Super Smash Bros. 4

Olimar (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Tag: Mobile edit
 
(26 intermediate revisions by 12 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
:''This article is about Olimar's appearance in ''Super Smash Bros. 4''. For other uses, see [[Captain Olimar]] and [[Pikmin (species)]].''
:''This article is about Olimar's appearance in Super Smash Bros. 4. For other uses, see [[Captain Olimar]] and [[Pikmin (species)]].''
{{Infobox Character
{{Infobox Character
|name = Olimar
|name = Olimar
|image = {{tabber|title1=Olimar|tab1=[[File:Olimar SSB4.png|x250px]]|title2=Alph|tab2=[[File:Alph SSB4 Render.png|x250px]]}}
|image = {{tabber|title1=Olimar|content1=[[File:Olimar SSB4.png|x250px]]|title2=Alph|content2=[[File:Alph SSB4 Render.png|x250px]]}}
|game = SSB4
|game = SSB4
|ssbgame1 = SSBB
|ssbgame1 = SSBB
Line 11: Line 11:
|ranking = 21
|ranking = 21
}}
}}
'''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on July 12th, 2013, which also commemorated ''{{s|pikipedia|Pikmin 3}}'' being released in Japan on the following day. '''[[Alph]]''' ({{ja|ピクミン&アルフ|Pikumin & Arufu}}, ''Pikmin & Alph''), one of the three {{s|pikipedia|leader}}s in ''Pikmin 3'', was revealed as an [[Alternate costume|alternate costume character]] in a Director's Room Miiverse post on September 11, 2014.
'''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. 4]]''. His reappearance to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on July 12, 2013, which also commemorated ''{{s|pikipedia|Pikmin 3}}'' being released in Japan on the following day. '''[[Alph]]''' ({{ja|ピクミン&アルフ|Pikumin & Arufu}}, ''Pikmin & Alph''), one of the three {{s|pikipedia|leader}}s in ''Pikmin 3'', was revealed as an [[Alternate costume|alternative character]] in a Director's Room Miiverse post on September 11, 2014.


Olimar is ranked 21st out of 54 on the [[tier list]], placing him at the top of the C tier. This is a significant drop from his top-tier placement in ''[[Super Smash Bros. Brawl]]'', where he was ranked 3rd out of 38, and is his worst placement in the series. As in ''Brawl'', Olimar's [[Pikmin (species)|Pikmin]] possess an impressive level of utility: they grant him respectable KO and damage racking potentials, as Olimar can use them to deal direct and/or indirect damage via his standard moves, and by having the Pikmin latch onto opponents via [[Pikmin Throw]], respectively.
Like in ''Brawl'', Olimar is completely silent, rather than being voiced by Kazumi Totaka like he is in the ''Pikmin'' series, while Hajime Wakai's portrayal of Pikmin from ''{{s|pikipedia|Pikmin 2}}'' is once again repurposed for Red, Blue, Yellow, White and Purple Pikmin. Winged Pikmin are voiced by Atsuko Asashi, using voice clips recycled from ''Pikmin 3''. Alph, despite having his own unique voice in ''Pikmin 3'', is also completely silent as well in ''SSB4'', much like Olimar is.


The Pikmin also grant Olimar a potent grab game: each of them function as [[Grab#Tether grabs|disjointed grabs]]; White Pikmin-based pummel is tied with {{SSB4|Shulk}}'s [[Monado Arts|Buster]]-boosted pummel as the most damaging in the game; Blue Pikmin-based up throw is a viable KOing option at high percents; and Red Pikmin-based down throw is a very reliable combo starter even at high percents. Lastly, [[Winged Pikmin]] function as a maneuverable, flight-based recovery that can be used regardless of whether or not Olimar has Pikmin,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which makes them vastly superior to [[Pikmin Chain]]'s [[Tether recovery|tether-based recovery]].
Olimar is ranked 21st out of 58 on the [[tier list]], placing him at the top of the C tier. This is a significant drop from his top-tier placement in ''[[Super Smash Bros. Brawl]]'', where he was ranked 3rd out of 38. As in ''Brawl'', Olimar's signature [[Pikmin (species)|Pikmin]] possess an impressive level of respective utility: they grant him respectable KO and damage-racking capabilities, which is further supplemented by Olimar's solid frame-data, as Olimar can make usage of them to deal direct and/or indirect damage via his standard movesets, and by possessing the Pikmin latch onto opponents via [[Pikmin Throw]], respectively.


However, Olimar's active Pikmin count has now been halved from six to three,<ref name="Direct"/> which severely weakens the [[camp]]ing strategies he relied on in ''Brawl''. The Pikmin themselves have also been weakened in a few, yet noticeable ways. Red, Yellow, Blue, and Purple Pikmin have less [[hit points]], which is further compounded by them and White Pikmin dying faster while separated from Olimar. Each type of Pikmin have also had the majority of their damage outputs lowered, and suffer from somewhat flawed [[artificial intelligence]]. Olimar also retains his slow overall mobility; his aerial mobility is particularly problematic, as it renders him susceptible to [[juggling]] in spite of his light weight. By extension, his offense is still burdened by slow attack speed and an over-reliance on Pikmin.
The Pikmin also grant Olimar a potent [[grab]] game: each of them function as [[Grab#Tether grabs|disjointed grabs]]; White Pikmin-based pummel is tied with {{SSB4|Shulk}}'s [[Monado Arts|Buster]]-boosted pummel as the most damaging in the game; Blue Pikmin-based up throw is a viable KOing option at high percents; and Red Pikmin-based down throw is a very reliable combo starter even at high percents. Lastly, his new [[up special move]], [[Winged Pikmin]], functions as a maneuverable, flight-based [[recovery]] that can be performed regardless of whether or not Olimar has Pikmin equipped,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which makes them vastly superior to [[Pikmin Chain]]'s [[tether recovery]].


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


==Attributes==
==Attributes==
Olimar is a [[Weight|lightweight]] with overall slow mobility. However, his [[air acceleration]] and [[traction]] are both above-average, while his [[jump]] and [[double jump]] are both average. Olimar's playstyle is almost identical to how it was in ''Brawl'': he has retained the overwhelming majority of his moveset and animations, yet some moves have been slightly modified. Much like in his [[Pikmin (universe)|home series]], Olimar's extremely meager offensive prowess forces him to rely on instructing his multicolored Pikmin to remedy this glaring flaw. As a result, almost all of his moves involve Pikmin; this, in turn, can result in his moveset being useful or useless depending on whether or not he has Pikmin. When Olimar has Pikmin, he possesses arguably one of the most unique playstyles in the game, thanks to the Pikmin functioning as both projectiles and separate characters, much like how [[Rosalina & Luma (SSB4)|Luma functions alongside Rosalina]].
Olimar is a small and floaty [[weight|lightweight]] with overall slow mobility. In turn, he has a slow [[walk]]ing speed, below average [[dash]]ing and [[falling speed]]s, his [[air speed]] is the fourth slowest, and is tied with {{SSB4|Peach}} for the fourth lowest [[gravity]]. However, his [[air acceleration]] and [[traction]] are both above average, while his [[jump]] and [[double jump]] are both average. Olimar's playstyle is almost identical to how it was in ''Brawl'': he has retained the overwhelming majority of his moveset and animations, yet some moves have been slightly modified. Much like in his [[Pikmin (universe)|home series]], Olimar's extremely meager offensive prowess forces him to be reliant on instructing his multi-colored Pikmin to withdraw this glaring flaw. As a result, almost all of his moveset involves Pikmin; this, in turn, can result in his moveset being useful or useless depending on whether or not he has Pikmin. When Olimar has Pikmin, he possesses arguably one of the most unique playstyles in the game, thanks to the Pikmin functioning as both projectiles and separate characters, much like how [[Rosalina & Luma (SSB4)|Luma functions alongside Rosalina]].


When used correctly, the Pikmin provide noticeable and effective benefits: they can easily rack up high amounts of damage in short periods of time, they grant Olimar disjointed [[grab]]s by running out to grab opponents at any time, they can carry various [[item]]s back to Olimar as they run back to him much like in their home series, and they can also help with [[camp]]ing or hindering [[approach]]es. Additionally, each type of Pikmin provides [[Pikmin (species)#In Super Smash Bros. Brawl|unique and useful effects]]. Olimar's special moves are also heavily dependent on Pikmin, but they are all beneficial nonetheless.
When used correctly, the Pikmin provide noticeable and effective benefits: they can easily rack up high amounts of damage in short periods of time, they grant Olimar disjointed [[grab]]s by running out to grab opponents when choosing to grab, they can carry various [[item]]s back to Olimar as they run back to him much like in their home series, and they can also help with [[camp]]ing or hindering [[approach]]es. Additionally, each kind of Pikmin provides [[Pikmin (species)#In Super Smash Bros. Brawl|unique and useful effects]]. Olimar's special moves are also heavily dependent on Pikmin, but they are all beneficial nonetheless. Olimar's Pikmin also function as both [[disjoint|disjointed hitboxes]] and [[projectile]]s in a variety of his moveset, granting Olimar some of the longest range relative to his size, as well as one of the best camping and [[spacing]] abilities in the game.


[[Pikmin Throw]] enables him to hinder approaches or, with a Purple Pikmin, even stop them outright if they are not shielded. [[Pikmin Order]] reorganizes his Pikmin for the proper situation at hand, and thanks to it briefly granting super [[armor]], it can even allow Olimar to briefly [[Wikipedia:Tank (gaming)|tank]] an attack in spite of his light weight. Lastly, [[Winged Pikmin]] are very versatile: they provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to other lightweights, yet they also allow him to attack while they are carrying him.
[[Pikmin Throw]] enables him to hinder approaches or, with a Purple Pikmin, even stop them outright if not shielded. [[Pikmin Order]] reorganizes his Pikmin for the proper situation at hand, and thanks to it briefly granting [[super armor]], it can even allow Olimar to briefly [[Wikipedia:Tank (gaming)|tank]] an attack in spite of his light weight. Lastly, [[Winged Pikmin]] are very versatile: they provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to his fellow lightweights, yet they also allow him to attack while they are carrying him.


With all things considered, Olimar has one of the most damaging playstyles among the cast, as he is able to KO nearly any character in a short period when his Pikmin are utilized wisely. For example, Pikmin Throw allots him a large array of options for offense, as it can both zone and get opponents to KO percents quickly; when the thrown Pikmin are not shaken off, they can rack up 10%-30% in a matter of seconds, forcing opponents to carefully plan their approach. Olimar can also have up to three Pikmin at a time in his lineup, which, despite its aforementioned halving since ''Brawl'', can be hard for an opponent to keep track of, especially with each color boasting unique attributes. Despite being a lightweight, his smash attacks are fairly fast and, while using Red and Purple Pikmin, boast impressive power.
With all things considered, Olimar has one of the most damaging playstyles among the cast, as he is able to KO nearly any character in a short period with wise usage of his Pikmin. For example, Pikmin Throw allots him a large array of options for offense, as it can both zone and get opponents to KO percents quickly; when the thrown Pikmin are not shaken off, they can rack up 10%-30% in a matter of seconds, forcing opponents to carefully plan their approach. Olimar can also have up to three Pikmin at a time in his lineup, which, despite its aforementioned halving since ''Brawl'', can be hard for an opponent to maintain track of, especially with each color boasting unique attributes. Despite being a lightweight, his smash attacks are fairly quick and, while using Red and Purple Pikmin, boast impressive power.


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


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


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


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


Olimar has a few beneficial [[Character customization|custom moves]]. Hardy Pikmin Pluck makes all types of Pikmin more durable at the cost of being plucked slower. Sticky Pikmin Throw has each Pikmin deal less damage and cover less distance when thrown, but they stay latched on for much longer and deal damage at a faster rate. True to its name, Tackle Pikmin Throw makes Red, Yellow, Blue, and White Pikmin function like Purple Pikmin by tackling opponents instead of latching onto them. Mighty Winged Pikmin have reduced total travel distance, but the distance is not affected by the amount of Pikmin that Olimar is carrying. Lastly, Order Tackle has all latched on Pikmin deal damage upon being recalled, which grants Olimar another way to deal damage.
Olimar has a few beneficial [[Character customization|custom moves]]. Hardy Pikmin Pluck makes all kinds of Pikmin more durable at the expense of being plucked at a slower rate. Sticky Pikmin Throw depicts each Pikmin inflicting less damage and covering less distance when thrown, but they remain latched on for much longer and inflict damage at a faster rate. True to its name, Tackle Pikmin Throw makes Red, Yellow, Blue, and White Pikmin function like Purple Pikmin by tackling opponents instead of latching onto them. Mighty Winged Pikmin have less total traveling distance, but the distance is unaffected by the amount of Pikmin that Olimar is carrying. Lastly, Order Tackle has all latched on Pikmin deal damage upon being recalled, which grants Olimar another method to deal damage.


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


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Super Smash Bros. Brawl'', Olimar was considered to be a top tier character, usually being seen as a top 5 or even a top 3 character. This was mainly due to the effectiveness of his [[Pikmin]]. Olimar had six Pikmin available and they overall gave him incredible camping potential. Olimar could easily abuse his [[Pikmin Throw]] to keep his opponents out due to the amount of Pikmin he could have out and even at close range, Olimar still possessed strong tools. His damage output was very high especially with certain Pikmin, his smash attacks were very effective, his aerials were powerful, he had a strong grab game with a very fast and long ranged grab in addition to possessing combo and KO throws depending on the Pikmin used and he even had a solid defensive option with [[Pikmin Order]]. Olimar also had rather respectable KO power, with his purple Pikmin and red Pikmin in some situations being particularly powerful. While he did have poor mobility, limited approach options, a slew of multi hit attacks which could be avoided with SDI and he had an extremely exploitable recovery, these weaknesses did not hurt Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on stage, making it very difficult for most of the cast to deal with Olimar.
In ''Super Smash Bros. Brawl'', Olimar was considered to be a top-tier character, typically being perceived as a top 5-to-top 3 character. This was primarily due to the effectiveness of his [[Pikmin]]: Olimar possessed six Pikmin available in his disposal, and they overall gave him incredible [[camping]] potential. Olimar could easily abuse his [[Pikmin Throw]] to restrain his opponents out due to the amount of Pikmin he could have out and even at close-ranged proximity, Olimar still possessed strong tools. His damage-output was exceptionally high, especially with certain Pikmin, his [[smash attack]]s were exceptionally effective, his aerials were powerful, he had a strong grab game with an exceptionally quick and long-ranged [[grab]] in addition to possessing [[combo]] and [[KO]] [[throw]]s depending on the Pikmin equipped, and he even had a solid defensive option with [[Pikmin Order]]. Olimar also had rather respectable KO power, with his Purple and Red Pikmin (in some situations) being particularly powerful. While he did suffer from poor mobility, limited [[approach]]ing options, a slew of multi-hitting attacks which could be avoided with [[SDI]], and he had an extremely exploitable [[recovery]], these weaknesses failed to impair Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on-stage, making it exceptionally difficult for most of the cast to deal with Olimar. As a result, Olimar has naturally seen a mixture of [[buff]]s and [[nerf]]s in the transition to ''Super Smash Bros. 4'', although due to his top-tier status in the previous game, he has been noticeably nerfed overall.
 
The most glaring downgrade includes the halving of his Pikmin, counting from six to three due to the limitations of the [[Nintendo 3DS]]' processing power. As a result, this drastically lowers his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with [[White Pikmin]]). Both Olimar and his Pikmin's endurance are also worse: as Olimar himself is [[weight|lighter]] and his signature Pikmin (excluding White Pikmin) have less [[hit points|HP]], and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against [[meteor smash]]es, and the changes to [[hitstun canceling]] is considered a double-edged sword for Olimar: they indirectly removed [[momentum canceling]], so this means Olimar is much more susceptible to early KOs and combos, with the latter being further pronounced by Olimar's aforementioned lighter weight and the introduction of [[rage]], yet it also drastically improves Olimar's [[combo]] game as well, especially with his throws.  


Olimar has naturally seen a mix of [[buff]]s and [[nerf]]s in the transition to ''Super Smash Bros. 4'' although due to his top tier status in the previous game, he has been significantly nerfed overall.
Olimar's [[smash attack]]s have seen various downgrades: they can all be [[reflection|reflected]]; [[forward smash]] has a shorter duration; and his [[down smash]] deals less knockback; [[up smash]], however, has been nerfed the largest among all of Olimar's smash attacks: not only is it much laggier, possessing increased startup and much more ending lag, but it also suffers from decreased range and power, significantly hindering its utility. Olimar's [[aerial attack]]s also deal significantly less damage, with [[forward aerial|forward]] and [[down aerial]], in particular, being significantly weaker. Olimar's [[grab]] game was also weakened: his grabs suffer from shorter duration, considerably less [[range]] to the point of no longer being the longest-reaching grabs in ''Smash 4'', and his standing and dash grabs are significantly laggier, forcing Olimar to rely on his nerfed [[pivot grab]] more often, which is further compounded by Olimar's worse frame-data and damage-racking capabilities. His [[throw]]s with Blue and especially Purple Pikmin are also weaker, which impairs his ability to KO opponents with his throws, especially relative to the cast. Lastly, [[Pikmin Order]] has significantly decreased [[super armor]], hindering both its safety and overall versatility. Finally, Olimar's [[hurtbox]] is now modeled as a giant orb around him instead of being modeled as multiple hurtboxes around his virtual attire, thus making him drastically easier to hit and, most notoriously, [[shield stab]], especially horizontally.


