Editing Olimar (SSBU)

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{{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 = {{tabber|title1=Olimar|tab1=[[File:Olimar SSBU.png|250px]]|title2=Alph|tab2=[[File:Olimar-Alt4 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. Olimar uses Pikmin to assist him in attacking his foes, with a core playstyle revolving around managing and using his various Pikmin combinations to his advantage.


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'', while both Olimar and Alph remain fully unvoiced.
Voice samples for all Pikmin except Winged Pikmin are provided by Hajime Wakai, though recycled from the Pikmin games. Voice samples for the Winged Pikmin are provided by Atsuko Asahi.
 
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 48th 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}} or anyone 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 [[Distant Planet]].
 
==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.
Olimar was noticeably buffed overall from his iteration in ''SSB4''. His lackluster mobility, while still below-average, has been improved, as he now has better run speed and better air speed. His already incredible ground game was also improved through his grab having more range, as well as his up smash having less ending lag, resulting in it becoming a terrifying combo option and kill move. Olimar's up throw was also significantly buffed to have similar knockback to Mewtwo's up throw. His notorious damage output was also buffed, as all iterations of his Pikmin (excluding Purple Pikmin) have been buffed. His biggest flaw from ''Smash 4'' was also fixed, as his aerials now have transcendent priority, which allows Olimar to trade moves much more safely than in ''SSB4''. [[Pikmin Pluck]] is faster as well, which allows Olimar to regain Pikmin faster.


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.
However, Olimar received some slight nerfs. His down throw launches opponents at a more horizontal angle, making follow-ups less reliable. Pikmin also have slightly lower HP, making them die more easily. He also now has one of the slowest initial dashes in the game due to other fighters' initial dashes getting far more substantial buffs than his. His recovery also became more abusable as a result of the travel distance of his up special, [[Winged Pikmin]], being further reduced with consecutive use.


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.
Regardless, Olimar's negligible nerfs are not enough to outweigh his buffs, as he has already obtained incredible results in ''Ultimate'''s early metagame thanks to {{Sm|Dabuz}}, {{Sm|Shuton}}, {{Sm|Myran}}, and {{Sm|ImHip}}, who have been very successful with him at top-level tournaments. As a result, Olimar was often considered a top-tier character prior patch 3.1.0. However, he received significant nerfs in 3.1.0, more so than any other potential top tier character. Because of this, his previous reputation as a potential top-tier character is now debatable, and it's currently unknown how much improved his post-3.1.0 self is compared to his ''SSB4'' incarnation.


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.
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Olimar's model features a more subdued color scheme. His helmet has a more glossy sheen.}}
*{{change|Alph's suit now features a lateral, zipper-like line down the center.}}
*{{change|Olimar's antenna has less physics-based movement.}}
*{{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.}}
*{{change|[[Pikmin (species)|Pikmin]] now always face the screen regardless of which direction they turn.}}
*{{change|Pikmin now have trails that match their colors when attacking, like in the ''Pikmin'' games.}}
*{{change|Olimar now only jumps twice during his up taunt, shortening its duration.}}
*{{change|[[Sidestep]] and ledge-hanging's animations have changed.}}


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.
===Attributes===
*{{buff|Like all characters, Olimar's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Olimar [[walk]]s slightly faster (0.9 → 0.945).}}
*{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}}
*{{buff|Olimar's initial dash speed is very slightly higher (1.6 → 1.606). Despite this, it is now much slower relative to the roster.}}
*{{buff|Olimar's [[air speed]] is slightly higher (0.82 → 0.861).}}
*{{nerf|All Pikmin types have less HP.}}
**{{nerf|Red, Yellow: 8 → 6.}}
**{{nerf|Blue: 11 → 8.}}
**{{nerf|White: 7 → 5.}}
**{{nerf|Purple: 13 → 11.}}
*{{nerf|Pikmin can be [[Item swallowing|swallowed]].}}
*{{nerf|Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.}}
*{{nerf|Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.}}
*{{nerf|Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.}}
*{{nerf|When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.}}
*{{buff|Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.}}
**{{nerf|However, Olimar has a larger hurtbox vertically. His shield size was not compensated, making it noticeably easier to [[Shield_stab|shield poke]] 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.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack 1 has less ending lag (FAF 30 → 20).}}
***{{change|Its angles have been altered (361°/80° → 361°/180°) making it a more consistent [[jab lock]]ing tool but hindering its [[jab cancel]]ing potential.}}
*[[Up tilt]]:
**{{buff|Up tilt has less ending lag (FAF 45 → 39).}}
*All [[smash attack]]s:
**{{buff|The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).}}
*[[Forward smash]]:
**{{buff|Forward smash deals more damage when using red or purple Pikmin.}}
***{{buff|Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%}}
***{{buff|Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%}}
**{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}
**{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).}}
*[[Up smash]]:
**{{buff|Up smash deals more damage when using red or purple Pikmin with knockback scaling compensated.}}
***{{buff|Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68}}
***{{buff|Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68}}
**{{buff|Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.}}
*[[Down smash]]:
**{{buff|Down smash deals more damage when using red or purple Pikmin.}}
***{{buff|Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%}}
***{{buff|Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%}}


