's smash attacks and made them less safe on shield, while [[Pikmin Throw]] dealt less shield damage. The nerfs led to a decline in Olimar's playerbase, with Myran's success waning and Dabuz reintroducing {{SSBU|Rosalina & Luma}} as a secondary. Although Shuton continued to perform well with Olimar as his sole main up and into the online metagame, he nevertheless adopted {{SSBU|Pyra}} and {{SSBU|Mythra}} as co-mains alongside Olimar, due to the introduction of several DLC characters who became more prominent in the metagame and boasted tools to deal with Olimar. All of these events led to the perception of Olimar's viability undergoing a significant downturn, which was reflected in his placement on the first tier list; although he was ranked 28th and thus posited as a high tier, it was nevertheless a far cry from his initial, widely viewed top-tier position in the early metagame.
===Special Moves===
 
*{{buff|[[Pikmin Pluck]] executes much faster.}}
The post-online metagame saw the rise of several new Olimar players, most notably {{Sm|Noi}} and {{Sm|Tsubotsubo}} in Japan. However, these Olimar players often had co-mains or secondaries that they also used, in this case {{SSBU|Pokémon Trainer}} and {{SSBU|Joker}}, respectively. In addition, the new solo Olimar players, most notably {{Sm|MFA}} and {{Sm|Candle}}, were either less consistent or had a smaller presence on a national scale. When coupled with the rise of other characters initially ranked below Olimar, the second tier list saw him slide down to 33rd, now ranking in the B+ tier as an upper mid-tier character.
*{{change|Pikmin that latch onto opponents via [[Pikmin Throw]] now deal damage based on distance thrown, dealing more damage per hit the farther they are thrown before latching on.}}  
**{{buff|Red, Yellow, and Blue Pikmin have higher base damage (1.1% → 1.3% base).}}
**{{change|White Pikmin have lower base damage, but higher potential damage (3.7% → 2.5% base).}}
*{{change|Purple Pikmin thrown via Pikmin Throw deal damage based on distance thrown, dealing more damage the farther they are thrown before hitting; they have lower base damage, but higher potential damage (6.5% → 4.7% base).}}
*{{buff|[[Pikmin Order]] is noticeably faster.}}
*{{change|Pikmin Order's whistling animation is less exaggerated.}}
*{{buff|[[End of Day]] has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.}}


=={{SSBU|Classic Mode}}: Planetary Explorer==
=={{SSBU|Classic Mode}}: Planetary Explorer==
[[File:SSBU Congratulations Olimar.png|thumb|Olimar's congratulations screen.]]
Olimar faces off against characters who are space travelers in their respective series.
Olimar faces off against characters who are space travelers in their respective series.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Mario|SSBU|hsize=20px}} and {{CharHead|Rosalina & Luma|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Super Mario Galaxy}}''||
|1||{{SSBU|Mario}} and {{SSBU|Rosalina & Luma}}||[[Mario Galaxy]]||Super Mario Galaxy||
|-
|-
|2||{{CharHead|Wolf|SSBU|hsize=20px}}||[[Lylat Cruise]]||''{{SSBUMusicLink|Star Fox|Star Wolf's Theme / Sector Z (for 3DS / Wii U)}}''||
|2||{{SSBU|Wolf}}||[[Lylat Cruise]]||Star Wolf's Theme / Sector Z (for 3DS / Wii U)||
|-
|-
|3||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|King Dedede|SSBU|hsize=20px}}||{{SSB|Dream Land}}||''{{SSBUMusicLink|Kirby|Planet Popstar}}''||This battle is a free-for-all, and Kirby and King Dedede will primarily target each other.
|3||{{SSBU|Kirby}} and {{SSBU|King Dedede}}||{{SSB|Dream Land}}||Planet Popstar||This battle is a free-for-all.
|-
|-
|4||{{CharHead|Zero Suit Samus|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Brinstar (Melee)}}''||
|4||{{SSBU|Zero Suit Samus}}||[[Brinstar]]||Brinstar (Melee)||
|-
|-
|5||{{CharHead|Fox|SSBU|hsize=20px}} and {{CharHead|Falco|SSBU|hsize=20px}}||[[Corneria]]||''{{SSBUMusicLink|Star Fox|Corneria - Star Fox}}''||
|5||{{SSBU|Fox}} and {{SSBU|Falco}}||[[Corneria]]||Corneria - Star Fox||
|-
|-
|6||{{Head|Olimar|g=SSBU|s=20px|cl=Alph}} [[Olimar (SSBU)|Alph]]||[[Distant Planet]]||''{{SSBUMusicLink|Pikmin|Garden of Hope (Remix)}}''||If playing as Alph, the opponent will be {{Head|Olimar|g=SSBU|s=20px}} Olimar.
|6||Alph||[[Distant Planet]]||Garden of Hope||When playing as Alph, the opponent is Olimar.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(Intensity 7.0 or higher)</small>||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand.
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||Master Hand||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand, and the track ''Master Hand / Crazy Hand'' plays during the battle.
|}
|}
[[Credits]] roll after completing Classic Mode. Completing it as Olimar has ''{{SSBUMusicLink|Pikmin|Stage Clear / Title Theme - Pikmin}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-40Olimar.jpg|thumb|Finding Olimar in World of Light|left]]
Although Olimar does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
While Olimar and Alph are both absent from the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (except {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