The most glaring nerf was the halving of his Pikmin count from six to three due to the limitations of the Nintendo 3DS' processing power. As a result, this hinders his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with White Pikmin). Both Olimar and his Pikmin's endurance is also worse as Olimar is lighter and his Pikmin (except for white Pikmin) have less HP and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against meteor smashes. Olimar's smash attacks have seen various downgrades: they can all be reflected, forward smash has a shorter duration, and his down smash deals less knockback. Up smash, however, had the largest nerf out of all of Olimar's smash attacks. Not only is it much laggier, having increased startup lag and much higher ending lag, but it also has decreased range and power, significantly hindering its utility. Olimar's aerials also deal significantly less damage with forward and down aerial in particular being significantly weaker. Olimar's grab game was also weakened: his grabs have a shorter duration, considerably less range no longer being the longest reaching grabs in the game, and his standing and dash grabs are significantly laggier, making Olimar rely on his already nerfed pivot grab more often. His throws with Blue and especially Purple Pikmin are also weaker which hinders his ability to KO opponents with his throws, especially relative to the cast. Lastly, [[Pikmin Order]] has significantly decreased super [[armor]], hindering both its safety and overall versatility.
However, Olimar also received comparatively noticeable buffs, with his recovery being influenced the most: [[Winged Pikmin]] drastically outclasses [[Pikmin Chain]] for [[recovery|recovering]]: due to being much more versatile, and the universal removal of [[edgehogging]] heavily benefits Olimar. Olimar's White Pikmin have also been improved outside of [[Pikmin Throw]]: due to possessing more [[HP]] and most of Olimar's attacks with White Pikmin are stronger (although they are still mostly useless for attacking). The changes to both [[hitstun canceling]] and [[directional influence]] has also given Olimar greater combo potential with several attacks, such as [[down throw]] and his newfound [[up aerial]], the latter of which is now a powerful [[juggling]] tool. Lastly, despite his overall damage output being reduced, a fair amount of Olimar's Pikmin attacks (primarily with Red and Purple Pikmin) deal more damage to counterbalance that.  


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


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


===Aesthetics===
===Aesthetics===
*{{change|Olimar's design is now a combination of his appearances in ''{{s|pikipedia|Pikmin 3}}'' and ''Super Smash Bros. Brawl''. His slightly smaller nose; helmet's {{s|pikipedia|whistle}} and gray collar; gloves' gray trim; and space suit's red and blue connectors are from ''Pikmin 3'', whereas his space suit's rivets and three connectors are from ''Brawl''. The aesthetic used in ''SSB4'' has also resulted in Olimar's space suit being sleeker, and his boots' red trim; his [[wikipedia:Primary Life Support System|life support system]]'s stripe; and his gloves and {{s|pikipedia|Hocotate Freight}} patches being more vibrant.}}
*{{change|Olimar's design is now a combination of his traditional appearances in ''{{s|pikipedia|Pikmin 3}}'' and ''Super Smash Bros. Brawl''. His slightly smaller nose; helmet's {{s|pikipedia|whistle}} and gray collar; gloves' gray trims; and spacesuit's red and blue connectors are from ''Pikmin 3'', whereas his spacesuit's rivets and three connectors are from ''Brawl''. The aesthetic used in ''SSB4'' has also resulted in Olimar's spacesuit being sleeker, and his boots' red trim; his [[wikipedia:Primary Life Support System|life-support system]]'s stripe; and his gloves and {{s|pikipedia|Hocotate Freight}} patches being more vibrant, as well as the antenna's light glowing more brighter.}}
*{{change|Olimar's white and green [[alternate costume]]s have been updated. The former's suit is now gray and its gloves are now blue, instead of both being white, while the latter's sleeves and boots are now green instead of white and red, respectively. Instead of receiving new alternate costumes, [[Alph]] appears as an alternate character,<ref name=OlimarSSB4>[http://www.sourcegaming.info/2015/07/29/plucky-little-guys-olimar-and-alph-in-smash-4/ Plucky Little Guys: Olimar and Alph in Smash 4]</ref> complete with his own respective alternate costumes.}}
*{{change|Olimar's white and green [[alternate costume]]s have been updated. The former's suit is now gray and its gloves are now blue, instead of both being white, while the latter's sleeves and boots are now green instead of white and red, respectively. Instead of receiving new alternate costumes, [[Alph]] makes an appearance as an alternate character,<ref name=OlimarSSB4>[http://www.sourcegaming.info/2015/07/29/plucky-little-guys-olimar-and-alph-in-smash-4/ Plucky Little Guys: Olimar and Alph in Smash 4]</ref> complete with his own respective alternate costumes.}}
*{{change|All [[taunt]]s have updated sound effects.}}
*{{change|All [[taunt]]s emit updated sound effects.}}
*{{change|The Pikmin's proportions are now significantly more in line with their appearances in ''Pikmin 3''.}}
*{{change|The Pikmin's proportions are now significantly more in-line with their appearances in ''Pikmin 3''.}}
*{{change|{{GameIcon|ssb4-3ds}}Pikmin now have more limited cosmetics, as their leaves do not [[pikipedia:Maturity|turn into buds or flowers]]. Additionally, if two or three Pikmin stand in the same spot in Olimar's lineup, it can produce [[:File:MeshedPikmin.jpg|odd results]] and make it difficult to tell which Pikmin will be used next. Lastly, their idle animations are all synchronized, presumably to avoid any unnecessary hardware strain.}}
*{{change|{{GameIcon|ssb4-3ds}}Pikmin now have more limited cosmetics, as their leaves do not [[pikipedia:Maturity|turn into buds or flowers]]. Additionally, if two or three Pikmin stand in the same spot in Olimar's lineup, it can produce [[:File:MeshedPikmin.jpg|odd results]] and make it difficult to tell which Pikmin will be used next. Lastly, their idle animations are all synchronized, presumably to avoid any unnecessary hardware strain. This is not present in {{GameIcon|ssb4-wiiu}}.}}
*{{buff|The Pikmin at the head of the line now has a visual indicator in the form of a player-colored arrowhead above it. This allows the player to better visualize which Pikmin will be used next.}}
*{{buff|The Pikmin at the head of the line now possesses a visual indicator in the form of a player-colored arrowhead above it. This allows the player to better visualize which Pikmin will be used next.}}