{{SSB4 to SSBU changelist|char=Olimar}}
===Aerial attacks===
*{{buff|All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).}}
*{{buff|All aerials involving Pikmin have [[Transcendent priority]].}}
*{{buff|All aerials that use Pikmin have more range.}}
*{{buff|The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).}}
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage when using red or purple Pikmin.}}
***{{buff|Red: 10.2% → 11.9%}}
***{{buff|Purple: 11.9% → 13.6%}}
*[[Back aerial]]:
**{{buff|Back aerial deals more damage when using red or purple Pikmin.}}
***{{buff|Red: 12.9% → 15.1%}}
***{{buff|Purple: 15.1% → 17.2%}}
*[[Up aerial]] and [[down aerial]]:
**{{buff|They deal more damage when using red or purple Pikmin.}}
***{{buff|Red: 10.8% → 12.6%}}
***{{buff|Purple: 12.6% → 14.4%}}
**{{nerf|They [[auto-cancel]] one frame later (frame 30 → 31).}}


==Update history==
===Throws/other attacks===
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.
*[[Grab]]s:
**{{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 more startup lag (frame 10 → 12).}}
**{{nerf|Attempting to grab near a ledge using Pikmin that were plucked just before that will cause the grab to have no hitbox.}}
**{{change|All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.}}
***{{change|Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).}}
***{{change|Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).}}
***{{nerf|Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).}}
*[[Pummel]]:
**{{change|Pummel is a quick upward punch from Olimar himself. It is much faster than his previous pummel, but deals less damage.}}
**{{nerf|Olimar can no longer benefit from the high-damaging pummel of White Pikmin.}}
*[[Forward throw]]:
**{{buff|Forward throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
***{{buff|Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).}}
***{{buff|Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).}}
*[[Back throw]]:
**{{buff|Back throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
***{{buff|Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).}}
***{{buff|Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).}}
**{{buff|Back throw deals significantly more knockback when using blue Pikmin.}}
*[[Up throw]]:
**{{buff|Up throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
***{{buff|Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).}}
***{{buff|Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).}}
**{{buff|Up throw deals significantly more knockback when using blue Pikmin, being the strongest up throw in the game.}}
**{{change|Up throw has a more exaggerated animation.}}
*[[Down throw]]:
**{{buff|Down throw deals more damage when using blue Pikmin and when Olimar has multiple Pikmin in his squad.}}
***{{buff|Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).}}
***{{buff|Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|White: 7.8% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).}}
***{{buff|Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).}}
**{{nerf|Down throw sends opponents at a more horizontal angle, reducing its combo potential.}}


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 update 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.
===Special Moves===
*[[Pikmin Throw]]:
**{{buff|Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).}}
**{{nerf|Purple Pikmin thrown deal less damage (6.5% → 6%).}}
**{{nerf|Pikmin take fall damage when thrown and landing on the ground.}}
**{{bugfix|The removal of [[multiple player slot glitch]] and changes to [[jostle]] mechanics no longer crashes the game with Pikmin Throw.}}
**{{change|Opponents express when a Pikmin is latched onto them.}}
*[[Winged Pikmin]]:
**{{nerf|Winged Pikmin travels a significantly shorter distance with consecutive uses.}}
**{{nerf|If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.}}
*[[Pikmin Order]]:
**{{buff|Pikmin Order has less ending lag (FAF 21 → 18).}}
**{{change|Pikmin Order's super armor starts earlier, but has the same duration (frames 6-12 → 2-7). This helps Olimar combo break more easily, but also effectively increases the move's ending lag.}}
**{{change|Pikmin Order's whistling animation is less exaggerated.}}
*[[End of Day]]
**{{change|[[End of Day]] has been significantly sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.}}
**{{nerf|The explosion has reduced knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).}}


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.
==Update History==
Olimar has been significantly nerfed overall via game updates. Update 2.0.0 fixed an infamous glitch which allowed Pikmin to double the strength of the spirit multiplier, causing attacks with his Pikmin to deal massive amounts of damage under the right circumstances. However, he received a bug in this same patch that caused all of his smash attacks to no longer increase in damage while being charged. While this glitch was fixed in update 3.0.0, he received a new bug in this patch which causes reflected Pikmin to inflict damage onto himself after they've returned to him, leading to the possibility of unintentional self-destructs caused by Olimar using moves that boast a decent amount of KO power. The changes made to the shield mechanics in this same update also harmed him by making his smash attacks less safe on perfect shield. In addition, like with many other projectiles, his forward smash and Pikmin throw now deal less shield damage, although the amount of shield stun went unchanged. Update 3.1.0 was by far the most nerfed Olimar received. The size of Olimar's hurtbox has been enlarged, making him easier to hit, and his forward and up smashes had their ending lag increased with the sweet spot on his forward smash became harder to land. This same patch also noticeably reduced the travel distance of his up special with consecutive use, hampering his recovery.


Due to Olimar's strongest traits being toned down, he is considered to be significantly worse than he was at the launch of ''Ultimate''.  
Due to Olimar's strongest traits being toned down, he is considered to be significantly worse than he was pre-patch. Though {{Sm|Dabuz}} initially claimed he would drop the character, 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, Shuton and Dabuz's continued success with the character indicates that while he may have been nerfed, he remains a potent character in the right hands.  