Olimar can be found in the mode by choosing to save {{SSBU|Marth}} instead of {{SSBU|Sheik}} or {{SSBU|Villager}}. The spirit of a magician is needed in order to enlarge some mushrooms to reach him.
Olimar can be found in the mode by choosing to save {{SSBU|Marth}} instead of {{SSBU|Sheik}} or {{SSBU|Villager}}. The spirit of a magician is needed in order to enlarge some mushrooms to reach him.
As a side note, once Olimar has been rescued, Alph (due to his status as an alternate character of Olimar) will have been 'rescued' as well, resulting in him also being available as a playable character within the story.
{{clrl}}
===Fighter Battle===
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|40
|[[File:Olimar SSBU.png|center|108x108px]]
|Olimar
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
|3,300
|[[Distant Planet]] ([[Ω form]])
|''{{SSBUMusicLink|Pikmin|Main Theme - Pikmin}}''
|}
{{clr}}
==[[Spirit]]s==
Olimar's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Olimar has been unlocked. Unlocking Olimar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Alph has a fighter spirit of his own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Each type of Pikmin that Olimar utilizes in his moveset also possess a spirit of their own, as either primary or support spirits.
<center>
<gallery>
SSBU spirit Olimar.png|798. '''''Olimar'''''
SSBU spirit Alph.png|799. '''Alph'''
SSBU spirit Red Pikmin.png|803. Red Pikmin
SSBU spirit Blue Pikmin.png|804. Blue Pikmin
SSBU spirit Yellow Pikmin.png|805. Yellow Pikmin
SSBU spirit White Pikmin.png|806. White Pikmin
SSBU spirit Purple Pikmin.png|807. Purple Pikmin
SSBU spirit Winged Pikmin.png|808. Winged Pikmin
</gallery>
</center>
==In Spirit Battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|801
|{{SpiritTableName|Charlie|iw=pikipedia|size=64}}
|''Pikmin'' Series
|•[[Olimar (SSBU)|Alph]] {{Head|Olimar|g=SSBU|s=20px|cl=AlphGreen}}{{Head|Olimar|g=SSBU|s=20px|cl=AlphPink}}{{Head|Olimar|g=SSBU|s=20px|cl=Alph}}
|{{SpiritType|Neutral}}
|1,200
|[[Garden of Hope]] ([[Battlefield form]])
|•Slippery Stage
|•Reinforcements will appear during the battle<br>•The stage's platforms are very slippery<br>•The enemy starts the battle with a [[Drill]]
|{{SSBUMusicLink|Pikmin|Mission Mode - Pikmin 3}}
|Captain Charlie (Green Alph)<br>Brittany (Pink Alph)<br>Alph (Default Alph)
|-
|802
|{{SpiritTableName|Brittany|iw=pikipedia|size=64}}
|''Pikmin'' Series
|•[[Olimar (SSBU)|Alph]] {{Head|Olimar|g=SSBU|s=20px|cl=AlphPink}}
|{{SpiritType|Shield}}
|9,600
|[[Garden of Hope]] ([[Battlefield form]])
|•Item Tidal Wave<br>•Item: [[Food]]
|•Timed battle (2:00)<br>•The enemy becomes more powerful after eating<br>•Items will be pulled toward the enemy
|{{SSBUMusicLink|Pikmin|Garden of Hope (Remix)}}
|
|-
|1,188
|{{SpiritTableName|Li'l Blue|size=64}}
|''Nonono Puzzle Chalien''
|•[[Olimar (SSBU)|Alph]] {{Head|Olimar|g=SSBU|s=20px|cl=Alph}}
|{{SpiritType|Shield}}
|1,600
|[[Hanenbow]]
|•Hazard: Low Gravity
|•Gravity is reduced
|{{SSBUMusicLink|Other|Electroplankton (Remix)}}
|
|}
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|1,517
|{{SpiritTableName|Oatchi|interwiki=pikipedia|size=64}}
|''Pikmin'' Series
|•Giant {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Yellow}}<br>•[[Olimar (SSBU)|Alph]] {{Head|Olimar|g=SSBU|s=20px|cl=AlphPink}}
|{{SpiritType|Shield}}
|8,800
|[[Distant Planet]] ([[Ω form]])
|•Item: [[Hocotate Bomb]]
|•The enemy favors dash attacks<br>•The enemy can deal damage by dashing into you
|{{SSBUMusicLink|Pikmin|Garden of Hope (Original)}}
|{{iw|pikipedia|Pikmin 4 player character}}
|}
===As an ally===
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|821
|{{SpiritTableName|Mockiwi|iw=pikipedia|size=64}}
|''Pikmin'' Series
|•Giant {{SSBU|Pac-Man}} {{Head|Pac-Man|g=SSBU|s=20px|cl=Yellow}} (100 HP)<br>•Ally: {{SSBU|Olimar}} {{Head|Olimar|g=SSBU|s=20px|cl=Red}} (50 HP)
|{{SpiritType|Shield}}
|1,500
|[[Garden of Hope]]
|N/A
|•Join forces with a CPU ally<br>•[[Stamina battle]]<br>•The enemy is giant
|{{SSBUMusicLink|Pikmin|Over Wintry Mountains}}
|{{s|pikipedia|Captain Olimar}}
|}