===Attributes===
===Attributes===
*Olimar:
*Olimar:
**{{buff|Olimar [[dash]]es faster (1.4 → 1.47).}}
**{{buff|Olimar [[dash]]es faster (1.4 → 1.47).}}
**{{buff|Olimar's initial dash is faster (1.4 → 1.6).}}
***{{buff|Olimar's [[initial dash]] is significantly faster (1.4 → 1.6).}}
**{{change|Olimar falls faster (1.3 → 1.35). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
**{{change|Olimar [[falling speed|falls]] faster (1.3 → 1.35). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}}
**{{change|Olimar's [[gravity]] is higher (0.06 → 0.068).}}
**{{change|Olimar's [[gravity]] is higher (0.06 → 0.068).}}
**{{buff|Olimar's [[fast fall]]ing speed is higher (1.82 → 2.16).}}
**{{buff|Olimar's [[fast fall]]ing speed has been increased (1.82 → 2.16).}}
**{{nerf|Olimar is [[Weight|lighter]] (82 → 79), hindering his endurance.}}
**{{nerf|Olimar is [[Weight|lighter]] (82 → 79), worsening his endurance.}}
**{{nerf|Instead of having multiple hurtboxes for each of his body parts, Olimar now has one hurtbox which is a giant orb around him. This gives him a bigger hurtbox around his body, making him easier to hit, especially horizontally.}}
**{{nerf|Instead of possessing multiple [[hurtbox]]es for each part of his body, Olimar now provides a single, hurtbox which is depicted as a giant orb around him. This gives him a bigger hurtbox around his body, making him easier to hit and [[shield stab]], especially horizontally.}}
**{{buff|[[Roll]]s have less ending lag (FAF 33 → 30).}}
**{{buff|[[Roll]]s have less [[ending lag]] (FAF 33 → 30).}}
**{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}}
**{{nerf|Rolls have less intangibility (frames 4-19 → 4-16).}}
**{{nerf|[[Spot dodge]] has a shorter duration (frames 3-20 → 3-17) and it has more ending lag (FAF 26 → 27).}}
**{{nerf|[[Spot dodge]] has less [[intangibility]] (frames 3-20 → 3-17) and more ending lag (FAF 26 → 27).}}
**{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 40 → 33).}}
**{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 40 → 33).}}
**{{nerf|Air dodge has a shorter duration (frames 4-29 → 3-27).}}
**{{nerf|Air dodge has less intangibility (frames 4-29 → 3-27).}}
**{{nerf|The removal of [[meteor cancel]]ing drastically hinders Olimar's endurance against meteor smashes moreso than any other returning veteran besides {{SSB4|Zero Suit Samus}} due to him previously having one of the most lenient meteor cancel windows in ''Brawl''. While it does also increase the reliability of his down aerial, the move's power has been significantly reduced to compensate.}}
**{{nerf|The removal of [[meteor cancel]]ing drastically hinders Olimar's endurance against [[meteor smash]]es moreso than any other returning veteran besides {{SSB4|Zero Suit Samus}}, due to him previously possessing one of the most lenient meteor cancel windows in ''Brawl''. While it does also increase the reliability of his down aerial, the move's power has been significantly reduced to compensate.}}
*Pikmin:
**{{buff|The changes to aerial [[grab release]]s benefits Olimar as he is less susceptible to follow-ups out of an [[air release]].}}
**{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> the maximum Pikmin count has been halved (6 → 3). <ref name="Direct"/>}} This significantly weakens his [[camp]]ing game and damage ranking potential.
*[[Pikmin]]:
**{{change|Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on [[terrain]].<ref name="Direct"/> This means Olimar no longer has to depend on certain types of terrain in order to pluck certain Pikmin. However, this also makes it significantly less frequent to have two or more of the same type of Pikmin at once, especially when combined with the reduced maximum Pikmin count.}}
**{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> the maximum Pikmin count has been halved (6 → 3). <ref name="Direct"/>}} This significantly weakens his [[camp]]ing game and damage-racking capabilities.
**{{change|Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on [[terrain]].<ref name="Direct"/> This means Olimar no longer has to depend on certain types of terrain in order to pluck certain Pikmin. However, this also makes it significantly less frequent to have two or more of the same kinds of Pikmin at once, especially when combined with the reduced maximum Pikmin-count.}}
**{{nerf|Pikmin now have somewhat flawed [[artificial intelligence]]. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the {{GameIcon|ssb4-u}} version, as their flawed AI only occurs at edges.}}
**{{nerf|Pikmin now have somewhat flawed [[artificial intelligence]]. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the {{GameIcon|ssb4-u}} version, as their flawed AI only occurs at edges.}}
**{{buff|The Pikmin's safespot distance from Olimar has decreased (6 → 4), making them follow Olimar sooner.}}
**{{buff|The Pikmin's safespot distance from Olimar has decreased (6 → 4), making them follow Olimar sooner.}}
Line 87: Line 92:
**{{buff|Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).}}
**{{buff|Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).}}
**{{buff|Pikmin have a larger teleport box size (20u → 24u), allowing Olimar to use his Pikmin based attacks from further away, if he is separated from his Pikmin.}}
**{{buff|Pikmin have a larger teleport box size (20u → 24u), allowing Olimar to use his Pikmin based attacks from further away, if he is separated from his Pikmin.}}
**{{nerf|All Pikmin except white Pikmin have decreased [[hit points]] (9 (Red/Yellow)/14 (Blue)/15 (Purple) → 8 (R/Y)/11 (B)/13 (P)). Pikmin separated from Olimar also die faster.}}
**{{nerf|All Pikmin, excluding White Pikmin, have decreased [[hit points|HP]] (9 (Red/Yellow)/14 (Blue)/15 (Purple) → 8 (R/Y)/11 (B)/13 (P)). Pikmin separated from Olimar also die faster.}}
**{{buff|White Pikmin have increased hit points (4 → 7).}}
**{{buff|White Pikmin have increased hit points (4 → 7).}}
**{{buff|All Pikmin have increased maximum walk/run speed (2.4 (Red/Yellow/Blue)/3 (White)/1.5 (Purple) → 3 (R/Y/B)/4 (W)/1.7 (P)).}}
**{{buff|All Pikmin have increased maximum [[walking]]/[[running]] speeds (2.4 (Red/Yellow/Blue)/3 (White)/1.5 (Purple) → 3 (R/Y/B)/4 (W)/1.7 (P)).}}
**{{buff|All Pikmin have increased walk/run acceleration (0.075 (Red/Yellow/Blue)/0.12 (White)/0.5 (Purple) → 0.1 (R/Y/B)/0.135 (W)/0.8 (P)).}}
**{{buff|All Pikmin have increased walking/running acceleration (0.075 (Red/Yellow/Blue)/0.12 (White)/0.5 (Purple) → 0.1 (R/Y/B)/0.135 (W)/0.8 (P)).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]
*[[Neutral attack]]:
**{{change|Olimar has a new neutral attack, the [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{s|wikipedia|one-two combo}}.}}
**{{change|Olimar's neutral attack has been redesigned: the [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{s|wikipedia|one-two combo}}.}}
**{{nerf|Neutral attack has a shorter duration (frames 4-7 (hit 1)/ 8-10 (hit 1 antenna)/4-6 (hit 2) → 4 (hit 1 clean)/5 (hit 1 late)/4-5 (hit 2)).}}
**{{nerf|Neutral attack has a shorter duration (frames 4-7 (hit 1)/ 8-10 (hit 1 antenna)/4-6 (hit 2) → 4 (hit 1 clean)/5 (hit 1 late)/4-5 (hit 2)).}}
**{{buff|The first hit has increased set knockback (10 (base), 10 (set), 80 (scaling) → 0/(40/30/35)/80).}}
**{{buff|The first hit has increased set knockback (10 (base), 10 (set), 80 (scaling) → 0/(40/30/35)/80).}}
**{{buff|The first hit now has a late hit which deals more damage on Olimar's fist (3% → 4%).}}
**{{buff|The first hit now provides a late hit, which deals more damage on Olimar's fist (3% → 4%).}}
**{{buff|The first hit transitions into the second hit sooner (frame 8 → 6).}}
**{{buff|The first hit transitions into the second hit sooner (frame 8 → 6).}}
**{{buff|The far hitbox now launches opponents vertically (361° → 80°), allowing it to connect more reliably into the second hit.}}
**{{buff|The farmost-hitbox now launches opponents vertically (361° → 80°), allowing it to connect more consistently into the second hit.}}
***{{nerf|However, this also remove's the far hit's ability to [[lock]].}}
***{{nerf|However, this also remove's the farmost-hitbox's ability to [[lock]].}}
**{{nerf|The first hit has smaller hitboxes (4u/4u → 2.5u/3u (clean)/2.5u/3.5u (late)) and it now has static hitboxes which overall do not reach as far as the previous hitboxes.}}
**{{nerf|The first hit has smaller hitboxes (4u/4u → 2.5u/3u (clean)/2.5u/3.5u (late)) and it now consists of static-hitboxes, which overall do not reach as far as the previous hitboxes.}}
**{{nerf|The first hit's antenna hitbox has been removed, which in turn:}}
**{{nerf|The first hit's antenna-hitbox has been removed, which, in turn:}}
***{{nerf|Reduces its maximum damage output (5% → 4%).}}
***{{nerf|Reduces its maximum damage output (5% → 4%).}}
***{{nerf|Reduces its range, especially vertically.}}
***{{nerf|Reduces its range, especially vertically.}}
***{{buff|However, this prevents Olimar from being stuck in hitlag before being able to perform the second hit. When combined with the move transitioning sooner along with its increased knockback, this means it is no longer possible for the opponent to shield the second hit if Olimar lands the move at close range.}}
***{{buff|However, this prevents Olimar from being stuck in [[hitlag]] before being able to perform the second hit. When combined with the move transitioning sooner along with its increased knockback, this means it is no longer possible for the opponent to shield the second hit if Olimar lands the move at closer proximity.}}
**{{nerf|The second hit deals less damage (5% → 4%/3%) without full compensation on its knockback scaling (75 → 80).}}
**{{nerf|The second hit deals less damage (5% → 4%/3%) without full compensation on its knockback scaling (75 → 80).}}
**{{nerf|The second hit launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|The second hit launches opponents at a less favorable angle (361° → 45°).}}
**{{nerf|The second hit has smaller hitboxes (4u/4u/2.5u → 2.5u/3.5u) and it now has static hitboxes which overall do not reach as far as the previous hitboxes.}}
**{{nerf|The second hit has smaller hitboxes (4u/4u/2.5u → 2.5u/3.5u) and it now has static hitboxes which overall do not reach as far as the previous hitboxes.}}
***{{nerf|This also means that the move can no longer hit opponents behind Olimar.}}
***{{nerf|This also means that the move can no longer hit opponents behind Olimar.}}
**{{nerf|The second hit's antenna hitbox has been removed, which in turn:}}
**{{nerf|The second hit's antenna-hitbox has been removed, which, in turn:}}
***{{nerf|Greatly reduces its maximum damage output (10% → 4%).}}
***{{nerf|Greatly reduces its maximum damage output (10% → 4%).}}
***{{nerf|Reduces its range, especially vertically.}}
***{{nerf|Reduces its range, especially vertically.}}
*[[Forward tilt]]
*[[Forward tilt]]:
**{{change|Olimar has a new forward tilt, the Rocket Fist's wind-up punch. Olimar stays still while performing the punch.}}
**{{change|Olimar possesses a new forward tilt: the Rocket Fist's {{s|wikipedia|wind-up punch}}. Olimar remains still while performing the punch.}}
***{{buff|This makes it a safer spacing tool.}}
***{{buff|This makes it a safer [[spacing]] tool.}}
***{{nerf|However, this also significantly reduces its range.}}
***{{nerf|However, this also significantly reduces its range.}}
**{{buff|Forward tilt has less ending lag (FAF 38 → 36).}}
**{{buff|Forward tilt has less ending lag (FAF 38 → 36).}}
**{{buff|Forward tilt deals much more damage (6% → 11%) without full compensation on its knockback (15 (base), 130 (scaling) → 35/97), significantly improving its KO potential.}}
**{{buff|Forward tilt deals much more damage (6% → 11%) without full compensation on its knockback (15 (base), 130 (scaling) → 35/97), significantly improving its KO potential.}}
**{{buff|Forward tilt now uses two extended hitboxes which overall cover more horizontal distance relative to Olimar than the previous hitboxes.}}
**{{buff|Forward tilt now consists of a pair of extended hitboxes, which overall cover more horizontal distance relative to Olimar than the previous hitboxes.}}
***{{nerf|However, the move is also no longer disjointed due to its new animation.}}
***{{nerf|However, the move is also no longer [[disjoint]]ed due to its new animation.}}
**{{nerf|Forward tilt has more startup lag with a much shorter duration (frames 9-18 → 15 (clean)/16-17 (late)).}}
**{{nerf|Forward tilt has more startup lag with a much shorter duration (frames 9-18 → 15 (clean)/16-17 (late)).}}
**{{nerf|Forward tilt has smaller hitboxes (5u/5u/5u → 3.5u/2.2u).}}
**{{nerf|Forward tilt has smaller hitboxes (5u/5u/5u → 3.5u/2.2u).}}
***{{nerf|In addition to this, the larger, further reaching hitbox is only active for the first frame, further reducing the move's range during its later frames.}}
***{{nerf|In addition to this, the larger, further-reaching hitbox is only active for the first frame, further reducing the move's range during its later frames.}}
*[[Up tilt]]
*[[Up tilt]]:
**{{buff|Up tilt's loop hits' left side hitbox now launches opponents towards Olimar (70° → 120°). When combined with the weakening of [[SDI]], this makes up tilt connect more reliably, especially if the opponent is behind Olimar.}}
**{{buff|Up tilt's looping hits' left-side hitbox now launches opponents towards Olimar (70° → 120°). When combined with the weakening of [[SDI]], this allows up tilt to connect more consistently, especially if the opponent is behind Olimar.}}
**{{nerf|Up tilt has more ending lag (FAF 40 → 44).}}
**{{nerf|Up tilt has more ending lag (FAF 40 → 44).}}
**{{nerf|The loop hits deal less damage (1% → 0.6%).}}
**{{nerf|The looping hits deal less damage (1% → 0.6%).}}
**{{nerf|Up tilt now only has five loop hits instead of seven which in turn:}}
**{{nerf|Up tilt now only consists of five looping hits instead of seven, which in turn:}}
***{{nerf|Shortens its duration (frame 6/8/10/12/14/16/18/20 → 6/8/10/12/14/16) which also further increases the move's ending lag along with its longer total duration.}}
***{{nerf|Shortens its duration (frame 6/8/10/12/14/16/18/20 → 6/8/10/12/14/16), which also further increases the move's ending lag, along with its longer total duration.}}
***{{nerf|Reduces its damages, especially when combined with each individual hit's lower damage (11% → 7.6%).}}
***{{nerf|Reduces its damages, especially when combined with each individual hit's lower damage (11% → 7.6%).}}
**{{nerf|The loop hit's head hitbox is smaller (5.5u → 5u) and the antenna hitbox has been removed, significantly reducing the move's vertical range although the head hitbox has lower set knockback (30 → 20) to partially compensate.}}
**{{nerf|The looping hit's head-hitbox is smaller (5.5u → 5u) and the antenna-hitbox has been removed, significantly reducing the move's vertical range, although the head-hitbox has decreased set knockback (30 → 20) to partially compensate.}}
*[[Down tilt]]
*[[Down tilt]]:
**{{nerf|Down tilt's antenna hitbox has been removed, which in turn:}}
**{{nerf|Down tilt's antenna-hitbox has been removed, which in turn:}}
***{{nerf|Shortens its duration (frames 6-12/16-22 → 6-12).}}
***{{nerf|Shortens its duration (frames 6-12/16-22 → 6-12).}}
***{{nerf|Reduces its maximum damage output (8% → 6%).}}
***{{nerf|Reduces its maximum damage output (8% → 6%).}}
***{{nerf|Reduces its range, especially vertically.}}
***{{nerf|Reduces its range, especially vertically.}}
***{{buff|However, this also means that Olimar can no longer suffer from additional hitlag by landing the antenna hitbox, preventing the move from having more ending lag in some situations.}}
***{{buff|However, this also means that Olimar can no longer suffer from additional [[hitlag]] by landing the antenna-hitbox, preventing the move from sustaining more ending lag in some situations.}}
**{{nerf|Down tilt has a longer animation (29 frames → 37), increasing the amount of time Olimar cannot walk backwards after performing it.}}
**{{nerf|Down tilt has a longer animation (29 frames → 37), increasing the amount of time Olimar cannot [[walk]] backwards after performing it.}}
**{{buff|The changes to [[hitstun canceling]] and [[DI]] improves down tilt's combo potential.}}
**{{buff|The changes to [[hitstun canceling]] and [[DI]] improve down tilt's combo potential.}}
*[[Dash attack]]
*[[Dash attack]]:
**{{buff|Dash attack's first hit has a longer duration (frames 8-9 → 8-10).}}
**{{buff|Dash attack's first hit has a longer duration (frames 8-9 → 8-10).}}
***{{nerf|However, this also makes it more difficult to connect both hits.}}
***{{nerf|However, this also makes it more difficult to connect both hits.}}
**{{nerf|Dash attack has more ending lag (FAF 35 → 38).}}
**{{nerf|Dash attack has more ending lag (FAF 35 → 38).}}
**{{nerf|Dash attack has smaller hitboxes (6.5u/4u (hit 1)/5.2u/3.3u (hit 2) → 3.5u (both) and the near hit has been removed.}}
**{{nerf|Dash attack has smaller hitboxes (6.5u/4u (hit 1)/5.2u/3.3u (hit 2) → 3.5u (both) and the nearest-hitbox has been removed.}}
*{{nerf|All of Olimar's smash attacks can now be [[reflect]]ed hindering their reliability against certain characters.}}
*{{nerf|All of Olimar's smash attacks can now be [[reflect]]ed, hindering their reliability against certain characters, especially against those with [[reflection|reflectors]].}}
*[[Forward smash]]
*[[Forward smash]]:
**{{buff|When forward smash is used on an upward slope, Pikmin now fly parallel to the slope, instead of directly into it.}}
**{{buff|When forward smash is performed on a vertical slope, Pikmin now fly parallel to the slope, instead of directly into it.}}
**{{change|Forward smash no longer makes Pikmin fly off edges unless it is initiated close to an edge. This makes it safer to use Pikmin near ledges, but hinders their ability to hit opponents below platforms or off stage.}}
**{{change|Forward smash no longer causes Pikmin to fly off edges unless it is initiated close to an edge. This makes it safer to utilize Pikmin near ledges, but hinders their ability to hit opponents below platforms or off-stage.}}
**{{nerf|Forward smash with non purple Pikmin has a much shorter duration (frames 11-15 (clean)/16-22 (mid)/23-47 (late) → 11-14/15-20/21-29).}}
**{{nerf|Forward smash without [[Purple Pikmin]] has a much shorter duration (frames 11-15 (clean)/16-22 (mid)/23-47 (late) → 11-14/15-20/21-29).}}
***{{nerf|Purple Pikmin forward smash also has a shorter duration overall (frames 11-15 (clean)/16-20 (mid)/21-25 (late) → 11-14/15-19/20-24).}}
***{{nerf|Purple Pikmin-based forward smash also has a shorter duration overall (frames 11-15 (clean)/16-20 (mid)/21-25 (late) → 11-14/15-19/20-24).}}
*Red Pikmin:
*[[Red Pikmin]]:
**{{buff|The clean hit deals more damage (15% → 17.4%) and knockback (10 (base), 96 (scaling) → 30/86), improving its KO potential.}}
**{{buff|The clean hit deals more damage (15% → 17.4%) and knockback (10 (base), 96 (scaling) → 30/86), improving its KO potential.}}
**{{buff|The mid hit deals slightly more knockback (20 (base), 90 (scaling) → 33/86).}}
**{{buff|The mid-hitbox deals slightly more knockback (20 (base), 90 (scaling) → 33/86).}}
**{{nerf|The late hit deals less damage (9% → 7.2%) without full compensation on its knockback (20 (base), 90 (scaling) → 33/86).}}
**{{nerf|The late hit deals less damage (9% → 7.2%) without full compensation on its knockback (20 (base), 90 (scaling) → 33/86).}}
*Yellow Pikmin:
*[[Yellow Pikmin]]:
**{{buff|The clean and mid hits deal more damage (13% (clean)/9% (mid) → 14.5%/10%).}}
**{{buff|The clean and mid-hitboxes deal more damage (13% (clean)/9% (mid) → 14.5%/10%).}}
**{{buff|Yellow Pikmin forward smash deals more knockback (10 (base), 96 (scaling) → 33/94 (clean), 20/90 → 33/94 (mid/late)) improving its KO potential, especially the clean hit when combined with its higher damage.}}
**{{buff|Yellow Pikmin-based forward smash deals more knockback (10 (base), 96 (scaling) → 33/94 (clean), 20/90 → 33/94 (mid/late)), improving its KO potential, especially the clean hit when combined with its increased damage.}}
**{{nerf|Yellow Pikmin forward smash has smaller hitboxes (6.5u (clean)/5.5u (mid)/5u (late) → 5u/3.75u/3.75u).}}
**{{nerf|Yellow Pikmin-based forward smash has smaller hitboxes (6.5u (clean)/5.5u (mid)/5u (late) → 5u/3.75u/3.75u).}}
*Blue Pikmin:
*[[Blue Pikmin]]:
**{{buff|Blue Pikmin forward smash deals more knockback (10 (base), 96 (scaling) → 33/94 (clean), 20/90 → 33/94 (mid/late)) improving its KO potential.}}
**{{buff|Blue Pikmin-based forward smash deals more knockback (10 (base), 96 (scaling) → 33/94 (clean), 20/90 → 33/94 (mid/late)), improving its KO potential.}}
**{{nerf|The clean and mid hits deal less damage (15% (clean)/11% (mid) → 14.5%/10%).}}
**{{nerf|The clean and mid-hitboxes deal less damage (15% (clean)/11% (mid) → 14.5%/10%).}}
*White Pikmin:
*[[White Pikmin]]:
**{{buff|White Pikmin Forward smash deals more damage (9% (clean)/6% (mid)/3% (late) → 11.6%/8%/4.8%) and knockback (10 (base), 80 (scaling) → 33/94 (clean), 15/80 → 33/94 (late)).}}
**{{buff|White Pikmin-based forward smash deals more damage (9% (clean)/6% (mid)/3% (late) → 11.6%/8%/4.8%) and knockback (10 (base), 80 (scaling) → 33/94 (clean), 15/80 → 33/94 (late)).}}
*Purple Pikmin:
*Purple Pikmin:
**{{buff|The clean hit deals more damage (18% → 20.3%) without full compensation on its knockback (20 (base), 95 (scaling) → 33/84), improving its KO potential.}}
**{{buff|The clean hit deals more damage (18% → 20.3%) without full compensation on its knockback (20 (base), 95 (scaling) → 33/84), improving its KO potential.}}
***{{buff|When combined with the changes to shields, this significantly improves purple Pikmin forward smash's shield pressuring potential.}}
***{{buff|When combined with the weakening to [[shield]]s, this significantly improves Purple Pikmin-based forward smash's shield pressuring potential.}}
**{{change|Purple Pikmin forward smash now launches opponents horizontally (70° → 361°), now matching the other variants of forward smash.}}
**{{change|Purple Pikmin-based forward smash now launches opponents horizontally (70° → 361°), now matching the other variants of forward smash.}}
**{{nerf|The mid hit and especially the late hit deal less damage (16% (mid)/13% (late) → 14%/8.4%) and knockback (20 (base), 95 (scaling) → 33/84) hindering their KO potential.}}
**{{nerf|The mid-hitboxes and especially the late hit deal less damage (16% (mid)/13% (late) → 14%/8.4%) and knockback (20 (base), 95 (scaling) → 33/84), hindering their KO potential.}}
*[[Up smash]]
*[[Up smash]]:
**{{change|Up smash's animation has changed. Olimar only points up once instead of twice.}}
**{{change|Up smash's animation has changed: Olimar only points up once instead of twice.}}
**{{nerf|Up smash has more startup lag (frame 8 → 12).}}
**{{nerf|Up smash has more startup lag (frame 8 → 12).}}
**{{nerf|Up smash has much more ending lag (FAF 33 → 56) removing its followup potential and greatly hindering its safety.}}
**{{nerf|Up smash has much more ending lag (FAF 33 → 56), removing its follow-up potential and greatly hindering its safety.}}
**{{nerf|Pikmin gain less vertical momentum from up smash (3.5 → 2.8), resulting in the Pikmin not jumping as high or as quickly.}}
**{{nerf|[[Pikmin]] gain less vertical momentum from up smash (3.5 → 2.8), resulting in the Pikmin not [[jump]]ing as high or as quickly.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approaching potential.}}
**{{nerf|Up smash with non purple Pikmin has a slightly shorter duration (frames 8-9 (clean)/10-12 (mid)/13-19 (late) → 12-13/14-16/17-22).}}
**{{nerf|Up smash without Purple Pikmin has a slightly shorter duration (frames 8-9 (clean)/10-12 (mid)/13-19 (late) → 12-13/14-16/17-22).}}
**{{nerf|The clean sweetspot (7u (red/blue/white)/9u (yellow)/6.5u (purple) → 6u (R/B/W/P)/7u (Y)) and late hit (6u (red/blue/white)/8u (yellow)/5.5u (purple) → 5u (R/B/W/P)/6.25u (Y)) have smaller hitboxes.}}
**{{nerf|The clean [[sweetspot]] (7u (red/blue/white)/9u (yellow)/6.5u (purple) → 6u (R/B/W/P)/7u (Y)) and late hit (6u (red/blue/white)/8u (yellow)/5.5u (purple) → 5u (R/B/W/P)/6.25u (Y)) have smaller hitboxes.}}
*Red Pikmin
*Red Pikmin:
**{{buff|The clean sweetspot and late hit deal more damage (15% (clean sweetspot)/12% (late) → 15.6%/13.2%).}}
**{{buff|The clean sweetspot and late hit deal more damage (15% (clean sweetspot)/12% (late) → 15.6%/13.2%).}}
**{{nerf|The clean sweetspot and late hit have lower knockback scaling (90 → 83 (clean)/78 (late)), hindering their KO potential despite their higher damage.}}
**{{nerf|The clean sweetspot and late hit have decreased knockback scaling (90 → 83 (clean)/78 (late)), hindering their KO potential despite their increased damage.}}
**{{nerf|The clean far hit deals less damage (14% → 12%) and has lower knockback scaling (87 → 74), greatly hindering its KO potential.}}
**{{nerf|The clean farmost-hitbox deals less damage (14% → 12%) and has decreased knockback scaling (87 → 74), greatly hindering its KO potential.}}
*Yellow Pikmin:
*Yellow Pikmin:
**{{buff|The late hit deals more damage (10% → 11%), without full compensation on its knockback scaling (90 → 85).}}
**{{buff|The late hit deals more damage (10% → 11%), without full compensation on its knockback scaling (90 → 85).}}
**{{nerf|The clean hit deals less damage (14% (near)/12% (far) → 13%/10%). The sweetspot's knockback scaling was marginally increased (90 → 91) while the sourspot's was decreased (90 → 81), hindering its KO potential, especially the far hit.}}
**{{nerf|The clean hit deals less damage (14% (near)/12% (far) → 13%/10%). The sweetspot's knockback scaling was only marginally increased to compensate (90 → 91) while the [[sourspot]]'s was decreased (90 → 81), hindering its KO potential, especially the farmost-hitbox.}}
*Blue Pikmin:
*Blue Pikmin:
**{{nerf|The clean hit deals less damage (15% (near)/13% (far) → 13%/10%). The sweetspot's knockback scaling was marginally increased (90 → 91) while the sourspot's was decreased (90 → 81), hindering its KO potential, especially the far hit.}}
**{{nerf|The clean hit deals less damage (15% (near)/13% (far) → 13%/10%). The sweetspot's knockback scaling was only marginally increased to compensate (90 → 91) while the sourspot's was decreased (90 → 81), hindering its KO potential, especially the farmost-hitbox.}}
**{{nerf|The late hit has lower knockback scaling (90 → 85).}}
**{{nerf|The late hit has lower knockback scaling (90 → 85).}}
*White Pikmin:
*White Pikmin:
**{{buff|White Pikmin up smash deals more damage (9% (clean sweetspot)/7% (clean sourspot)/5% (late) → 10.8%/8%/8.8%). The clean hit has increased knockback scaling (90 → 91), while the late hit's knockback scaling was not fully compensated (90 → 85), improving its KO potential.}}
**{{buff|White Pikmin-based up smash deals more damage (9% (clean sweetspot)/7% (clean sourspot)/5% (late) → 10.8%/8%/8.8%). The clean hit has increased knockback scaling (90 → 91), without full compensation on the late hit's knockback scaling (90 → 85), improving its KO potential.}}
**{{nerf|The clean far hit has lower knockback scaling (90 → 81), slightly hindering its KO potential despite its higher damage.}}
**{{nerf|The clean farmost-hitbox has lower knockback scaling (90 → 81), slightly hindering its KO potential despite its increased damage.}}
*Purple Pikmin:
*Purple Pikmin:
**{{buff|Purple Pikmin up smash has a longer duration (frames 8-9 (clean)/10-12 (mid)/13-16 (late) → 12-13/14-16/17-22), now matching the other variants.}}
**{{buff|Purple Pikmin-based up smash has a longer duration (frames 8-9 (clean)/10-12 (mid)/13-16 (late) → 12-13/14-16/17-22), now matching the other variants.}}
**{{buff|Purple Pikmin up smash deals more damage (16% (clean sweetspot)/13% (clean sourspot/late) → 18.2%/14%/15.4%).}}
**{{buff|Purple Pikmin-based up smash deals more damage (16% (clean sweetspot)/13% (clean sourspot/late) → 18.2%/14%/15.4%).}}
**{{nerf|Purple Pikmin up smash deals less knockback (50 (base), 100 (scaling) → 50/(81/72) (clean), 40/100 → 50/76 (late)), hindering its KO potential despite its increased damage.}}
**{{nerf|Purple Pikmin-based up smash deals less knockback (50 (base), 100 (scaling) → 50/(81/72) (clean), 40/100 → 50/76 (late)), hindering its KO potential despite its increased damage.}}
*[[Down smash]]
*[[Down smash]]:
**{{change|Pikmin will now always fly off edges after down smash is performed, as opposed to only happening if Olimar is very close to an edge.}}
**{{change|Pikmin will now always fly off edges after down smash is performed, as opposed to only happening if Olimar is very close to an edge.}}
**{{change|Down smash has a lower bonus [[trip]] chance (40% → 20%) although due to its angle remaining unchanged, this does not affect the move.}}
**{{change|Down smash has a lower bonus [[trip]] chance (40% → 20%) although due to its angle remaining unchanged, this does not affect the move.}}
Line 217: Line 222:
===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials have longer animations (41 frames (neutral/forward)/48 (back)/34 (up)/51 (down) → 53/51/57/42/59), increasing the amount of time Olimar cannot grab ledges after performing an aerial.}}
*{{nerf|All aerials have longer animations (41 frames (neutral/forward)/48 (back)/34 (up)/51 (down) → 53/51/57/42/59), increasing the amount of time Olimar cannot grab ledges after performing an aerial.}}
*{{nerf|Olimar and his opponent now suffer from the 1.5x hitlag multiplier caused by electric attacks (rather than just the opponent), giving all of his yellow Pikmin aerials more ending lag when they connect.}}
*{{nerf|Olimar and his opponent now suffer from the 1.5x hitlag multiplier caused by electric attacks (rather than just the opponent), giving all of his Yellow Pikmin-based aerials more ending lag upon connecting.}}
*[[Neutral aerial]]
*[[Neutral aerial]]:
**{{nerf|Neutral aerial has more ending lag (FAF 42 → 54).}}
**{{nerf|Neutral aerial has more ending lag (FAF 42 → 54).}}
**{{nerf|Neutral aerial has smaller hitboxes, especially the final hit (4.5u/3.5u/3.5u/4.5u → 3.5u/2.5u/2.5u/3.5u (loop hits), 9u/8u/8u/9u → 5u/4u/4u/5u (final hit)).}}
**{{nerf|Neutral aerial has smaller hitboxes, especially the final hit (4.5u/3.5u/3.5u/4.5u → 3.5u/2.5u/2.5u/3.5u (loop hits), 9u/8u/8u/9u → 5u/4u/4u/5u (final hit)).}}
Line 225: Line 230:
**{{nerf|Neutral aerial now only has four loop hits instead of five which in turn reduces its damages, especially when combined with each individual hit's lower damage (12% → 8%).}}
**{{nerf|Neutral aerial now only has four loop hits instead of five which in turn reduces its damages, especially when combined with each individual hit's lower damage (12% → 8%).}}
**{{buff|The changes to hitstun canceling/DI improve neutral aerial's combo potential after landing with the move.}}
**{{buff|The changes to hitstun canceling/DI improve neutral aerial's combo potential after landing with the move.}}
*[[Forward aerial]]
*[[Forward aerial]]:
**{{change|Forward aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}}
**{{change|Forward aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}}
***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.4u).}}
***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.4u).}}
***{{nerf|As with all extended hitboxes, this prevent the new hitbox from interpolating.}}
**{{nerf|Forward aerial no longer deals extra shield damage (1 → 0).}}
**{{nerf|Forward aerial no longer deals extra shield damage (1 → 0).}}
*Red Pikmin
*Red Pikmin:
**{{nerf|Red Pikmin forward aerial deals much less damage (15% → 10.2%) and knockback (25 (base), 88 (scaling) → 32/82), greatly hindering its KO potential.}}
**{{nerf|Red Pikmin-based forward aerial deals much less damage (15% → 10.2%) and knockback (25 (base), 88 (scaling) → 32/82), greatly hindering its KO potential.}}
*Yellow Pikmin
*Yellow Pikmin:
**{{nerf|Yellow Pikmin forward aerial has a shorter duration (frames 7-10 → 7-9), now matching the other variants.}}
**{{nerf|Yellow Pikmin-based forward aerial has a shorter duration (frames 7-10 → 7-9), now matching the other variants.}}
**{{nerf|Yellow Pikmin forward aerial deals much less damage (12% → 8.5%) with it only seeing a slight increase to its base knockback (25 → 32), significantly hindering its KO potential.}}
**{{nerf|Yellow Pikmin-based forward aerial deals much less damage (12% → 8.5%) with it only seeing a slight increase to its base knockback (25 → 32), significantly hindering its KO potential.}}
*Blue Pikmin
*Blue Pikmin:
**{{nerf|Blue Pikmin forward aerial deals much less damage (13% → 8.5%) with it only seeing a slight increase to its base knockback (25 → 32), significantly hindering its KO potential.}}
**{{nerf|Blue Pikmin-based forward aerial deals much less damage (13% → 8.5%) with it only seeing a slight increase to its base knockback (25 → 32), significantly hindering its KO potential.}}
*White Pikmin:
*White Pikmin:
**{{buff|White Pikmin forward aerial deals more damage (5% → 6.8%) and has higher base knockback (25 → 32), improving its KO potential.}}
**{{buff|White Pikmin-based forward aerial deals more damage (5% → 6.8%) and has higher base knockback (25 → 32), improving its KO potential.}}
*Purple Pikmin
*Purple Pikmin:
**{{nerf|Purple Pikmin forward aerial deals less damage (14% → 11.9%) and knockback (25 (base), 90 (scaling) → 32/81), significantly hindering its KO potential.}}
**{{nerf|Purple Pikmin-based forward aerial deals less damage (14% → 11.9%) and knockback (25 (base), 90 (scaling) → 32/81), significantly hindering its KO potential.}}
*[[Back aerial]]
*[[Back aerial]]:
**{{change|Back aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}}
**{{change|Back aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}}
***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.2u).}}
***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.2u).}}
***{{buff|This also means that the move no longer has a weaker sourspot, making it more consistent.}}
***{{buff|This also means that the move no longer has a weaker sourspot, making it more consistent.}}
***{{nerf|As with all extended hitboxes, this prevent the new hitbox from interpolating.}}
**{{nerf|Back aerial no longer deals extra shield damage (1 → 0).}}
**{{nerf|Back aerial no longer deals extra shield damage (1 → 0).}}
*Red Pikmin:
*Red Pikmin:
**{{nerf|Red Pikmin back aerial deals marginally less damage compared to its previous sweetspot (13% → 12.96%).}}
**{{nerf|Red Pikmin-based back aerial deals marginally less damage compared to its previous sweetspot (13% → 12.96%).}}
**{{buff|Red Pikmin back aerial deals slightly more knockback (20 (base), 91 (scaling) → 30/90).}}
**{{buff|Red Pikmin-based back aerial deals slightly more knockback (20 (base), 91 (scaling) → 30/90).}}
*Yellow Pikmin:
*Yellow Pikmin:
**{{nerf|Yellow Pikmin back aerial has a shorter duration (frames 10-14 → 10-13), now matching the other variants.}}
**{{nerf|Yellow Pikmin-based back aerial has a shorter duration (frames 10-14 → 10-13), now matching the other variants.}}
**{{nerf|Yellow Pikmin back aerial has a smaller hitbox (5.5u/5u/4.5u → 5.2u).}}
**{{nerf|Yellow Pikmin-based back aerial has a smaller hitbox (5.5u/5u/4.5u → 5.2u).}}
**{{nerf|Yellow Pikmin back aerial deals less damage compared to its previous sweetspot (12% → 10.8%).}}
**{{nerf|Yellow Pikmin-based back aerial deals less damage compared to its previous sweetspot (12% → 10.8%).}}
**{{buff|Yellow Pikmin back aerial deals more knockback (20 (base), 91 (scaling) → 30/98), improving its KO potential despite its lower damage.}}
**{{buff|Yellow Pikmin-based back aerial deals more knockback (20 (base), 91 (scaling) → 30/98), improving its KO potential despite its lower damage.}}
*Blue Pikmin
*Blue Pikmin
**{{nerf|Blue Pikmin back aerial deals less damage compared to its previous sweetspot (13% → 10.8%) without full compensation on its knockback (20 (base), 91 (scaling) → 30/98).}}
**{{nerf|Blue Pikmin-based back aerial deals less damage compared to its previous sweetspot (13% → 10.8%) without full compensation on its knockback (20 (base), 91 (scaling) → 30/98).}}
*White Pikmin:
*White Pikmin:
**{{buff|White Pikmin back aerial deals more damage (5% → 8.64%) and knockback (20 (base), 91 (scaling) → 30/98) compared to its previous sweetspot.}}
**{{buff|White Pikmin-based back aerial deals more damage (5% → 8.64%) and knockback (20 (base), 91 (scaling) → 30/98) compared to its previous sweetspot.}}
*Purple Pikmin:
*Purple Pikmin:
**{{buff|Purple Pikmin back aerial deals more damage (13% → 15.12%) and knockback (20 (base), 91 (scaling) → 30/88) compared to its previous sweetspot.}}
**{{buff|Purple Pikmin-based back aerial deals more damage (13% → 15.12%) and knockback (20 (base), 91 (scaling) → 30/88) compared to its previous sweetspot.}}
*[[Up aerial]]
*[[Up aerial]]:
**{{change|Olimar has a new up aerial. He swings a Pikmin directly above him, with the move now consisting of a single hit.}}
**{{change|Olimar has a new up aerial: he swings a Pikmin directly above him, with the move now consisting of a single hit.}}
***{{buff|This makes the move much more consistent, and it has more knockback than the final hit of the previous forward aerial on all variants.}}
***{{buff|This makes the move much more consistent, and it has more knockback than the final hit of the previous forward aerial on all variants.}}
***{{nerf|However, this makes the move much easier to out prioritise as since there is only one hitbox, the move can no longer beat trades with its later hitboxes.}}
***{{nerf|However, this makes the move much easier to out prioritise as since there is only one hitbox, the move can no longer beat trades with its later hitboxes.}}
Line 268: Line 275:
**{{nerf|Up aerial now only consists of one much smaller extended hitbox which is now positioned directly above Olimar due to the new animation (7.5u (hits 1-6 red/blue/white/purple)/10u (hits 1-6 yellow/hit 7 red/blue/white/purple)/13u (hit 7 yellow) → 4u (R/B/W/P)/5u (Y)), drastically reducing its range.}}
**{{nerf|Up aerial now only consists of one much smaller extended hitbox which is now positioned directly above Olimar due to the new animation (7.5u (hits 1-6 red/blue/white/purple)/10u (hits 1-6 yellow/hit 7 red/blue/white/purple)/13u (hit 7 yellow) → 4u (R/B/W/P)/5u (Y)), drastically reducing its range.}}
*Red Pikmin:
*Red Pikmin:
**{{nerf|Red Pikmin up aerial deals drastically less damage (3% (hits 1-6/6% (hit 7)/24% (total) → 10.8%).}}
**{{nerf|Red Pikmin-based up aerial deals drastically less damage (3% (hits 1-6/6% (hit 7)/24% (total) → 10.8%).}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 90 (scaling) → 50/84), significantly improving its KO potential.}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 90 (scaling) → 50/84), significantly improving its KO potential.}}
*Yellow Pikmin:
*Yellow Pikmin:
**{{nerf|Yellow Pikmin up aerial deals much less damage (2% (hits 1-6/4% (hit 7)/16% (total) → 9%).}}
**{{nerf|Yellow Pikmin-based up aerial deals much less damage (2% (hits 1-6/4% (hit 7)/16% (total) → 9%).}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}}
*Blue Pikmin:
*Blue Pikmin:
**{{nerf|Blue Pikmin up aerial deals drastically less damage (3% (hits 1-6/4% (hit 7)/22% (total) → 9%).}}
**{{nerf|Blue Pikmin-based up aerial deals drastically less damage (3% (hits 1-6/4% (hit 7)/22% (total) → 9%).}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}}
*White Pikmin:
*White Pikmin:
**{{nerf|White Pikmin up aerial deals much less damage (1% (hits 1-6/3% (hit 7)/9% (total) → 7.2%).}}
**{{nerf|White Pikmin-based up aerial deals much less damage (1% (hits 1-6/3% (hit 7)/9% (total) → 7.2%).}}
***{{buff|However, its knockback scaling was not fully compensated compared to the previous final hit (110 → 92), significantly improving its KO potential.}}
***{{buff|However, its knockback scaling was not fully compensated compared to the previous final hit (110 → 92), significantly improving its KO potential.}}
*Purple Pikmin:
*Purple Pikmin:
**{{nerf|Purple Pikmin up aerial deals much less damage (3% (hits 1-6/4% (hit 7)/22% (total) → 12.6%).}}
**{{nerf|Purple Pikmin-based up aerial deals much less damage (3% (hits 1-6/4% (hit 7)/22% (total) → 12.6%).}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/82), significantly improving its KO potential.}}
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/82), significantly improving its KO potential.}}
*[[Down aerial]]
*[[Down aerial]]:
**{{buff|Down aerial's meteor smash hitbox with non yellow Pikmin is slightly larger (3.5u → 3.7u) and it is now extended.}}
**{{buff|Down aerial's meteor smashing hitbox without Yellow Pikmin is slightly larger (3.5u → 3.7u) and it is now extended.}}
**{{change|Down aerial can no longer meteor smash grounded opponents.}}
**{{change|Down aerial can no longer meteor smash grounded opponents.}}
**{{change|Down aerial's non meteor smash hitbox now uses one extended hitbox rather than two normal hitboxes.}}
**{{change|Down aerial's non-meteor smashing hitbox now uses one extended hitbox rather than two normal hitboxes.}}
***{{buff|For non yellow Pikmin variants, this hitbox is the same size as the previous aerial only non meteor smash hitbox, giving it a larger hitbox against grounded opponents (3.8u → 4.6u).}}
***{{buff|For Non-Yellow Pikmin variants, this hitbox is the same size as the previous aerial only non meteor smash hitbox, giving it a larger hitbox against grounded opponents (3.8u → 4.6u).}}
***{{nerf|However, this also gives it less horizontal range against aerial opponents.}}
***{{nerf|However, this also gives it less horizontal range against aerial opponents.}}
**{{nerf|Down aerial has a shorter duration (frames 9-11 (clean), 12-19 (late) → 9/10-15).}}
**{{nerf|Down aerial has a shorter duration (frames 9-11 (clean), 12-19 (late) → 9/10-15).}}
***{{buff|However, its late hit no longer consists of drastically weaker hitboxes, with the move just losing its meteor smash hitbox instead. This makes the move much stronger during frames 12-15 of its duration regardless of the Pikmin used.}}
***{{buff|However, its late hit no longer consists of drastically weaker hitboxes, with the move just losing its meteor smash hitbox instead. This makes the move much stronger during frames 12-15 of its duration regardless of the Pikmin used.}}
**{{nerf|Down aerial's non meteor smash hitbox launches opponents at a higher angle (361° → 50°).}}
**{{nerf|Down aerial's non-meteor smashing hitbox launches opponents at a higher angle (361° → 50°).}}
**{{nerf|Down aerial no longer deals extra shield damage (1 → 0).}}
**{{nerf|Down aerial no longer deals extra shield damage (1 → 0).}}
*Red Pikmin
*Red Pikmin:
**{{nerf|The clean hit deals much less damage (16% → 10.8%) and knockback (30 (base), 100 (scaling) → (10/30)/91), drastically hindering its KO potential.}}
**{{nerf|The clean hit deals much less damage (16% → 10.8%) and knockback (30 (base), 100 (scaling) → (10/30)/91), drastically hindering its KO potential.}}
***{{buff|However, the move also deals more damage (7% → 10.8%) and much more knockback (10 (base), 70 (scaling) → 30/91) during frames 12-15 of its duration.}}
***{{buff|However, the move also deals more damage (7% → 10.8%) and much more knockback (10 (base), 70 (scaling) → 30/91) during frames 12-15 of its duration.}}
*Yellow Pikmin
*Yellow Pikmin:
**{{nerf|The clean hit deals less damage (12% → 9%) and knockback (30 (base), 100 (scaling) → (10/30)/99), greatly hindering its KO potential.}}
**{{nerf|The clean hit deals less damage (12% → 9%) and knockback (30 (base), 100 (scaling) → (10/30)/99), greatly hindering its KO potential.}}
***{{buff|However, the move also deals more damage (6% → 9%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}}
***{{buff|However, the move also deals more damage (6% → 9%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}}
**{{nerf|The meteor smash hitbox is smaller (5u → 4.625u).}}
**{{nerf|The meteor smashing hitbox is smaller (5u → 4.625u).}}
**{{buff|The non meteor smash hitbox is larger, especially against grounded opponents (5.5u/4.5u → 5.75u).}}
**{{buff|The non meteor smash hitbox is larger, especially against grounded opponents (5.5u/4.5u → 5.75u).}}
*Blue Pikmin
*Blue Pikmin
Line 306: Line 313:
**{{nerf|The clean hit deals less damage (8% → 7.2%) and knockback (30 (base), 100 (scaling) → (10/30)/99), hindering its KO potential.}}
**{{nerf|The clean hit deals less damage (8% → 7.2%) and knockback (30 (base), 100 (scaling) → (10/30)/99), hindering its KO potential.}}
***{{buff|However, the move also deals more damage (4% → 7.2%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}}
***{{buff|However, the move also deals more damage (4% → 7.2%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}}
*Purple Pikmin
*Purple Pikmin:
**{{nerf|The clean hit deals much less damage (14% → 12.6%) and knockback (30 (base), 100 (scaling) → (10/30)/89), significantly hindering its KO potential.}}
**{{nerf|The clean hit deals much less damage (14% → 12.6%) and knockback (30 (base), 100 (scaling) → (10/30)/89), significantly hindering its KO potential.}}
***{{buff|However, the move also deals much more damage (6% → 12.6%) and knockback (10 (base), 70 (scaling) → 30/89) during frames 12-15 of its duration.}}
***{{buff|However, the move also deals much more damage (6% → 12.6%) and knockback (10 (base), 70 (scaling) → 30/89) during frames 12-15 of its duration.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s
*[[Grab]]s:
**{{buff|All grabs have less startup lag (frame 11 → 10).}}
**{{buff|All grabs have less startup lag (frame 11 → 10).}}
**{{buff|White Pikmin grabs have a larger grabbox (3u → 3.5u).}}
**{{buff|White Pikmin-based grabs have a larger grabbox (3u → 3.5u).}}
**{{nerf|All grabs have shorter durations (frames 11-25 → 10-19).}}
**{{nerf|All grabs have shorter durations (frames 11-25 → 10-19).}}
**{{nerf|Standing and dash grabs have more ending lag, especially standing grab (FAF 30 (standing)/40 (dash) → 50/53).}}
**{{nerf|Standing and dash grabs have more ending lag, especially standing grab (FAF 30 (standing)/40 (dash) → 50/53).}}
**{{nerf|Red, yellow and especially blue Pikmin grabs have considerably reduced range. Their standing and pivot grab ranges in particular have been reduced to the point that they only reach about as far as Olimar's purple Pikmin grabs did previously.}}
**{{nerf|Red, Yellow and especially Blue Pikmin-based grabs have considerably reduced range. Their standing and pivot grab ranges in particular have been reduced to the point that they only reach about as far as Olimar's purple Pikmin grabs did previously.}}
**{{nerf|White and purple Pikmin grabs have reduced range (especially the former), albeit to a lesser extent than the other colours (although white Pikmin grabs overall have noticeably less range than Olimar's red/yellow Pikmin grabs did previously).}}
**{{nerf|White and Purple Pikmin-based grabs have reduced range (especially the former), albeit to a lesser extent than the other colours (although White Pikmin-based grabs overall have noticeably less range than Olimar's Red/Yellow Pikmin-based grabs in ''Brawl'').}}
*{{buff|The changes to aerial [[grab release]]s benefits Olimar as he is less susceptible to air release followups.}}
*[[Pummel]]:
*[[Pummel]]
**{{buff|Pummel has a larger hitbox (4u → 4.4u).}}
**{{buff|Pummel has a larger hitbox (4u → 4.4u).}}
**{{nerf|Pummel has more startup lag (frame 10 → 11).}}
**{{nerf|Pummel has more startup lag (frame 10 → 11).}}
**{{nerf|Olimar now suffers from hitlag when pummeling his opponent, giving pummel more ending lag.}}
**{{nerf|Olimar now suffers from hitlag when pummeling his opponent, giving pummel more ending lag.}}
**{{nerf|Yellow Pikmin pummel now has an electric effect. This gives it more hitlag (4 frames → 7) which along with the previous change, gives it considerably more ending lag.}}
**{{nerf|Yellow Pikmin-based pummel now has an electric effect. This gives it more hitlag (4 frames → 7) which along with the previous change, gives it considerably more ending lag.}}
*[[Forward throw]]
*[[Forward throw]]:
**{{nerf|Olimar releases opponents from forward throw later (frame 4 → 8) with its total duration compensated (FAF 32 → 36).}}
**{{nerf|Olimar releases opponents from forward throw later (frame 4 → 8) with its total duration compensated (FAF 32 → 36).}}
*Red Pikmin:
*Red Pikmin:
**{{nerf|Red Pikmin forward throw deals less damage (6% → 5.6%).}}
**{{nerf|Red Pikmin-based forward throw deals less damage (6% → 5.6%).}}
**{{buff|Red Pikmin forward throw deals more knockback (60 (base), 50 (scaling) → 65/60).}}
**{{buff|Red Pikmin-based forward throw deals more knockback (60 (base), 50 (scaling) → 65/60).}}
*Yellow Pikmin
*Yellow Pikmin:
**{{buff|Yellow Pikmin forward throw deals more knockback (60 (base), 50 (scaling) → 65/60).}}
**{{buff|Yellow Pikmin-based forward throw deals more knockback (60 (base), 50 (scaling) → 65/60).}}
*Blue Pikmin
*Blue Pikmin:
**{{nerf|Blue Pikmin forward throw deals less damage (13% → 11.2%) and knockback (30 (base), 85 (scaling) → 65/60) considerably hindering its KO potential, especially from far distances.}}
**{{nerf|Blue Pikmin-based forward throw deals less damage (13% → 11.2%) and knockback (30 (base), 85 (scaling) → 65/60) considerably hindering its KO potential, especially from far distances.}}
*White Pikmin
*White Pikmin:
**{{buff|White Pikmin forward throw deals more damage (6% → 7%) and knockback (60 (base), 50 (scaling) → 65/60).}}
**{{buff|White Pikmin-based forward throw deals more damage (6% → 7%) and knockback (60 (base), 50 (scaling) → 65/60).}}
*Purple Pikmin
*Purple Pikmin:
**{{nerf|Purple Pikmin forward throw deals less knockback (60 (base), 90 (scaling) → 65/60).}}
**{{nerf|Purple Pikmin-based forward throw deals less knockback (60 (base), 90 (scaling) → 65/60).}}
*[[Back throw]]
*[[Back throw]]:
**{{nerf|Olimar releases opponents from back throw later (frame 7 → 13) and it has a longer total duration (FAF 36 → 40).}}
**{{nerf|Olimar releases opponents from back throw later (frame 7 → 13) and it has a longer total duration (FAF 36 → 40).}}
***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}}
***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}}
*Red Pikmin:
*Red Pikmin:
**{{buff|Red Pikmin back throw deals more damage (7% → 7.2%) and knockback (48 (base), 52 (scaling) → 50/60).}}
**{{buff|Red Pikmin-based back throw deals more damage (7% → 7.2%) and knockback (48 (base), 52 (scaling) → 50/60).}}
*Yellow Pikmin:
*Yellow Pikmin:
**{{buff|Yellow Pikmin back throw deals more knockback (48 (base), 52 (scaling) → 50/60).}}
**{{buff|Yellow Pikmin-based back throw deals more knockback (48 (base), 52 (scaling) → 50/60).}}
*Blue Pikmin:
*Blue Pikmin:
**{{buff|Blue Pikmin back throw deals more damage (14% → 14.4%).}}
**{{buff|Blue Pikmin-based back throw deals more damage (14% → 14.4%).}}
**{{nerf|Blue Pikmin back throw deals less knockback (30 (base), 85 (scaling) → 50/60), considerably hindering its KO potential despite its increased damage.}}
**{{nerf|Blue Pikmin-based back throw deals less knockback (30 (base), 85 (scaling) → 50/60), considerably hindering its KO potential despite its increased damage.}}
*White Pikmin:
*White Pikmin:
**{{buff|White Pikmin back throw deals more damage (6% → 9%) and knockback (48 (base), 52 (scaling) → 50/60).}}
**{{buff|White Pikmin-based back throw deals more damage (6% → 9%) and knockback (48 (base), 52 (scaling) → 50/60).}}
*Purple Pikmin
*Purple Pikmin:
**{{nerf|Purple Pikmin back throw deals less knockback (48 (base), 90 (scaling) → 50/60).}}
**{{nerf|Purple Pikmin-based back throw deals less knockback (48 (base), 90 (scaling) → 50/60).}}
*{{nerf|The removal of [[chain grab]]bing has hindered up and down throw's damage racking potential.}}
*{{nerf|The removal of [[chain grab]]bing has hindered up and down throw's damage-racking potential.}}
*[[Up throw]]
*[[Up throw]]:
**{{nerf|Olimar releases opponents from up throw later (frame 27 → 32) and it has more ending lag (FAF 42 → 50).}}
**{{nerf|Olimar releases opponents from up throw later (frame 27 → 32) and it has more ending lag (FAF 42 → 50).}}
**{{nerf|Up throw has increased base knockback (55 → 80). When combined with the previous change, this hinders up throw's combo potential at lower percents.}}
**{{nerf|Up throw has increased base knockback (55 → 80). When combined with the previous change, this hinders up throw's combo potential at lower percents.}}
*Red Pikmin
*Red Pikmin:
**{{nerf|Red Pikmin up throw deals less damage (9% → 6.4%) without full compensation on its knockback (55 (base), 72 (scaling) → 80/65). This hinders its KO potential while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
**{{nerf|Red Pikmin-based up throw deals less damage (9% → 6.4%) without full compensation on its knockback (55 (base), 72 (scaling) → 80/65). This hinders its KO potential while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
*Yellow Pikmin
*Yellow Pikmin:
**{{nerf|Yellow Pikmin up throw deals less damage (11% → 8%) without full compensation on its knockback (55 (base), 72 (scaling) → 80/65). This hinders its KO potential while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
**{{nerf|Yellow Pikmin-based up throw deals less damage (11% → 8%) without full compensation on its knockback (55 (base), 72 (scaling) → 80/65). This hinders its KO potential while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
*Blue Pikmin:
*Blue Pikmin:
**{{buff|Blue Pikmin up throw deals more damage (12% → 12.8%).}}
**{{buff|Blue Pikmin-based up throw deals more damage (12% → 12.8%).}}
**{{nerf|Blue Pikmin up throw deals less knockback (55 (base), 72 (scaling) → 80/58), hindering its KO potential (despite its increased damage) while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
**{{nerf|Blue Pikmin-based up throw deals less knockback (55 (base), 72 (scaling) → 80/58), hindering its KO potential (despite its increased damage) while also not improving its combo potential due to the throw's higher base knockback/ending lag.}}
*White Pikmin
*White Pikmin:
**{{buff|White Pikmin up throw deals more damage (6% → 8%) and knockback (55 (base), 72 (scaling) → 80/65), improving its KO potential.}}
**{{buff|White Pikmin-based up throw deals more damage (6% → 8%) and knockback (55 (base), 72 (scaling) → 80/65), improving its KO potential.}}
***{{nerf|However, this also hinders its combo potential.}}
***{{nerf|However, this also hinders its combo potential.}}
*Purple Pikmin:
*Purple Pikmin:
**{{nerf|Purple Pikmin up throw deals less damage (11% → 8%) and knockback (55 (base), 100 (scaling) → 80/65), greatly hindering its KO potential. It is no longer the strongest up throw in the game or even the strongest version of Olimar's up throw.}}
**{{nerf|Purple Pikmin-based up throw deals less damage (11% → 8%) and knockback (55 (base), 100 (scaling) → 80/65), greatly hindering its KO potential. It is no longer the strongest up throw in the game or even the strongest version of Olimar's up throw.}}
*[[Down throw]]
*[[Down throw]]:
**{{nerf|Down throw's hitbox has more startup lag (frame 15 → 23 (red/yellow/blue/white)/22 (purple)).}}
**{{nerf|Down throw's hitbox has more startup lag (frame 15 → 23 (red/yellow/blue/white)/22 (purple)).}}
**{{nerf|Olimar now suffers from hitlag when down throw's hitbox connects. This means that Olimar now freezes for a short amount of time after the hitbox connects, giving it more ending lag.}}
**{{nerf|Olimar now suffers from hitlag when down throw's hitbox connects. This means that Olimar now freezes for a short amount of time after the hitbox connects, giving it more ending lag.}}
**{{buff|The hitbox with non purple Pikmin has a longer duration (frames 15-18 → 23-30).}}
**{{buff|The hitbox with non-Purple Pikmin has a longer duration (frames 15-18 → 23-30).}}
**{{nerf|Olimar releases opponents from down throw much later (frame 19 → 31 (red/yellow/blue/white)/26 (purple)) and it has a longer total duration (FAF 36 → 42).}}
**{{nerf|Olimar releases opponents from down throw much later (frame 19 → 31 (red/yellow/blue/white)/26 (purple)) and it has a longer total duration (FAF 36 → 42).}}
***{{buff|However, its total duration was not fully compensated with red, blue and white Pikmin, even considering Olimar now suffering from hitlag. This gives these variants of the throw less ending lag and improving their combo potential.}}
***{{buff|However, its total duration was not fully compensated with red, blue and white Pikmin, even considering Olimar now suffering from hitlag. This gives these variants of the throw less ending lag and improving their combo potential.}}
***{{nerf|In the case of yellow and purple Pikmin however, its total duration was overcompensated, giving these variants more ending lag, especially with purple Pikmin.}}
***{{nerf|In the case of Yellow and Purple Pikmin, however, its total duration was overcompensated, giving these variants more ending lag, especially with Purple Pikmin.}}
**{{buff|The changes to hitstun canceling/DI considerably improves down throw's combo potential at higher percents.}}
**{{buff|The changes to hitstun canceling/DI considerably improves down throw's combo potential at higher percents.}}
*Red Pikmin:
*Red Pikmin:
**{{nerf|Red Pikmin down throw deals less damage (9% → 6.6%).}}
**{{nerf|Red Pikmin-based down throw deals less damage (9% → 6.6%).}}
***{{buff|However, its knockback was not compensated. When combined with the throw's lower ending lag and the changes to hitstun canceling/DI, this greatly improves its combo potential beyond low percents.}}
***{{buff|However, its knockback was not compensated. When combined with the throw's lower ending lag and the changes to hitstun canceling/DI, this greatly improves its combo potential beyond low percents.}}
*Yellow Pikmin:
*Yellow Pikmin:
**{{buff|The hitbox is larger (7u → 9.45u).}}
**{{buff|The hitbox is larger (7u → 9.45u).}}
*Blue Pikmin:
*Blue Pikmin:
**{{buff|Blue Pikmin down throw deals more damage (11% → 11.2%) and has higher knockback scaling (40 → 60).}}
**{{buff|Blue Pikmin-based down throw deals more damage (11% → 11.2%) and has higher knockback scaling (40 → 60).}}
***{{nerf|However, these changes also hinder down throw's followup potential at higher percents, while also still being too weak to KO at realistic percents.}}
***{{nerf|However, these changes also hinder down throw's followup potential at higher percents, while also still being too weak to KO at realistic percents.}}
*White Pikmin:
*White Pikmin:
**{{nerf|The hitbox deals less damage (1% → 0.8%).}}
**{{nerf|The hitbox deals less damage (1% → 0.8%).}}
**{{buff|White Pikmin down throw deals more damage (6% → 8%).}}
**{{buff|White Pikmin-based down throw deals more damage (6% → 8%).}}
***{{nerf|However, its knockback was not compensated, hindering its followup potential at higher percents.}}
***{{nerf|However, its knockback was not compensated, hindering its followup potential at higher percents.}}
*Purple Pikmin:
*Purple Pikmin:
**{{buff|The hitbox deals more damage (1% → 1.4%).}}
**{{buff|The hitbox deals more damage (1% → 1.4%).}}
**{{buff|Purple Pikmin down throw has less knockback scaling (100 → 60). When combined with the changes to hitstun canceling/DI, this greatly improves its combo potential despite its increased ending lag.}}
**{{buff|Purple Pikmin-based down throw has less knockback scaling (100 → 60). When combined with the changes to hitstun canceling/DI, this greatly improves its combo potential despite its increased ending lag.}}
***{{nerf|However, this also greatly hinders its KO potential, no longer being a viable KO throw at very high percents.}}
***{{nerf|However, this also greatly hinders its KO potential, no longer being a viable KO throw at very high percents.}}
*[[Floor attack]]s:
*[[Floor attack]]s:
Line 400: Line 406:
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Olimar's body, which covers less range overall.}}
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Olimar's body, which covers less range overall.}}
*Back floor attack:
*Back floor attack:
**{{change|Back floor attack now starts in in front of Olimar rather than from behind.}}
**{{change|Back floor attack now starts in front of Olimar rather than from behind.}}
**{{nerf|Back floor attack has more startup lag (frame 15 → 16).}}
**{{nerf|Back floor attack has more startup lag (frame 15 → 16).}}
*[[Edge attack]]
*[[Edge attack]]:
**{{change|Olimar has a new edge attack, a {{s|pikipedia|punch}} from the ''Pikmin'' series.}}
**{{change|Olimar has a new edge attack, a {{s|pikipedia|punch}} from the ''Pikmin'' series.}}
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}}
Line 418: Line 424:


===Special moves===
===Special moves===
*[[Pikmin Pluck]]
*[[Pikmin Pluck]]:
**{{buff|Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge, significantly improving its reliability when used near edges.}}
**{{buff|Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge, significantly improving its reliability when used near edges.}}
**{{buff|Pikmin Pluck's speed is now consistent regardless of the terrain, making Olimar pluck Pikmin faster on rocky, dirty, metallic and icy terrains.}}
**{{buff|Pikmin Pluck's speed is now consistent regardless of the terrain, making Olimar pluck Pikmin faster on rocky, dirty, metallic and icy terrains.}}
Line 424: Line 430:
**{{change|Pikmin Pluck has updated sound effects.}}
**{{change|Pikmin Pluck has updated sound effects.}}
**{{nerf|Pikmin Pluck can no longer be edge canceled to laglessly pluck Pikmin.}}
**{{nerf|Pikmin Pluck can no longer be edge canceled to laglessly pluck Pikmin.}}
*[[Pikmin Throw]]
*[[Pikmin Throw]]:
**{{buff|Pikmin Throw can now enable Pikmin to latch onto a [[Smash Ball]] and {{GameIcon|ssb4-u}}[[pikipedia:Carrying|carry]] [[item]]s to Olimar.<ref>[http://www.gfycat.com/RemorsefulBarrenCreature Pikmin carrying items to Olimar]</ref>}}
**{{buff|Pikmin Throw can now enable Pikmin to latch onto a [[Smash Ball]] and {{GameIcon|ssb4-u}}[[pikipedia:Carrying|carry]] [[item]]s to Olimar.<ref>[http://www.gfycat.com/RemorsefulBarrenCreature Pikmin carrying items to Olimar]</ref>}}
**{{buff|Pikmin Throw's additional latch time has increased (200 frames → 300).}}
**{{buff|Pikmin Throw's additional latch time has increased (200 frames → 300).}}
Line 431: Line 437:
**{{buff|Purple Pikmin Throw now has a hitbox against boss enemies which deals more damage (6% → 9.1%), is larger (2.2u → 4.5u) and deals more knockback (60 (base), 50 (scaling) → 40/90).}}
**{{buff|Purple Pikmin Throw now has a hitbox against boss enemies which deals more damage (6% → 9.1%), is larger (2.2u → 4.5u) and deals more knockback (60 (base), 50 (scaling) → 40/90).}}
**{{change|Pikmin fly off of the opponent much faster once they have finished attacking the opponent (0.6 → 1.3). This makes them fly further after but also makes them land later, giving them more lag.}}
**{{change|Pikmin fly off of the opponent much faster once they have finished attacking the opponent (0.6 → 1.3). This makes them fly further after but also makes them land later, giving them more lag.}}
**{{nerf|Pikmin Throw deals less damage when thrown with non purple Pikmin (9% (red)/7% (yellow/blue)/6% (white) → 7.8%/6.5%/5.2%), with red Pikmin throw also having decreased knockback scaling (100 → 92), hindering its effectiveness against boss enemies.}}
**{{nerf|Pikmin Throw deals less damage when thrown without Purple Pikmin (9% (red)/7% (yellow/blue)/6% (white) → 7.8%/6.5%/5.2%), with Red Pikmin throw also having decreased knockback scaling (100 → 92), hindering its effectiveness against boss battles.}}
**{{nerf|Pikmin Throw deals less damage when latched (2% (red/yellow/blue)/6% (white) → 1.1%/3.7%). This significantly reduces its damage racking potential, especially with white Pikmin.}}
**{{nerf|Pikmin Throw deals less damage when latched (2% (red/yellow/blue)/6% (white) → 1.1%/3.7%). This significantly reduces its damage racking potential, especially with white Pikmin.}}
***{{nerf|When combined with Olimar's reduced maximum Pikmin count, this significantly hinders Pikmin Throw's damage racking and camping potential, in addition to making the move more committal to use overall.}}
***{{nerf|When combined with Olimar's reduced maximum Pikmin count, this significantly hinders Pikmin Throw's damage-racking and camping potential, in addition to making the move more committal to use overall.}}
*[[Winged Pikmin]]
*[[Winged Pikmin]]:
**{{buff|Olimar has a new up special, Winged Pikmin. Unlike [[Pikmin Chain]] which was a tether recovery, Winged Pikmin is a maneuverable, fuel-based recovery. Winged Pikmin can cover significantly more distance, it can be controlled and Olimar can cancel it by using an aerial (similarly to [[Robo Burner]], except Olimar is put into free-fall after using an aerial).}}
**{{buff|Olimar has a new up special, Winged Pikmin. Unlike [[Pikmin Chain]] which was a tether recovery, Winged Pikmin is a maneuverable, fuel-based recovery. Winged Pikmin can cover significantly more distance, it can be controlled and Olimar can cancel it by using an aerial (similarly to [[Robo Burner]], with the exception of Olimar being put into free-fall after using an aerial).}}
***{{buff|Altogether, these traits combined with the removal of edge-hogging make Winged Pikmin a significantly safer, more versatile and less predictable and exploitable recovery move compared to Pikmin Chain.}}
***{{buff|Altogether, these traits combined with the removal of edge-hogging make Winged Pikmin a significantly safer, more versatile and less predictable and exploitable recovery move compared to Pikmin Chain.}}
**{{change|Compared to Pikmin Chain, Winged Pikmin are more effective when Olimar has less Pikmin, and less effective when he has more Pikmin.}}
**{{change|Compared to Pikmin Chain, Winged Pikmin are more effective when Olimar has less Pikmin, and less effective when he has more Pikmin.}}
***{{buff|Because of this, Olimar can more safely use Pikmin Throw while recovering to offensively challenge his opponent, as it will now improve his up special's recovery potential rather than reducing it.}}
***{{buff|Because of this, Olimar can more safely use Pikmin Throw while recovering to offensively challenge his opponent, as it will now improve his up special's recovering potential rather than reducing it.}}
**{{nerf|Unlike Pikmin Chain, Winged Pikmin lacks a hitbox, preventing it from being used as a long ranged anti air or as a powerful stage spike option.}}
**{{nerf|Unlike Pikmin Chain, Winged Pikmin lacks a hitbox, preventing it from being useable as a long-ranged anti-air or as a powerful [[stage spike]] option.}}
**{{nerf|Winged Pikmin no longer auto-cancels before Olimar enters free fall, making it riskier to land with.}}
**{{nerf|Winged Pikmin no longer [[auto-cancel]]s before Olimar enters free-fall, making it riskier to land with.}}
*[[Pikmin Order]]
*[[Pikmin Order]]:
**{{nerf|Pikmin Order's super [[armor]] has much more startup lag with a much shorter duration (frames 2-16 → 6-12), significantly hindering its safety.}}
**{{nerf|Pikmin Order's [[super armor]] has much more startup lag with a much shorter duration (frames 2-16 → 6-12), significantly hindering its safety.}}
**{{change|Pikmin Order's animation has slightly changed. Olimar's hand no longer goes through his helmet when he {{s|pikipedia|whistle}}s.}}
**{{change|Pikmin Order's animation has slightly changed. Olimar's hand no longer goes through his helmet when he {{s|pikipedia|whistle}}s.}}
***{{nerf|This new animation is longer, especially the aerial version (35 frames → 39 (grounded)/45 (aerial), increasing the amount of time Olimar cannot grab ledges after using the move.}}
***{{nerf|This new animation is longer, especially the aerial version (35 frames → 39 (grounded)/45 (aerial), increasing the amount of time Olimar cannot grab ledges after using the move.}}
*[[End of Day]]
*[[End of Day]]:
**{{buff|End of Day slows down time more (4x → 5x) and for a longer period of time (30 frames → 40) when it is activated.}}
**{{buff|End of Day slows down time more (4x → 5x) and for a longer period of time (30 frames → 40) when it is activated.}}
**{{buff|End of Day has much less startup lag (frame 19 → 6) due to both the more severe time slowdown and the hitbox coming out sooner.}}
**{{buff|End of Day has much less startup lag (frame 19 → 6) due to both the more severe time slowdown and the hitbox coming out sooner.}}
**{{buff|End of Day now has a separate hitbox against aerial opponents for its liftoff which launches opponents vertically (250° → 90°), allowing it to link into the ascent hitbox.}}
**{{buff|End of Day now has a separate hitbox against aerial opponents for its liftoff which launches opponents vertically (250° → 90°), allowing it to link into the ascent hitbox.}}
***{{nerf|However, this hitbox also has significantly decreased set knockback (400 → 100) which along with its angle change, hinders its effectiveness against opponents off stage.}}
***{{nerf|However, this hitbox also has significantly decreased set knockback (400 → 100) which along with its angle change, hinders its effectiveness against opponents offstage.}}
**{{buff|The grounded liftoff hitbox has drastically higher set knockback (400 → 1500) and it launches opponents at a more favorable angle (250° → 270°), burying them for much longer.}}
**{{buff|The grounded liftoff hitbox has drastically higher set knockback (400 → 1500) and it launches opponents at a more favorable angle (250° → 270°), burying them for much longer.}}
**{{nerf|The ascent deals less damage (15% → 10%). Its knockback was not compensated, hindering the upper hitbox's KO potential.}}
**{{nerf|The ascent deals less damage (15% → 10%) without full compensation on knockback, hindering the upper hitbox's KO potential.}}
**{{nerf|The ascent has smaller hitboxes (20u/20u → 17u/17u).}}
**{{nerf|The ascent has smaller hitboxes (20u/20u → 17u/17u).}}
**{{nerf|The Bulborbs deal much less damage (43% (total) → 15%).}}
**{{nerf|The Bulborbs deal much less damage (43% (total) → 15%).}}
**{{buff|The Hocotate Ship can now be maneuvered during its descent, similarly to a [[Warp Star]].}}
**{{buff|The Hocotate Ship can now be maneuvered during its descent, similarly to a [[Warp Star]].}}
**{{buff|The falling hit deals more knockback (60 (base), 100 (scaling) → 70/105).}}
**{{buff|The falling hit deals more knockback (60 (base), 100 (scaling) → 70/105).}}
**{{nerf|The landing hit deals much less damage (20%/15% → 12%/10%). The sweetspot's knockback was not fully compensated (50 (base), 100 (scaling) → 65/140), slightly hindering its KO potential.}}
**{{nerf|The landing hit deals much less damage (20%/15% → 12%/10%) without full compensation on the sweetspot's knockback (50 (base), 100 (scaling) → 65/140), slightly hindering its KO potential.}}
**{{buff|The landing hit's sourspot deals more knockback (50 (base), 100 (scaling) → 85/125) and it launches opponents at a more favorable angle (45° → 361°).}}
**{{buff|The landing hit's sourspot deals more knockback (50 (base), 100 (scaling) → 85/125) and it launches opponents at a more favorable angle (45° → 361°).}}
**{{nerf|The landing hit has smaller hitboxes (33u/33u/75u → 25u/25u/60u).}}
**{{nerf|The landing hit has smaller hitboxes (33u/33u/75u → 25u/25u/60u).}}