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Olimar}}
*Olimar has been affected in the 1.2.0 update. What was changed however is currently unknown.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Olimar}}
*{{bugfix|Fixed a bug where Pikmin would apply attack multiplier twice when using spirits.}}
*{{nerf|Introduced a bug where Olimar's smash attacks are unaffected by charging them.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Olimar}}
*{{nerf|Forward smash deals less shield damage.}}
*{{bugfix|Olimar's smash attacks now properly have their damage scale when charged.}}
*{{nerf|The universal change where perfect shielding a projectile has less ending lag makes Olimar's smash attacks less safe after a perfect shield.}}
*{{nerf|Pikmin Throw deals less shield damage.}}
*{{nerf|Introduced a self-inflicting Pikmin glitch where a reflected Pikmin causes Olimar to self-inflict damage with any move.}}
*{{bugfix|End of Day no longer causes Olimar to go through the stage in [[Saffron City]] and self-destruct.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Olimar}}
*{{nerf|Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier to [[Shield_stab|shield poke]] him.}}
*{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).}}
*{{nerf|Forward smash is less active when using Purple Pikmin (frames 11-24 → frames 11-20).}}
*{{nerf|Forward smash has less range when using Purple Pikmin.}}
*{{nerf|Forward smash has more ending lag (FAF 40 → 43).}}
*{{nerf|Up smash has more ending lag (FAF 37 → 40).}}
*{{bugfix|Due to aforementioned changes made to forward and up smashes, it is no longer possible for Olimar to self-inflict with his own reflected Pikmin using any move.}}
*{{nerf|Winged Pikmin travels a significantly shorter distance with consecutive uses.}}


'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Olimar}}
*{{buff|Forward smash's hitbox duration has been increased when using Purple Pikmin, reverting to its pre-3.1.0 duration (frames 11-20 → frames 11-24).}}
 
*{{buff|Forward smash's range is increased when using Purple Pikmin, reverting to its  pre-3.1.0 range.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{bugfix|A glitch where pummeling the opponent would sometimes make them fall out of the grab immediately has been fixed.}}
{{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==
==Moveset==
[[File:Olimar SSBU Skill Preview Extra 1.png|thumb|Blue, Yellow, Red, Purple and White Pikmin, as shown by the [[Move List]].]]
[[File:Olimar SSBU Skill Preview Extra 1.png|thumb|right|All of Olimar's Pikmin, as shown by a Skill Preview in ''Ultimate''.]]
*All Pikmin-based moves and grabs use the next Pikmin in the line to perform the given attack. Upon performing a move, that Pikmin goes to the back of the line. In general:
{{cquote|''Each of the Pikmin have different qualities, depending on their color.  
** Red Pikmin deal more damage for attacks, but less for throws.
<br>• Red: Attack↑ Throw↓
** Yellow Pikmin have larger hitboxes.
<br>• Yellow: Attack Hit Box↑
** Blue Pikmin have more damaging throws.
<br>• Blue: Throw↑
** White Pikmin are very weak in attacks, but have significantly longer grab and [[Pikmin Throw|toss]] range and deal more latch damage.
<br>• White: Grab↑ Attack↓
** Purple Pikmin are very strong in damage and knockback, but have very poor range and can't latch.
<br>• Purple: Attack↑ Reach↓
''For a gallery of Olimar's hitboxes, see [[Olimar (SSBU)/Hitboxes|here]].''
<br>
{{clr}}
<br>Use Pikmin for Special Moves
{{MovesetTable
<br>• Neutral: replenish Pikmin
|game=SSBU
<br>• Side: throw Pikmin
|customcolumns=Olimar!!Red!!Yellow!!Blue!!White!!Purple
<br>• Up: fly with Winged Pikmin
|customcolumnscount=6
<br>• Down: call back Pikmin''
|neutralcount=2
|left|cite=Move List Description|source=[[Super Smash Bros. Ultimate]]}}
|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){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|neutral2dmg=3% (arm), 4% (fist){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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. However, the more Pikmin used to perform the grab, the more ending lag it has. 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%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|pummeldesc=A [[wikipedia:Knifehand strike|knifehand thrust]]. Fast but weak.
|fthrowname=Pikmin Front Throw ({{ja|ピクミン前投げ|Pikumin Zen Nage}})
|fthrowdmg=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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=&mdash;{{!!}}{{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]].
|dodgedesc=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}
|techdesc=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}
|floorfname=&nbsp;
|floorfdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|floorfdesc=Headbutts in front and then behind himself.
|floorbname=&nbsp;
|floorbdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|floorbdesc=Punches in front of himself and then spins around to punch behind him.
|floortname=&nbsp;
|floortdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|floortdesc=Punches in front of himself and then spins around to punch behind him.
|edgename=&nbsp;
|edgedmg=9%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|edgedesc=Throws a punch while climbing up.
|nsname=Pikmin Pluck
|nsdmg=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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=&mdash;{{!!}}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=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|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===
*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.
 