==[[Alternate costume (SSBU)#Olimar|Alternate costumes]]==
==[[Alternate costume (SSBU)#Olimar|Alternate costumes]]==
Line 584: Line 111:
==Gallery==
==Gallery==
<gallery>
<gallery>
Olimar-Alt4 SSBU.png|Official render of Alph.
SSBU Olimar Number.png|Olimar's fighter card.
SSBU Olimar Number.png|Olimar's fighter card.
Olimar unlock notice SSBU.jpg|Olimar's unlock notice.
SSBUWebsiteOlimar1.jpg|Olimar using his forward smash on [[The Great Cave Offensive]].
SSBUWebsiteOlimar1.jpg|Olimar using his forward smash on [[The Great Cave Offensive]].
SSBUWebsiteOlimar2.jpg|With {{SSBU|Mario}}, {{SSBU|Pac-Man}}, and {{SSBU|Sonic}} on [[Gaur Plain]].
SSBUWebsiteOlimar2.jpg|With {{SSBU|Mario}}, {{SSBU|Pac-Man}}, and {{SSBU|Sonic}} on [[Gaur Plain]].
Line 600: Line 127:
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=AFHgO8rMzcg}}
<youtube>AFHgO8rMzcg</youtube>


==Trivia==
==Trivia==
*During the [https://www.smashbros.com official ''Ultimate'' website]'s launch on June 12th, 2018, Olimar's name was [[mariowiki:File:Smash Ultimate Olimer.png|erroneously labeled]] as "OLIM'''E'''R" in English variants of his fighter page. The typo was later corrected.
*During the [https://www.smashbros.com official ''Ultimate'' website]'s launch on June 12th, 2018, Olimar's name was erroneously labeled as "OLIM'''E'''R" in English variants of his fighter page. The typo was later corrected.
*The part of Olimar's showcase trailer where Alph crouches next to a prone Olimar is a reference to a scene in ''Pikmin 3'' after Alph initially rescues Olimar from the {{IW|pikipedia|Mysterious Life Form}}.
*The part of Olimar's showcase trailer where Alph crouches next to a prone Olimar is a reference to a scene in ''Pikmin 3'' after Alph initially rescues Olimar from the {{IW|pikipedia|Mysterious Life Form}}.
*Olimar's (and Alph's) official artwork resembles {{iw|pikipedia|Brittany}}'s pose in her ''Pikmin 3'' artwork (the same one used for her spirit), albeit flipped.
*Olimar's (and Alph's) official artwork resembles {{s|pikipedia|Brittany}}'s pose in her ''Pikmin 3'' artwork, albeit flipped.
*In [[World of Light]], Olimar and the {{SSBU|Mii Fighter}}s will never be spawned as a [[false character]] in battles with [[Galeem]] and [[Dharkon]]. While {{SSBU|Kirby}} will also not appear, he was never initially imprisoned in the first place, unlike the other fighters.
*Excluding the Mii Fighters, Olimar is the only fighter to have an alternate costume of a different character beyond a gender swap in the same pose as his default costume.
*Olimar's helmet can be detached under certain circumstances. This is particularly noticeable during [[Gates of Hell]]'s animation if the game is slowed down.
*As of update 2.0.0, if Olimar's Pikmin latch onto something and it changes size with them still latched on, they will change their size too. This is most noticeable with Mother Brain, though Super and Poison Mushrooms will also do this as long as they are applied by the character the Pikmin are latched onto.
*Excluding DLC fighters, Olimar is the fighter featured in the least amount of spirit battles, only appearing in 5.


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Pikmin universe}}
{{Pikmin universe}}
[[Category:Olimar (SSBU)| ]]
[[Category:Olimar (SSBU)| ]]
[[Category:Spirits]]
[[es:Olimar (SSBU)]]

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