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


However, Olimar also significantly benefits from the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]]. This is thanks to latched Pikmin becoming better at damaging an opponent's shield, while the low ending lag on his smash attacks makes them even less punishable on shield, thanks to the increased [[shieldstun]]. As a result, Olimar is very slightly better than he was during ''SSB4''{{'}}s initial release.
However, Olimar also drastically benefits from the changes to shielding mechanics brought about by updates [[1.1.0]] and [[1.1.1]]. This is thanks to latched Pikmin becoming better at damaging an opponent's shield, while the low ending lag on his smash attacks makes them even less punishable on shield, thanks to the increased [[shieldstun]]. As a result, Olimar is marginally better in comparison to during ''SSB4''{{'}}s initial release.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
Line 475: Line 481:


==Moveset==
==Moveset==
*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.
*All Pikmin-based moves and grabs involve the next Pikmin in the line to perform the given attack. Upon performing a move, that Pikmin goes to the back of the line.
*Each Pikmin follows a general set of rules for their attacks:
*Each Pikmin follows a general set of rules for their attacks:
** Red Pikmin deal more damage for attacks (around 1.2x damage for most attacks), but less for throws (around 0.8x damage). Their attacks have a [[flame]] effect.
** Red Pikmin deal more damage for attacks (around 1.2x damage for most attacks), but less for throws (around 0.8x damage). Their attacks have a [[flame]] effect.
** Yellow Pikmin have larger hitboxes (around 1.25x larger for most hitboxes). Their attacks have an [[electric]] effect.
** Yellow Pikmin have larger hitboxes (around 1.25x larger for most hitboxes). Their attacks have an [[electric]] effect.
** Blue Pikmin have more damaging throws (around 1.6x damage).
** Blue Pikmin have more damaging throws (around 1.6x damage).
** White Pikmin are very weak in attacks (around 0.8x damage for most hitboxes), but have significantly longer grab and [[Pikmin Throw|toss]] range and deal more latch damage. Their grab related attacks have a [[darkness]] effect.
** White Pikmin have minimal power in attacks (around 0.8x damage for most hitboxes), but have significantly longer grab and [[Pikmin Throw|toss]] range and deal more latching damage. Their grab-related attacks have a [[darkness]] effect.
** Purple Pikmin are very strong in damage (around 1.4x damage for most hitboxes) and knockback, but have very poor range for ranged attacks.
** Purple Pikmin have high power in damage (around 1.4x damage for most hitboxes) and knockback, but have minimal range for ranged attacks.
''For a gallery of Olimar's hitboxes, see [[/Hitboxes|here]].''
''For a gallery of Olimar's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
Line 497: Line 503:
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=0.6% (hits 1-6), 4% (hit 7){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|utiltdmg=0.6% (hits 1-6), 4% (hit 7){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|utiltdesc=A jumping twirl. It hits on frame 6, has decent vertical range, and hits multiple times, with its last hit having very high knockback growth. Altogether, these traits make it a decent anti-air attack.
|utiltdesc=A jumping twirl. It hits on frame 6, has decent vertical range, and hits multiple times, with its last hit possessing very high knockback growth. Altogether, these traits make it a decent anti-air attack, while the final hit can KO middleweights at around 182% on Final Destination with high [[rage]].
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=6%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dtiltdmg=6%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
Line 503: Line 509:
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=7% (hit 1), 4% (hit 2){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dashdmg=7% (hit 1), 4% (hit 2){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dashdesc=A cartwheel. It can function as a mix-up, as it is able combo into up aerial at 0%-10%. However, its second hit's 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.
|dashdesc=A cartwheel. It can function as a mix-up, as it is able combo into up aerial at 0%-10%. However, its second hit's minimal damage output, high base knockback, and low knockback growth collectively make it unable to combo past minimal percents, or KO at reasonable percents.
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg=&mdash;{{!!}}{{ChargedSmashDmgSSB4|17.4}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|7.2}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|11.6}} (clean), {{ChargedSmashDmgSSB4|8}} (mid), {{ChargedSmashDmgSSB4|4.8}} (late){{!!}}{{ChargedSmashDmgSSB4|20.3}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|8.4}} (late)
|fsmashdmg=&mdash;{{!!}}{{ChargedSmashDmgSSB4|17.4}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|7.2}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|11.6}} (clean), {{ChargedSmashDmgSSB4|8}} (mid), {{ChargedSmashDmgSSB4|4.8}} (late){{!!}}{{ChargedSmashDmgSSB4|20.3}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|8.4}} (late)
Line 546: Line 552:
|dthrowdmg=&mdash;{{!!}}1% (hit 1), 5.6% (throw){{!!}}1% (hit 1), 7% (throw){{!!}}1% (hit 1), 11.2% (throw){{!!}}0.8% (hit 1), 7% (throw){{!!}}1.4% (hit 1), 7% (throw)
|dthrowdmg=&mdash;{{!!}}1% (hit 1), 5.6% (throw){{!!}}1% (hit 1), 7% (throw){{!!}}1% (hit 1), 11.2% (throw){{!!}}0.8% (hit 1), 7% (throw){{!!}}1.4% (hit 1), 7% (throw)
|dthrowdesc=The Pikmin pins the opponent to the ground and then jumps to perform a downward battering ram. It is Olimar's best combo starter, especially while using Red Pikmin. Red Pikmin down throw can combo into neutral aerial at 0% to low percents; forward and [[reverse aerial rush]]ed back aerials at 0% to high percents; and up aerial at low to high percents. One particularly notable combo is a Red Pikmin down throw followed by a Purple Pikmin back aerial, which is a [[true combo]] that KOs reliably while near the edge. Red Pikmin down throw can also combo into forward tilt and forward smash at 0% to low percents, albeit only against fast-fallers. Yellow, Blue, White, and Purple Pikmin can also perform these combos, but their combo potential wanes considerably past medium percents because of their throw damage being much higher than the Red Pikmin's.
|dthrowdesc=The Pikmin pins the opponent to the ground and then jumps to perform a downward battering ram. It is Olimar's best combo starter, especially while using Red Pikmin. Red Pikmin down throw can combo into neutral aerial at 0% to low percents; forward and [[reverse aerial rush]]ed back aerials at 0% to high percents; and up aerial at low to high percents. One particularly notable combo is a Red Pikmin down throw followed by a Purple Pikmin back aerial, which is a [[true combo]] that KOs reliably while near the edge. Red Pikmin down throw can also combo into forward tilt and forward smash at 0% to low percents, albeit only against fast-fallers. Yellow, Blue, White, and Purple Pikmin can also perform these combos, but their combo potential wanes considerably past medium percents because of their throw damage being much higher than the Red Pikmin's.
|dodgedesc=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}
|techdesc=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|floorfdmg=7%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
Line 597: Line 605:
|fsdmg=colspan{{=}}"6"{{!}}10% (launch), 10% (ascent), 0.125% (Red Bulborbs), 10% (descent), 12%/10% (explosion)
|fsdmg=colspan{{=}}"6"{{!}}10% (launch), 10% (ascent), 0.125% (Red Bulborbs), 10% (descent), 12%/10% (explosion)
|fsdesc=Jumps into the {{s|pikipedia|Hocotate Ship}} and launches into outer space, which [[bury|buries]] any nearby opponents. While the ship has left the stage, {{s|pikipedia|Red Bulborb}}s attack opponents to steadily inflict damage; they deal damage every [[frame]] for 120 frames (2 seconds), dealing up to 15%. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. Its KO potential has significantly worsened since ''Brawl'', but it is still fairly strong, as its most damaging explosion is strong enough to KOs middleweights at 70% while near the edge of Final Destination in the 3DS version. Although its least damaging explosion deals slightly less damage, it has significantly less knockback. The Hocotate Ship can also be maneuvered during its descent, similarly to a [[Warp Star]]. However, it is actually possible for Olimar to inadvertently [[self-destruct]] if he descends towards the lower blast line.
|fsdesc=Jumps into the {{s|pikipedia|Hocotate Ship}} and launches into outer space, which [[bury|buries]] any nearby opponents. While the ship has left the stage, {{s|pikipedia|Red Bulborb}}s attack opponents to steadily inflict damage; they deal damage every [[frame]] for 120 frames (2 seconds), dealing up to 15%. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. Its KO potential has significantly worsened since ''Brawl'', but it is still fairly strong, as its most damaging explosion is strong enough to KOs middleweights at 70% while near the edge of Final Destination in the 3DS version. Although its least damaging explosion deals slightly less damage, it has significantly less knockback. The Hocotate Ship can also be maneuvered during its descent, similarly to a [[Warp Star]]. However, it is actually possible for Olimar to inadvertently [[self-destruct]] if he descends towards the lower blast line.
}}
===Stats===
{{Attributes
|cast = 58
|weight = 79
|rweight = 51-54
|dash = 1.4
|rdash = 42-46
|run = 1.47
|rrun = 44
|walk = 0.9
|rwalk = 45-46
|trac = 0.06
|rtrac = 14-24
|airfric = 0.015
|rairfric = 6-19
|air = 0.82
|rair = 54
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.07
|raddaccel = 18-28
|gravity = 0.068
|rgravity = 54-55
|fall = 1.35
|rfall = 44-46
|ff = 2.16
|rff = 44-46
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 33.5
|rjumpheight = 30
|shorthop = 16.191645
|rshorthop = 33
|djump = 33.5
|rdjump = 33
}}
}}


Line 663: Line 708:


==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Like in ''Brawl'', Olimar's placing in ''SSB4'' was one of the most contentious among the cast. At first, players would deem his nerfs as being too harsh for him to even be assessed as a mid-tier character, with some even considering him to be a bottom-tier character. This was primarily due to the game mechanics in ''SSB4'' being faster mixed with Olimar’s camping game being toned down, and his strengths not being recognized as much. This perception would remain intact for several months until players soon started to demonstrate Olimar's retained strengths, with professionals like {{Sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Shuton}}, and {{Sm|Soulimar}} placing highly. As a result, Olimar was ranked 24th on the first [[tier list]].
Although his competitive prospects and placings were accelerating, Olimar's rare usage negatively stood out compared with other high-tier characters. To reflect this, he dropped 30th on the second tier list. As before, representatives such as Dabuz and Shuton continued to defeat top players at high-level tournaments and achieve great placings. These demonstrations allowed Olimar to achieve 27th and then to 21st on the third and fourth tier lists respectively. Although he was not as overwhelmingly effective as he was in ''Brawl'', Olimar has nevertheless managed to achieve solid success in spite of the faster mechanics and the dominance of the DLC characters.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 681: Line 722:
|set10=3312
|set10=3312
}}
}}
===Notable players===
 
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
===Most historically significant players===
*{{Sm|Angbad|USA}} - Placed 25th at [[CEO 2016]]; 33rd at [[Paragon Los Angeles 2015]] and 33rd at [[EVO 2016]]; and 49th at [[Apex 2015]].
<!--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 -->
*{{Sm|Coco|USA}} - Placed 2nd at [[Combo Breaker 2015]] and 13th at [[The Big House 5]] in [[doubles]] play. Formerly ranked 7th on the [[Michigan Power Rankings]].
 
*{{Sm|Dabuz|USA}} (#4) - The best Olimar player in the United States and one of the two best ones in the world. Placed 1st at [[WTFox 2]], [[Aftershock 2016]], and [[Smash Valley]]; 2nd at Apex 2015 and [[Super Smash Con 2016]]; 3rd at CEO 2016; 4th at [[Frostbite 2017]]; 5th at [[EVO 2015]] and [[The Big House 6]]; and 7th at [[GENESIS 4]].
''See also: [[:Category:Olimar players (SSB4)]]''
*{{Sm|Gomakenpi|USA}} - The best Olimar player in the Midwest. Placed 9th at [[Chronicles of Olympus II]] and 33rd at [[Midwest Mayhem 11]]. Also ranked 12th on the [[Michigan Smash 4 Power Rankings]]. Has taken a set off of {{Sm|Marss}}.
 
*{{Sm|GreenBeast|USA}} - Placed 7th at [[Midwest Mayhem]] and 13th at [[Smash 'N' Splash]].
*{{Sm|Dabuz|USA}} - Although better known for his {{SSB4|Rosalina & Luma}}, he used Olimar as a secondary. His best Olimar run was winning {{Trn|Aftershock 2016}} defeating {{Sm|Samsora}} with Olimar in the last two games and double-eliminating {{Sm|CaptainZack}}, with his only game wins being with Olimar. Other notable Olimar results include placing 2nd at {{Trn|Super Smash Con 2016}} defeating {{Sm|ScAtt}}, reverse 3-0ing {{Sm|Fatality}}, and taking the last two games to defeat {{Sm|ANTi}}; and taking the last game to defeat {{Sm|Tweek}} at {{Trn|GENESIS 4}}.  
*{{Sm|ImHip|USA}} - Placed 9th at [[Tournament:Final Battle|Final Battle]]; 17th at Paragon Los Angeles 2015 and [[2GGC: GENESIS Saga]]; and 33rd at [[2GGC: Midwest Mayhem Saga]] and [[2GGC: Civil War]]. Ranked 15th on the [[SoCal Power Rankings]].
*{{Sm|ImHip|USA}} - Although he co-mained Olimar with {{SSB4|Duck Hunt}}, his best results and wins were with Olimar. He is considered one of the best Olimar players in North America as well as the primary Olimar representative from [[SoCal]]. He is best known for defeating {{Sm|Tweek}} with Olimar at {{Trn|2GGC: GENESIS Saga}}, ultimately placing 17th. In addition, he has also placed 5th at both {{Trn|2GGT: The False Awakens}}, defeating {{Sm|falln}} along the way, and {{Trn|2GGT: Mexico Saga}}, using primarily Olimar.
*{{Sm|Klaatu|USA}} - Placed 17th at [[2GGT: Abadango Saga]]; 25th at [[2GGC: Greninja Saga]]; and 33rd at [[2GGT: Mexico Saga]] and [[2GGT: ZeRo Saga]].
*{{Sm|Myran|USA}} - The best solo-Olimar player in North America of all-time best known for his performance in the first half of 2017, where he was ranked 39th on the [[PGR v3]] and placed 5th at {{Trn|Smash Conference LXIX}} defeating {{Sm|MVD}} and {{Sm|Mr. E}}, 13th at {{Trn|MomoCon 2017}} defeating {{Sm|ScAtt}}, 17th at {{Trn|2GGC: Nairo Saga}} defeating {{Sm|6WX}}, and 25th at {{Trn|Frostbite 2017}} defeating {{Sm|Tweek}}. He remained a strong Olimar player after the season, but would never be ranked globally again.
*{{Sm|Krow|USA}} - Placed 2nd at [[Full Bloom 2]]; 17th at [[Midwest Mayhem 4]]; and 25th at [[Midwest Mayhem 3]]. Ranked 5th on the [[Indiana Power Rankings]].
*{{Sm|Shuton|Japan}} - The best Olimar player of all-time and one of the best players from Japan. He is the only Olimar player who had multiple top 8 placements at majors, most notably placing 3rd at both {{Trn|2GGC: West Side Saga}} and {{Trn|Smash Sounds}}, 5th at {{Trn|Frostbite 2017}}, and 7th at {{Trn|2GGC: Fire Emblem Saga}}. He is ranked 23rd on the [[PGR 100]], the only solo-Olimar player on the ranking.
*{{Sm|Logic|USA}} - Placed 7th at [[PAX Prime 2015]]; 9th at Smash 'N' Splash and [[Enthusiast Gaming Live Expo]]; 17th at [[Royal Flush (tournament)|Royal Flush]]; 25th at [[Super Smash Con 2015]]; 33rd at [[CEO 2015]]; and 49th at EVO 2016 and Super Smash Con 2016. Formerly ranked 15th on the [[MD/VA Power Rankings]].
*{{Sm|Soulimar|USA}} - One of the best Olimar players in North America. He has several wins over {{Sm|AC}}, doing so to place 17th at {{Trn|2GGT: Abadango Saga}} and 33rd at {{Trn|2GGT: ZeRo Saga}}, and has also defeated {{Sm|Zenyou}} to place 25th at {{Trn|2GGC: Greninja Saga}}.
*{{Sm|Myran|USA}} - Considered one of the best Olimar players in the world. Placed 5th at Paragon Los Angeles 2015; 17th at [[Frame Perfect Series 2]] and [[2GGC: Nairo Saga]]; 25th at {{Trn|CEO 2015}} and {{Trn|Frostbite 2017}}; and 33rd at {{Trn|Apex 2015}} and {{Trn|CEO 2016}}.
 
*{{Sm|Rich Brown|USA}} - Formerly a Olimar main before switching to {{SSB4|Mewtwo}}. Placed 13th at {{Trn|Paragon Los Angeles 2015}}, 17th at {{Trn|Final Battle}}, and 25th at {{Trn|Apex 2015}} with solo Olimar.
===Tier placement and history===
*{{Sm|Shuton|Japan}} (#23) - The best Olimar player in the world. Placed 1st at [[Sumabato 15]]; 3rd at [[Sumabato 14]] and [[2GGC: West Side Saga]]; 5th at [[Frostbite 2017]]; 9th at [[Umebura S.A.T.]]; and 13th at [[2GGC: Civil War]]. Ranked 4th on the [[JAPAN Power Rankings]].
Like in ''Brawl'', Olimar's placing in ''SSB4'' was one of the most contentious among the cast. At first, players would deem his nerfs as being too harsh for him to even be assessed as a mid-tier character, with some even considering him to be a bottom-tier character. This was primarily due to ''SSB4''{{'}}s adjusted and quicker mechanics combined with Olimar’s camping game being toned down, and his strengths being unrecognized at the time. This perception would remain intact for several months until players soon started to demonstrate Olimar's retained strengths, with professionals like {{Sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Shuton}}, and {{Sm|Soulimar}} attaining high placings. As a result, Olimar was ranked 24th on the first [[tier list]].
*{{Sm|Syco|USA}} - Placed 25th at [[Midwest Mayhem 6: SoCal Invasion]] and [[Naifu Wars: World War 1]]. Ranked 6th on the [[Ohio Smash 4 Power Rankings|Ohio Power Rankings]].
 