{|class="wikitable"
{{Attributes
! rowspan=2| !! rowspan=2| Name!! colspan=6| Damage!! rowspan=2 width=55%| Description
| cast=89
|-
| weight=79 | rweight=79-83
! width=7%| Olimar!! width=7%| Red!! width=7%| Yellow!! width=7%| Blue!! width=7%| White!! width=7%| Purple
| dash=1.606 | rdash=87
|-
| run=1.617 | rrun=57
! rowspan=2 | Neutral attack
| walk=0.945 | rwalk=61-62
| rowspan=2 | || 3% (arm) <br>4% (fist) || colspan=5 rowspan=2 | &mdash; || rowspan=2 | The [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{s|wikipedia|one-two combo}}. It has very minimal start-up and ending lag, average knockback growth, and its second hit launches at 45°. At low percents, can combo into down tilt.
| trac=0.093 | rtrac=70-71
|-
| airfric=0.015 | rairfric=9-30
|3% (arm) <br>4% (fist) 
| air=0.861 | rair=82
|-
| baseaccel=0.01 | rbaseaccel=15-87
!Forward tilt
| addaccel=0.07 | raddaccel=26-38
| || 11% || colspan=5 | &mdash; || The Rocket Fist's wind-up punch. It is powerful for a tilt attack, thanks to its decent damage output and high knockback growth.
| gravity=0.068 | rgravity=85
|-
| fall=1.35 | rfall=71-74
!Up tilt
| ff=2.16 | rff=71-74
| || 0.6% (hits 1-5) <br>4% (hit 6) || colspan=5 | &mdash; || A jumping twirl. Hits multiple times, with its last hit having very high knockback growth. Altogether, these traits make it a decent anti-air attack.
| jumpsquat=3 | rjumpsquat=1-88
|-
| jumpheight=33.5 | rjumpheight=36-37
!Down tilt
| shorthop=16.19 | rshorthop=43
| || 6% || colspan=5 | &mdash;|| A sliding tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will move Olimar slightly forward.
| djump=33.5 | rdjump=45-46
<!--Crawl attack-->
}}
|-
 
