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Editing Olimar (SSBU)
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|customcolumnscount=6 | |customcolumnscount=6 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Olimar Punch ({{ja|オリマーパンチ|Orimā Panchi}}) | |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){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |neutral1dmg=3% (arm), 4% (fist){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|neutral2dmg=3% (arm), 4% (fist){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |neutral2dmg=3% (arm), 4% (fist){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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|utiltdmg=0.6% (hits 1-5), 4% (hit 6){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |utiltdmg=0.6% (hits 1-5), 4% (hit 6){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|utiltdesc=A jumping twirl. Hits multiple times, with its last hit having a deceptively large disjoint. Altogether, these traits make it a decent anti-air attack. | |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 | |dtiltname=Low Headbutt ({{ja|低空頭突き|Teikū Zutsuki}}) | ||
|dtiltdmg=6%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dtiltdmg=6%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|dtiltdesc=A lunging tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will move Olimar slightly forward. | |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. | ||
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|usmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|18.2|1.2}} (clean near), {{ChargedSmashDmgSSBU|14|1.2}} (clean far), {{ChargedSmashDmgSSBU|15.4|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|10.4|1.2}} (clean near), {{ChargedSmashDmgSSBU|8|1.2}} (clean far), {{ChargedSmashDmgSSBU|8.8|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|20.8|1.2}} (clean near), {{ChargedSmashDmgSSBU|16|1.2}} (clean far), {{ChargedSmashDmgSSBU|17.6|1.2}} (late) | |usmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|18.2|1.2}} (clean near), {{ChargedSmashDmgSSBU|14|1.2}} (clean far), {{ChargedSmashDmgSSBU|15.4|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|10.4|1.2}} (clean near), {{ChargedSmashDmgSSBU|8|1.2}} (clean far), {{ChargedSmashDmgSSBU|8.8|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|20.8|1.2}} (clean near), {{ChargedSmashDmgSSBU|16|1.2}} (clean far), {{ChargedSmashDmgSSBU|17.6|1.2}} (late) | ||
|usmashdesc=Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move tricky to punish on whiff and on block. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong KOing move, KOing at or below 150% with all Pikmin except White. However, it can easily be beaten due to its projectile attributes, making them lose out to any other active hitbox. | |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 | |dsmashname=Pikmin Left/Right Dash ({{ja|ピクミン左右ダッシュ|Pikumin Sayū Dasshu}}) | ||
|dsmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|15.4|1.2}} (clean), {{ChargedSmashDmgSSBU|12.6|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|8.8|1.2}} (clean), {{ChargedSmashDmgSSBU|7.2|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|17.6|1.2}} (clean), {{ChargedSmashDmgSSBU|14.4|1.2}} (late) | |dsmashdmg=—{{!!}}{{ChargedSmashDmgSSBU|15.4|1.2}} (clean), {{ChargedSmashDmgSSBU|12.6|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|8.8|1.2}} (clean), {{ChargedSmashDmgSSBU|7.2|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|17.6|1.2}} (clean), {{ChargedSmashDmgSSBU|14.4|1.2}} (late) | ||
|dsmashdesc=Squats slightly and points to both of his sides to command two Pikmin (the lead Pikmin, and the Pikmin next in line) perform dashing tackles. Either Pikmin on each side can be reflected. If only one Pikmin is in play, Olimar will only send a Pikmin forward. | |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. | ||
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|nairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|2}} (hit 5){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |nairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|2}} (hit 5){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|nairdesc=A jumping twirl, resembling his up tilt. It is Olimar's only aerial that does not use Pikmin or have transcendent [[priority]]. However, it lacks KO potential like his other aerials. | |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}} | |fairname=Pikmin Sweep ({{ja|ピクミンはたき|Pikumin Hataki}}) | ||
|fairdmg=—{{!!}}{{ShortHopDmgSSBU|11.9}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|6.8}}{{!!}}{{ShortHopDmgSSBU|13.6}} | |fairdmg=—{{!!}}{{ShortHopDmgSSBU|11.9}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|6.8}}{{!!}}{{ShortHopDmgSSBU|13.6}} | ||
|fairdesc=Grabs a Pikmin by its stem and swings it downward in front of himself. Due to its range, and speed, it is one of Olimar's best moves for walling and aerial combat as the Pikmin used acts as a sword for the duration of this move, giving this move great range relative to Olimar's size. Due to its low landing lag, it is also very good for combos at low percents, as well as being safe on shield if spaced well. In addition, it can also KO if used with Red or Purple Pikmin. Lastly, it is a very reliable follow-up from down throw, and is useful for edgeguarding. | |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 | |bairname=Pikmin Shake Off ({{ja|ピクミンふりはらい|Pikumin Furiharai}}) | ||
|bairdmg=—{{!!}}{{ShortHopDmgSSBU|15.12}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|8.64}}{{!!}}{{ShortHopDmgSSBU|17.28}} | |bairdmg=—{{!!}}{{ShortHopDmgSSBU|15.12}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|8.64}}{{!!}}{{ShortHopDmgSSBU|17.28}} | ||
|bairdesc=Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. This move has great range for a character of Olimar's size, due to the Pikmin used acting similarly to a disjointed hitbox for the duration of this move. It can also KO at reasonable percents if any non-White Pikmin are used. However, it has the highest start-up lag out of Olimar's aerials, though the start-up is still reasonable compared to most other back aerials of its kind. | |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. | ||
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|pummeldmg=1%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |pummeldmg=1%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|pummeldesc=A [[wikipedia:Knifehand strike|knifehand thrust]]. Fast but weak. | |pummeldesc=A [[wikipedia:Knifehand strike|knifehand thrust]]. Fast but weak. | ||
|fthrowname=Pikmin Front Throw ({{ja|ピクミン前投げ|Pikumin | |fthrowname=Pikmin Front Throw ({{ja|ピクミン前投げ|Pikumin Zen Nage}}) | ||
|fthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|5.6}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|11.9}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|7}} | |fthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|5.6}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|11.9}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|7}} | ||
|fthrowdesc=The Pikmin leap forward, body slamming the opponent on the ground. If used with 3 Pikmin and the lead is Blue, it becomes a strong throw that can KO middleweights at around 125% at the edge of Final Destination. However, it usually gets overshadowed by up throw due to it being able to KO more consistently. | |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 | |bthrowname=Pikmin Back Throw ({{ja|ピクミン後投げ|Pikumin Go Nage}}) | ||
|bthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|7.2}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|15.3}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|9}} | |bthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|7.2}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|15.3}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|9}} | ||
|bthrowdesc=Same as the forward throw, but the Pikmin leap backwards instead. It is Olimar's most damaging throw, and if used with 2 or 3 Pikmin and the lead is Blue, it is the most damaging throw in the game and can KO middleweights at around 130% at the edge of Final Destination. | |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 | |uthrowname=Pikmin Up Throw ({{ja|ピクミン上投げ|Pikumin Jō Nage}}) | ||
|uthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|5.4}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|12.5}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw) | |uthrowdmg=—{{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|5.4}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|12.5}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw) | ||
|uthrowdesc=The Pikmin toss the opponent upward, then leap up and headbutt them further upward. Oddly, the Red Pikmin's version does less damage than it should (5.6%) based on the multiplier used (0.8×) for its other throws. If used with 3 Pikmin and the lead is Blue, it becomes the strongest up throw in the game and can KO middleweights at around 124% on Final Destination. | |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. |