!Dash attack
===[[Announcer]] calls===
| || 7% (hit 1) <br>4% (hit 2) || colspan=5 | &mdash; || 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.
The announcer also calls the Pikmin in the Japanese, Chinese, and Korean versions.
|-
====Olimar====
!Forward smash
<gallery>
| || &mdash; || {{ChargedSmashDmgSSBU|20.3}} (clean) <br>{{ChargedSmashDmgSSBU|14}} (mid) <br>{{ChargedSmashDmgSSBU|8.4}} (late) || {{ChargedSmashDmgSSBU|14.5}} (clean) <br>{{ChargedSmashDmgSSBU|10}} (mid) <br>{{ChargedSmashDmgSSBU|6}} (late) || {{ChargedSmashDmgSSBU|14.5}} (clean) <br>{{ChargedSmashDmgSSBU|10}} (mid) <br>{{ChargedSmashDmgSSBU|6}} (late) || {{ChargedSmashDmgSSBU|11.6}} (clean) <br>{{ChargedSmashDmgSSBU|8}} (mid) <br>{{ChargedSmashDmgSSBU|4.8}} (late) || {{ChargedSmashDmgSSBU|23.2}} (clean) <br>{{ChargedSmashDmgSSBU|16}} (mid) <br>{{ChargedSmashDmgSSBU|9.6}} (late) || Points forward to command a Pikmin to leap forward and perform a corkscrew tackle. The leaping Pikmin can be reflected.
Olimar English Announcer SSB4-SSBU.wav|English
|-
Olimar Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese/Korean
!Up smash
Olimar French Announcer SSBU.wav|French
| || &mdash; || {{ChargedSmashDmgSSBU|18.2}} (clean) <br>{{ChargedSmashDmgSSBU|14}} (weak) <br>{{ChargedSmashDmgSSBU|15.4}} (late) || {{ChargedSmashDmgSSBU|13}} (clean) <br>{{ChargedSmashDmgSSBU|10}} (weak) <br>{{ChargedSmashDmgSSBU|11}} (late) || {{ChargedSmashDmgSSBU|13}} (clean) <br>{{ChargedSmashDmgSSBU|10}} (weak) <br>{{ChargedSmashDmgSSBU|11}} (late) || {{ChargedSmashDmgSSBU|10.4}} (clean) <br>{{ChargedSmashDmgSSBU|8}} (weak) <br>{{ChargedSmashDmgSSBU|8.8}} (late) || {{ChargedSmashDmgSSBU|20.7}} (clean) <br>{{ChargedSmashDmgSSBU|16}} (weak) <br>{{ChargedSmashDmgSSBU|17.6}} (late) || Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move tricky to punish on whiff and on block. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong killing move, KOing at or below 150% with all Pikmin except white. However, it can easily be beaten due to its projectile attributes, making them lose out to any other active hitbox.
</gallery>
|-
====Alph====
!Down smash
<gallery>
| Pikmin Left/Right Dash || &mdash; || {{ChargedSmashDmgSSBU|15.4}} (clean) <br>{{ChargedSmashDmgSSBU|12.6}} (late) || {{ChargedSmashDmgSSBU|11}} (clean) <br>{{ChargedSmashDmgSSBU|9}} (late) || {{ChargedSmashDmgSSBU|11}} (clean) <br>{{ChargedSmashDmgSSBU|9}} (late) || {{ChargedSmashDmgSSBU|8.8}} (clean) <br>{{ChargedSmashDmgSSBU|7.2}} (late) || {{ChargedSmashDmgSSBU|17.6}} (clean) <br>{{ChargedSmashDmgSSBU|14.4}} (late) || Squats slightly and points to both of his sides to command two Pikmin (the lead Pikmin, and the Pikmin next in line) perform dashing tackles. Either Pikmin on each side can be reflected.
Alph English Announcer SSB4-SSBU.wav|English
|-
Alph Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese/Korean
!Neutral aerial
Alph French Announcer SSBU.wav|French
| Tornado Attack || {{ShortHopDmgSSBU|1.5}} (hits 1-4) <br>{{ShortHopDmgSSBU|2}} (hit 5) || colspan=5 | &mdash; || 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.
</gallery>
|-
!Forward aerial
| || &mdash; || {{ShortHopDmgSSBU|11.9}} || {{ShortHopDmgSSBU|8.5}} || {{ShortHopDmgSSBU|8.5}} || {{ShortHopDmgSSBU|6.8}} || {{ShortHopDmgSSBU|13.6}} || Grabs a Pikmin by its stem and swings it downward in front of himself. Due to its range, and speed, it is one of Olimar's best moves for walling and aerial combat as the Pikmin used acts as a sword for the duration of this move, giving this move great range relative to Olimar's size. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. In addition, it can also kill if used with purple or red Pikmin. Lastly, it is a very reliable follow-up from down throw, and is useful for edgeguarding.
|-
!Back aerial
| || &mdash; || {{ShortHopDmgSSBU|15.1}} || {{ShortHopDmgSSBU|10.8}} || {{ShortHopDmgSSBU|10.8}} || {{ShortHopDmgSSBU|8.6}} || {{ShortHopDmgSSBU|17.2}} || Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. This move has great range for a character of Olimar's size, due to the Pikmin used acting similarly to a disjointed hitbox for the duration of this move. It can also kill at reasonable percents if any Pikmin bar white are used. However, it has the highest start-up lag out of Olimar's aerials, though the startup is still reasonable compared to most other back aerials of its kind.
|-
!Up aerial
| || &mdash; || {{ShortHopDmgSSBU|12.6}} || {{ShortHopDmgSSBU|9}} || {{ShortHopDmgSSBU|9}} || {{ShortHopDmgSSBU|7.2}} || {{ShortHopDmgSSBU|14.4}} || Grabs a Pikmin by its stem and twirls it upward. The move comes out decently fast and lasts for a very long time, as well as the move having transcendent priority, making it very hard to out-space this move making it very good for juggling and combos, at lower percents it can chain into itself or other aerials bar down air.  It is tied with down aerial as his second most damaging aerial, and is a viable KOing option with any Pikmin bar white. However, it has a noticeable amount of landing lag.
|-
!Down aerial
| || &mdash; || {{ShortHopDmgSSBU|12.6}} || {{ShortHopDmgSSBU|9}} || {{ShortHopDmgSSBU|9}} || {{ShortHopDmgSSBU|7.2}} || {{ShortHopDmgSSBU|14.4}} || Grabs a Pikmin by its stem and swings it downward. It is tied with up aerial as his second most damaging aerial. This move gives Olimar a very good way to escape juggling due to the long lasting hitbox and the amount of downwards range that it gives Olimar, the Pikmin act as a pseudo disjoint in this move as well as all of Olimar's other Pikmin involved aerials, making it very hard to challenge the move during its active hitbox frames. The move can also kill at higher percents if used with red or purple Pikmin. It is also a [[meteor smash]], but only against aerial opponents and during its first frame. In addition, the move's very long lasting hitbox can also two frame punish at ledges. However, it has a noticeable amount of landing lag.
|-
!Grab
| || colspan=6 | &mdash; || Points forward to command the lead Pikmin to grab the opponent. 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 it's range.
|-
!Pummel
| || 1% || colspan=5 | &mdash; || Punches the opponent. Faster but weaker than his previous pummel.
|-
!Forward throw
| || &mdash; || 6.7% (3) <br>6.1% (2) <br>5.6% (1) || 8.4% (3) <br>7.7% (2) <br>7% (1) || 14.2% (3) <br>13% (2) <br>11.8% (1) || 8.4% (3) <br>7.7% (2) <br>7% (1) || 8.4% (3) <br>7.7% (2) <br>7% (1) || The Pikmin leap forward, body slamming the opponent on the ground. Damage depends on the amount of Pikmin in Olimar's squad.
|-
!Back throw
| || &mdash; || 8.6% (3) <br>7.9% (2) <br>7.2% (1) || 10.8% (3) <br>9.9% (2) <br>9% (1) || 18.3% (3) <br>16.8% (2) <br>15.3% (1) || 10.8% (3) <br>9.9% (2) <br>9% (1) || 10.8% (3) <br>9.9% (2) <br>9% (1) || Same as the forward throw, but the Pikmin leap backwards instead. If 3 Pikmin are present, and the lead Pikmin is blue, it is Olimar's most damaging throw. Damage depends on the amount of Pikmin in Olimar's squad. If used with 2 or 3 Blue Pikmin, it is the most damaging throw in the game.
|-
!Up throw
| || &mdash; || 1.2% (hit) <br>6.4% (throw) (3) <br>1.1% (hit) <br>5.9% (throw) (2) <br>1% (hit) <br>5.4% (throw) (1) || 1.2% (hit) <br>8.4% (throw) (3) <br>1.1% (hit) <br>7.7% (throw) (2) <br>1% (hit) <br>7% (throw) (1) || 1.2% (hit) <br>15% (throw) (3) <br>1.1% (hit) <br>13.7% (throw) (2) <br>1% (hit) <br>12.5% (throw) (1) || 1.2% (hit) <br>8.4% (throw) (3) <br>1.1% (hit) <br>7.7% (throw) (2) <br>1% (hit) <br>7% (throw) (1) || 1.2% (hit) <br>8.4% (throw) (3) <br>1.1% (hit) <br>7.7% (throw) (2) <br>1% (hit) <br>7% (throw) (1) || The Pikmin toss the opponent upward, then leap up and headbutt them further upward. Damage depends on the amount of Pikmin in Olimar's squad.
|-
!Down throw
| || &mdash; || 1.2% (slam) <br>6.7% (throw) (3) <br>1.1% (slam) <br>6.1% (throw) (2) <br>1% (slam) <br>5.6% (throw) (1) || 1.2% (slam) <br>8.4% (throw) (3) <br>1.1% (slam) <br>7.7% (throw) (2) <br>1% (slam) <br>7% (throw) (1) || 1.2% (slam) <br>14.2% (throw) (3) <br>1.1% (slam) <br>13% (throw) (2) <br>1% (slam) <br>11.8% (throw) (1) || 1.2% (slam) <br>8.4% (throw) (3) <br>1.1% (slam) <br>7.7% (throw) (2) <br>1% (slam) <br>7% (throw) (1) || 1.2% (slam) <br>8.4% (throw) (3) <br>1.1% (slam) <br>7.7% (throw) (2) <br>1% (slam) <br>7% (throw) (1) || The Pikmin perform a leaping piledriver. Damage depends on the amount of Pikmin in Olimar's squad.
|-
!Floor attack (front)
| || 7% || colspan=5 | &mdash; || Headbutts in front and then behind himself.
|-
!Floor attack (back)
| || 7% || colspan=5 | &mdash; || Punches in front of himself and then spins around to punch behind him.
|-
!Floor attack (trip)
| || 7% || colspan=5 | &mdash; || Punches in front of himself and then spins around to punch behind him.
|-
!Edge attack
| || 9% || colspan=5 | &mdash; || Throws a punch while climbing up.
|-
!Neutral special
| [[Pikmin Pluck]] || colspan=6 | &mdash; || {{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.
|-
!Side special
| [[Pikmin Throw]] || &mdash; || 2% (per hit) || 2% (per hit) || 2% (per hit) || 4.6% (per hit) || 6% || {{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. Due to the Purple Pikmin's inability to latch onto anything like in their home series, they will instead deal damage on contact.
|-
!Up special
| [[Winged Pikmin]] || colspan=6 | &mdash; || Two {{s|pikipedia|Winged Pikmin}} carry the user around. Winged Pikmin's effectiveness is dependent on both the amount of Pikmin that are alive and close, and the frequency of its usage. In regard to frequency, it takes approximately 3 seconds (180 frames) for Winged Pikmin to be able to travel the same distance again after the conclusion of the initial usage. Aerial attacks can also be used while being carried, similarly to [[Wings of Icarus]]. However, doing so will render him [[helpless]] immediately after the conclusion of the attack.
|-
!Down special
| [[Pikmin Order]] || colspan=6 | &mdash; || Blows his {{s|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 endlag, and can even be cancelled (just before the lights turn from yellow to red).
|-
!Final Smash
| [[End of Day]] || colspan=6 | 10% (launch), 10% (ascent), 15.1% (Red Bulborbs), 10% (descent), 12%/10% (explosion) || 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. The duration of the whole Final Smash is faster than in ''SSB4''.
|}


===[[On-screen appearance]]===
===[[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.
*Exits the Hocotate Ship and then plucks three Pikmin, after which the Hocotate Ship disappears in a puff of smoke.
<gallery>
OlimarOnScreenAppearanceSSBU.gif|Olimar's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunts]]===
*'''Up taunt''': Joyfully jumps in place twice.
*'''Up taunt''': Joyfully jumps in place.
*'''Side taunt''': [[pikipedia:Lie down|Lies down]] on the ground, rolls around as if basking in nature, and then gets up.
*'''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.
*'''Down taunt''': Swings his hips twice.
Line 263: Line 319:
*Moves his arms back and forward in a basic limber exercise.
*Moves his arms back and forward in a basic limber exercise.
<gallery>
<gallery>
SSBUOlimarIdle1.gif|Olimar's first idle pose.
SSBUOlimarIdle1.gif|Olimar's first idle pose
SSBUOlimarIdle2.gif|Olimar's second idle pose.
SSBUOlimarIdle2.gif|Olimar's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
====Olimar====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!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====
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{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===
===[[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.
*'''Left:''' Performs a toe touching exercise while a {{s|pikipedia|Yellow Pikmin}} rests on the ground and a {{s|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.
*'''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.
*'''Right:''' Sways in place while a Red, Yellow, and Blue Pikmin walk around him in a circle.
Line 353: Line 334:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Prior to Patch 3.1.0, Olimar was widely considered to be one of the best 3 characters in the game alongside {{SSBU|Peach}} and {{SSBU|Pichu}} and potentially the best in the game. Initial reactions to his nerfs implied that the character was no longer viable, with Dabuz saying he was dropping the character, though this turned out to be an over-reaction; his nerfs made him less dominant but still a potent character. Dabuz and Shuton have continued to see good results with the character, though Myran has seen a notable dip in results after the nerf.  
<!--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 -->
===Notable players===
 
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
''See also: [[:Category:Olimar players (SSBU)]]''
 
*{{Sm|Candle|USA}} - The best solo-Olimar in the world in 2024. Aside from several high placements and victories at Midwest regionals, they have also placed highly at several majors despite infrequent appearances outside of their region, including 17th at {{Trn|Get On My Level X}} and 25th at {{Trn|Super Smash Con 2023}}. In addition, they are known for their proficiency in the {{SSBU|Steve}} matchup, having a positive record over {{Sm|Onin}} and defeating {{Sm|acola}} at the {{Trn|SMFN Invitational}}.
*{{Sm|Dabuz|USA}} - The second-best Olimar player of all-time, playing the character as either 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}}.
*{{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}}.
*{{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]].
*{{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.
*{{Sm|Tsubotsubo|Japan}} - One of the best Olimar players in Japan in 2021 and 2022, 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.
*{{Sm|uame|Japan}} - The best solo-Olimar player in Japan since 2023. He is best known for winning {{Trn|DELTA 7.5}} and {{Trn|Yokohama BaySmash Big 1}}, defeating {{Sm|Toriguri}} in the former event. Although less consistent at majors, he still notably placed 13th at {{Trn|Seibugeki 17}} and 17th at both {{Trn|Kagaribi 11}} and {{Trn|Seibugeki 15}}.
 
===Tier placement and history===
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.


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.
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''


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.
*{{Sm|ARMY|USA|p=Texas}} - Placed 4th at {{Trn|DreamHack Dallas 2019}} and 5th at {{Trn|Ultimatum}}.
*{{Sm|Dabuz|USA}} (#7) - One of the best Olimar players in the world. Placed 1st at {{Trn|Thunder Smash}}, 2nd at {{Trn|Let's Make Moves}}, 2nd at {{Trn|Smash Ultimate Summit}}, 4th at {{Trn|GENESIS 6}}, 5th at {{Trn|Smash Conference United}}, 5th at {{Trn|Collision 2019}}, 5th at {{Trn|Pound 2019}}, and 5th at {{Trn|Smash 'N' Splash 5}}.
*{{Sm|Gomakenpi|USA}} - The best Olimar player in the Midwest. Placed 3rd at {{Trn|Midwest Arena}} and 17th at {{Trn|Get On My Level 2019}}. Has wins over {{Sm|yeti}}, {{Sm|tamim}}, and {{Sm|Ned}}. Ranked 3rd on the [[Michigan Power Rankings#Super Smash Bros. Ultimate|Michigan Ultimate Power Rankings]].
*{{Sm|ImHip|USA}} - One of the best Olimar players in the United States. [https://www.youtube.com/watch?v=NnFKySlZ6H4 He caused a major upset] at [[GENESIS 6]] with a win on {{Sm|Glutonny}} and placed 33rd there. Also placed 7th at [[Heart of Battle]] and 17th at [[SoCal Chronicles]].
*{{Sm|Klaatu|USA}} - Placed 7th at [[Super Splat Bros]], 33rd at [[GENESIS 6]], and 49th at {{Trn|2GG: Prime Saga}}.
*{{Sm|Myran|USA}} (#13) - One of the best Olimar players in the world. Placed 2nd at {{Trn|Pound 2019}}, 3rd at {{Trn|Frostbite 2019}}, 7th at {{Trn|Smash Conference United}}, 9th at {{Trn|GENESIS 6}}, 9th at {{Trn|Get On My Level 2019}}, 13th at {{Trn|MomoCon 2019}}, and 17th at {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|Light}}, {{Sm|Marss}}, and {{Sm|Shuton}}.
*{{Sm|Rich Brown|USA}} - Placed 13th at {{Trn|Heart of Battle}}, 17th at {{Trn|SoCal Chronicles}}, and 65th at {{Trn|GENESIS 6}}.
*{{Sm|Shuton|Japan}} (#5) - The best Olimar player in the world. Placed 1st at {{Trn|Umebura SP}}, 1st at {{Trn|2GG: Prime Saga}}, 1st at {{Trn|Stunfest 2019}}, 1st at {{Trn|Sumabato SP 4}}, 1st at {{Trn|Sumabato SP 5}}, 2nd at {{Trn|Umebura SP 2}}, 4th at {{Trn|Frostbite 2019}}, and 9th at {{Trn|Umebura Japan Major 2019}}.


=={{SSBU|Classic Mode}}: Planetary Explorer==
=={{SSBU|Classic Mode}}: Planetary Explorer==
Line 378: Line 354:
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}} {{Head|Mario|g=SSBU|s=20px}} and {{SSBU|Rosalina & Luma}} {{Head|Rosalina|g=SSBU|s=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|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}} {{Head|Wolf|g=SSBU|s=20px}}||[[Lylat Cruise]]||''{{SSBUMusicLink|Star Fox|Star Wolf's Theme / Sector Z (for 3DS / Wii U)}}''||
|-
|-
|3||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|King Dedede|SSBU|hsize=20px}}||[[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}} {{Head|Kirby|g=SSBU|s=20px}} and {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=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.
|-
|-
|4||{{CharHead|Zero Suit Samus|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Brinstar (Melee)}}''||
|4||{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Brinstar (Melee)}}''||
|-
|-
|5||{{CharHead|Fox|SSBU|hsize=20px}} and {{CharHead|Falco|SSBU|hsize=20px}}||[[Corneria]]||''{{SSBUMusicLink|Star Fox|Corneria - Star Fox}}''||
|5||{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px}} and {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px}}||[[Corneria]]||''{{SSBUMusicLink|Star Fox|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 {{Head|Olimar|g=SSBU|s=20px|cl=Alph}}||[[Distant Planet]]||''{{SSBUMusicLink|Pikmin|Garden of Hope (Remix)}}''||If playing as Alph, the opponent will be Olimar {{Head|Olimar|g=SSBU|s=20px}}.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 403: Line 379:
==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-40Olimar.jpg|thumb|Finding Olimar in World of Light|left]]
[[File:WoL-40Olimar.jpg|thumb|Finding Olimar in World of Light|left]]
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.
Although Olimar has been absent from 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.


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}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|40
| 40
|[[File:Olimar SSBU.png|center|108x108px]]
| [[File:Olimar SSBU.png|center|108x108px]]
|Olimar
| {{SSBU|Olimar}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| {{color|#17ba17|Grab}}
|3,300
| 3,300
|[[Distant Planet]] ([[Ω form]])
| [[Distant Planet]] ([[Ω form]])
|''{{SSBUMusicLink|Pikmin|Main Theme - Pikmin}}''
| ''{{SSBUMusicLink|Pikmin|Main Theme - Pikmin}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[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''.
Olimar's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Olimar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Each type of Pikmin that Olimar utilizes in his moveset also possess a spirit of their own, as either primary or support spirits.
Additionally, due to being an alternate swap, Alph has his Spirit count as another Fighter Spirit. Each type of Pikmin also possess a spirit of their own, as either Primary or Support Spirits.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Olimar.png|798. '''''Olimar'''''
Captain Olimar spirit.png|798. '''''Olimar'''''
SSBU spirit Alph.png|799. '''Alph'''
Captain Alph spirit.png|799. '''Alph'''
SSBU spirit Red Pikmin.png|803. Red Pikmin
Red Pikmin.png|803.Red Pikmin
SSBU spirit Blue Pikmin.png|804. Blue Pikmin
Blue Pikmin Spirit.png|804.Blue Pikmin
SSBU spirit Yellow Pikmin.png|805. Yellow Pikmin
Yellow Pikmin Spirit.png|805.Yellow Pikmin
SSBU spirit White Pikmin.png|806. White Pikmin
White Pikmin Spirit.png|806.White Pikmin
SSBU spirit Purple Pikmin.png|807. Purple Pikmin
Purple Pikmin Spirit.png|807.Purple Pikmin
SSBU spirit Winged Pikmin.png|808. Winged Pikmin
Wingedpikmin.png|808.Winged Pikmin
</gallery>
</gallery>
</center>
</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 588: Line 440:
==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 604: Line 456:
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=AFHgO8rMzcg}}
{{#widget:YouTube|id=AFHgO8rMzcg}}


==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 (the same one used for her Spirit picture), 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.
*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 is an exception, as he was never initially imprisoned.
**Similarly Olimar isn't in a single spirit battle in World of Light because Alph is used instead.
*Olimar is the only fighter to have an alternate costume of a different character in the same pose as his default costume, excluding the [[Mii Fighter|Mii Fighters]].
*Excluding the Mii Fighters, Olimar and {{SSBU|Steve}} are the only fighter to have an alternate costume of a different character beyond a gender swap in the same pose as his default costume.
*Since update 2.0.0, if Olimar's Pikmin latch onto something and it changes size with them still latched on, they will change size, too. This is most noticeable with the Mother Brain, though Super and Poison Mushrooms will also do this, as long as they are applied by the character the Pikmin are latched onto.
*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.
*While Olimar’s default costume is never used in any spirit battles, Alph’s default costume is. This technically makes him one of the five characters to use a "default" costume in spirit battles, the others being {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Bowser Jr.}}, {{SSBU|Peach}}, {{SSBU|Mario}}, {{SSBU|Luigi}}, {{SSBU|R.O.B.}}, {{SSBU|Joker}}, {{SSBU|Robin}}, {{SSBU|Inkling}} and female {{SSBU|Corrin}}, although Alph and female Corrin are merely alternate characters using their “default” colors.
*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.
**Furthermore, while Olimar technically appears in four Spirit battles, three of them use Alph instead. The only one that features Olimar himself features him as an ally instead of an enemy. This specifically makes Olimar one of two non-DLC fighters that are never directly fought in any Spirit battles, the other being Pokemon Trainer.
*Excluding DLC fighters, Olimar is tied with {{SSBU|Dark Pit}} as the fighter featured in the least amount of spirit battles, with both only appearing in 5.
***Counting DLC fighters, this applies to {{SSBU|Piranha Plant}} as well.
*As well as {{SSBU|Cloud}}, Olimar is the only other character to travel to [[Corneria]] in Classic Mode.
*Olimar, {{SSBU|Peach}}, {{SSBU|Zelda}}, {{SSBU|Falco}}, {{SSBU|Duck Hunt}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles.
*Olimar, {{SSBU|Ivysaur}}, {{SSBU|Greninja}}, {{SSBU|Little Mac}}, {{SSBU|Ryu}}, {{SSBU|Cloud}}, {{SSBU|Dark Samus}}, and {{SSBU|Ken}} are the only characters to never appear as minions in any Spirit battles.


{{SSBUCharacters}}
{{SSBUCharacters}}

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