Although his competitive prospects and placings were accelerating, Olimar's rare usage negatively stood out compared with other high-tier characters. To reflect this, he dropped 30th on the second tier list. As before, representatives such as Dabuz and Shuton continued to defeat top players at high-level tournaments and achieve great placings. These demonstrations allowed Olimar to achieve 27th and then to 21st on the third and fourth tier lists, respectively. Although he was not dominating as he was in ''Brawl'', Olimar has nevertheless managed to achieve solid success despite the quicker mechanics and the dominance of the DLC characters, especially {{SSB4|Corrin}} and {{SSB4|Bayonetta}}.
 
==In Solo Modes==
===[[All-Star Mode]]===
In All-Star Mode, Olimar (or Alph) is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside {{SSB4|Roy}}, {{SSB4|Zero Suit Samus}}, {{SSB4|Ike}}, {{SSB4|Lucas}}, {{SSB4|Lucario}}, {{SSB4|Toon Link}}, {{SSB4|Villager}}, and {{SSB4|Bowser Jr.}}
 
==={{GameIcon|SSB4-U}}[[Event Match]]es===
====Solo Events====
* '''[[A Battle of Scale]]''': A tiny Olimar must defeat a giant {{SSB4|Bowser}}.
* '''[[All-Star Battle: Brawl]]''': Olimar is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
* '''[[The Big 7650!]]''': As {{SSB4|Pac-Man}}, the player must use his [[Final Smash]], [[Super Pac-Man]], on three Olimars within 15 seconds.
====Co-op Events====
* '''[[Poisonous Planet]]''': Olimar and {{SSB4|Samus}} must defeat two giant {{SSB4|Charizard}} in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing.
* '''[[Solidarity]]''': Olimar and {{SSB4|Rosalina & Luma}} must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}, and then defeat Bowser and {{SSB4|Bowser Jr.}}
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Olimar, {{SSB4|Kirby}}, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, and Rosalina & Luma. All of the opponents are outer space-based characters.
 
===[[Congratulations screen]]s===
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Olimar.png|Classic Mode
SSB4-3DS Congratulations All-Star Olimar.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Olimar.png|Classic Mode
SSB4-Wii U Congratulations All-Star Olimar.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
Olimar's default trophy is obtained by clearing Classic Mode as Olimar. His alternate trophy is obtained by clearing All-Star Mode as Olimar in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The End of Day trophy is obtained only in the Wii U version by clearing All-Star Mode as Olimar. Alph also has a trophy that can be purchased from the Trophy Shop for 1500G (or 50 Play Coins) in the 3DS version or 1000G in the Wii U version.
{{Trophy/Fighter
{{Trophy/Fighter
|name=Olimar
|name=Olimar
Line 742: Line 814:
}}
}}
{{clrl}}
{{clrl}}
==In [[Event Match]]es==
===Solo Events===
* '''[[A Battle of Scale]]''': A tiny Olimar must defeat a giant {{SSB4|Bowser}}.
* '''[[All-Star Battle: Brawl]]''': Olimar is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
* '''[[The Big 7650!]]''': As {{SSB4|Pac-Man}}, the player must use his [[Final Smash]], [[Super Pac-Man]], on three Olimars within 15 seconds.
===Co-op Events===
* '''[[Poisonous Planet]]''': Olimar and {{SSB4|Samus}} must defeat two giant {{SSB4|Charizard}} in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing.
* '''[[Solidarity]]''': Olimar and {{SSB4|Rosalina & Luma}} must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}, and then defeat Bowser and {{SSB4|Bowser Jr.}}
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Olimar, {{SSB4|Kirby}}, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, and Rosalina & Luma. All of the opponents are outer space-based characters.


==[[Alternate costume (SSB4)#Olimar|Alternate costumes]]==
==[[Alternate costume (SSB4)#Olimar|Alternate costumes]]==
Line 801: Line 861:
*Although Alph travels in the {{s|pikipedia|S.S. Drake}} in ''Pikmin 3'', he instead travels in the Hocotate Ship for his [[on-screen appearance]] and [[Final Smash]] because of his status as an alternate costume.
*Although Alph travels in the {{s|pikipedia|S.S. Drake}} in ''Pikmin 3'', he instead travels in the Hocotate Ship for his [[on-screen appearance]] and [[Final Smash]] because of his status as an alternate costume.
*Olimar and Alph have different expressions when they are hit. Olimar's eyes comically bulge out, which he commonly does in ''Pikmin 2'' upon being surprised, whereas Alph winces.
*Olimar and Alph have different expressions when they are hit. Olimar's eyes comically bulge out, which he commonly does in ''Pikmin 2'' upon being surprised, whereas Alph winces.
*Alph was intended to be promoted from an alternate costume to a [[clone]] of Olimar, much like {{SSB4|Dr. Mario}}, {{SSB4|Dark Pit}}, and {{SSB4|Lucina}}, however he was left as an alternate costume presumably due to time constraints.<ref>[http://www.sourcegaming.info/2015/07/29/plucky-little-guys-olimar-and-alph-in-smash-4/ Plucky Little Guys: Olimar and Alph in Smash 4]</ref>
*Alph was originally intended to be a [[clone]] of Olimar, much like {{SSB4|Dr. Mario}}, {{SSB4|Dark Pit}}, and {{SSB4|Lucina}}, and he was going to use Rock Pikmin, however he was left as an alternate costume presumably due to time constraints.<ref>[http://www.sourcegaming.info/2015/07/29/plucky-little-guys-olimar-and-alph-in-smash-4/ Plucky Little Guys: Olimar and Alph in Smash 4]</ref>
*Olimar is the only character to have only one [[special move]] in his default moveset that deals damage.
*Olimar is the only character to have only one [[special move]] in his default moveset that deals damage.
**He is also the only character to have a special move ([[Winged Pikmin]] in his case) that lacks any damage-dealing custom versions.
**He is also the only character to have a special move ([[Winged Pikmin]] in his case) that lacks any damage-dealing custom versions.
*In the European version of End of Day's trophy, it mistakenly says that Olimar pilots the S.S. Dolphin during it. However, he actually pilots the Hocotate Ship during End of Day.
*In the European version of End of Day's trophy, it mistakenly says that Olimar pilots the S.S. Dolphin during it. However, he actually pilots the Hocotate Ship during End of Day.
*Despite [[Pikmin Throw]]'s ability to make thrown Pikmin bring [[item]]s to Olimar being exclusive to {{forwiiu}}, his alt. trophy in {{for3ds}} mentions it regardless.
*Despite [[Pikmin Throw]]'s ability to make thrown Pikmin bring [[item]]s to Olimar being exclusive to {{forwiiu}}, his alt. trophy in {{for3ds}} mentions it regardless.
*Olimar, Alph, Iggy and {{SSB4|Ike}} are the only characters in ''Smash 4'' whose names start with vowels.
*Olimar's render in {{for3ds}}'s character select screen is slightly altered, as all three Pikmin are brought closer to Olimar to fit them into the icon. He, along with {{SSB4|Rosalina & Luma}} and {{SSB4|Duck Hunt}}, is the only one to have edited renders in the game.
**Of the three, he is the only veteran.


==References==
==References==

Latest revision as of 02:54, November 25, 2024

This article is about Olimar's appearance in Super Smash Bros. 4. For other uses, see Captain Olimar and Pikmin (species).
Olimar
in Super Smash Bros. 4
Olimar SSB4.png
Alph SSB4 Render.png

PikminSymbol.svg
Universe Pikmin
Other playable appearances in Brawl
in Ultimate

Availability Starter
Final Smash End of Day
Tier C (21)
Olimar (SSB4)

Olimar (ピクミン&オリマー, Pikmin & Olimar) is a playable character in Super Smash Bros. 4. His reappearance to the series was announced in a Director's Room Miiverse post on July 12, 2013, which also commemorated Pikmin 3 being released in Japan on the following day. Alph (ピクミン&アルフ, Pikmin & Alph), one of the three leaders in Pikmin 3, was revealed as an alternative character in a Director's Room Miiverse post on September 11, 2014.

Like in Brawl, Olimar is completely silent, rather than being voiced by Kazumi Totaka like he is in the Pikmin series, while Hajime Wakai's portrayal of Pikmin from Pikmin 2 is once again repurposed for Red, Blue, Yellow, White and Purple Pikmin. Winged Pikmin are voiced by Atsuko Asashi, using voice clips recycled from Pikmin 3. Alph, despite having his own unique voice in Pikmin 3, is also completely silent as well in SSB4, much like Olimar is.

Olimar is ranked 21st out of 58 on the tier list, placing him at the top of the C tier. This is a significant drop from his top-tier placement in Super Smash Bros. Brawl, where he was ranked 3rd out of 38. As in Brawl, Olimar's signature Pikmin possess an impressive level of respective utility: they grant him respectable KO and damage-racking capabilities, which is further supplemented by Olimar's solid frame-data, as Olimar can make usage of them to deal direct and/or indirect damage via his standard movesets, and by possessing the Pikmin latch onto opponents via Pikmin Throw, respectively.

The Pikmin also grant Olimar a potent grab game: each of them function as disjointed grabs; White Pikmin-based pummel is tied with Shulk's Buster-boosted pummel as the most damaging in the game; Blue Pikmin-based up throw is a viable KOing option at high percents; and Red Pikmin-based down throw is a very reliable combo starter even at high percents. Lastly, his new up special move, Winged Pikmin, functions as a maneuverable, flight-based recovery that can be performed regardless of whether or not Olimar has Pikmin equipped,[1] which makes them vastly superior to Pikmin Chain's tether recovery.

However, Olimar's active Pikmin count has now been halved from six to three due to the limitations to Nintendo 3DS' hardware,[1] which considerably weakens the camping strategies he relied on in Brawl. The Pikmin themselves have also been weakened in a few, yet noticeable ways: Red, Yellow, Blue, and Purple Pikmin have less hit points, which is further compounded by them and White Pikmin dying faster while separated from Olimar. Each kind of Pikmin have also had the majority of their damage outputs lowered, and suffer from somewhat flawed artificial intelligence. Olimar also retains his slow overall mobility; his aerial mobility is especially problematic, as it renders him susceptible to juggling despite his light weight, and causes him to flounder against speed demons, such as Sonic and Fox. By extension, Olimar suffers from poor endurance: the combination of his light weight and low gravity leaves him vulnerable to early KOs, which is further pronounced by the loss of momentum canceling and the introduction of rage. Finally, his offense is still burdened by slow attacking speed and an over-reliance on Pikmin.

Overall, despite his retained and newfound weaknesses, Olimar has still achieved impressive representation and results at all levels of competitive play, thanks to dedicated smashers, such as Dabuz, Shuton, and Myran.

Attributes[edit]

Olimar is a small and floaty lightweight with overall slow mobility. In turn, he has a slow walking speed, below average dashing and falling speeds, his air speed is the fourth slowest, and is tied with Peach for the fourth lowest gravity. However, his air acceleration and traction are both above average, while his jump and double jump are both average. Olimar's playstyle is almost identical to how it was in Brawl: he has retained the overwhelming majority of his moveset and animations, yet some moves have been slightly modified. Much like in his home series, Olimar's extremely meager offensive prowess forces him to be reliant on instructing his multi-colored Pikmin to withdraw this glaring flaw. As a result, almost all of his moveset involves Pikmin; this, in turn, can result in his moveset being useful or useless depending on whether or not he has Pikmin. When Olimar has Pikmin, he possesses arguably one of the most unique playstyles in the game, thanks to the Pikmin functioning as both projectiles and separate characters, much like how Luma functions alongside Rosalina.

When used correctly, the Pikmin provide noticeable and effective benefits: they can easily rack up high amounts of damage in short periods of time, they grant Olimar disjointed grabs by running out to grab opponents when choosing to grab, they can carry various items back to Olimar as they run back to him much like in their home series, and they can also help with camping or hindering approaches. Additionally, each kind of Pikmin provides unique and useful effects. Olimar's special moves are also heavily dependent on Pikmin, but they are all beneficial nonetheless. Olimar's Pikmin also function as both disjointed hitboxes and projectiles in a variety of his moveset, granting Olimar some of the longest range relative to his size, as well as one of the best camping and spacing abilities in the game.

Pikmin Throw enables him to hinder approaches or, with a Purple Pikmin, even stop them outright if not shielded. Pikmin Order reorganizes his Pikmin for the proper situation at hand, and thanks to it briefly granting super armor, it can even allow Olimar to briefly tank an attack in spite of his light weight. Lastly, Winged Pikmin are very versatile: they provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to his fellow lightweights, yet they also allow him to attack while they are carrying him.

With all things considered, Olimar has one of the most damaging playstyles among the cast, as he is able to KO nearly any character in a short period with wise usage of his Pikmin. For example, Pikmin Throw allots him a large array of options for offense, as it can both zone and get opponents to KO percents quickly; when the thrown Pikmin are not shaken off, they can rack up 10%-30% in a matter of seconds, forcing opponents to carefully plan their approach. Olimar can also have up to three Pikmin at a time in his lineup, which, despite its aforementioned halving since Brawl, can be hard for an opponent to maintain track of, especially with each color boasting unique attributes. Despite being a lightweight, his smash attacks are fairly quick and, while using Red and Purple Pikmin, boast impressive power.

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

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

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

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

Olimar has a few beneficial custom moves. Hardy Pikmin Pluck makes all kinds of Pikmin more durable at the expense of being plucked at a slower rate. Sticky Pikmin Throw depicts each Pikmin inflicting less damage and covering less distance when thrown, but they remain latched on for much longer and inflict damage at a faster rate. True to its name, Tackle Pikmin Throw makes Red, Yellow, Blue, and White Pikmin function like Purple Pikmin by tackling opponents instead of latching onto them. Mighty Winged Pikmin have less total traveling distance, but the distance is unaffected by the amount of Pikmin that Olimar is carrying. Lastly, Order Tackle has all latched on Pikmin deal damage upon being recalled, which grants Olimar another method to deal damage.

Overall, Olimar is a versatile and non-traditional zoner who still retains several of his considerable strengths in spite of their nerfs, and has even had some traits buffed, mostly in regard to his damage output. While his maximum potential damage output was reduced, a smart player can overcome this, especially with the introduced mechanics for maintain track of Pikmin, making Olimar a much more reliable character for the player. Olimar's recovery has also been completely revamped for the better, which is generally agreed to have alleviated his other changes. Early in the metagame, Olimar was thought to be one of the worst characters, yet dedicated mains such as Dabuz, ImHip, Angbad, Myran, and Logic have shown that, as in Brawl, he is still a very capable character who retains a very high learning curve.[2]

Changes from Super Smash Bros. Brawl[edit]

In Super Smash Bros. Brawl, Olimar was considered to be a top-tier character, typically being perceived as a top 5-to-top 3 character. This was primarily due to the effectiveness of his Pikmin: Olimar possessed six Pikmin available in his disposal, and they overall gave him incredible camping potential. Olimar could easily abuse his Pikmin Throw to restrain his opponents out due to the amount of Pikmin he could have out and even at close-ranged proximity, Olimar still possessed strong tools. His damage-output was exceptionally high, especially with certain Pikmin, his smash attacks were exceptionally effective, his aerials were powerful, he had a strong grab game with an exceptionally quick and long-ranged grab in addition to possessing combo and KO throws depending on the Pikmin equipped, and he even had a solid defensive option with Pikmin Order. Olimar also had rather respectable KO power, with his Purple and Red Pikmin (in some situations) being particularly powerful. While he did suffer from poor mobility, limited approaching options, a slew of multi-hitting attacks which could be avoided with SDI, and he had an extremely exploitable recovery, these weaknesses failed to impair Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on-stage, making it exceptionally difficult for most of the cast to deal with Olimar. As a result, Olimar has naturally seen a mixture of buffs and nerfs in the transition to Super Smash Bros. 4, although due to his top-tier status in the previous game, he has been noticeably nerfed overall.

The most glaring downgrade includes the halving of his Pikmin, counting from six to three due to the limitations of the Nintendo 3DS' processing power. As a result, this drastically lowers his general damage output, as well as his camping potential, especially since Pikmin Throw deals less damage (especially with White Pikmin). Both Olimar and his Pikmin's endurance are also worse: as Olimar himself is lighter and his signature Pikmin (excluding White Pikmin) have less HP, and they die faster if they are separated from Olimar. The removal of meteor canceling also significantly hinders Olimar's endurance against meteor smashes, and the changes to hitstun canceling is considered a double-edged sword for Olimar: they indirectly removed momentum canceling, so this means Olimar is much more susceptible to early KOs and combos, with the latter being further pronounced by Olimar's aforementioned lighter weight and the introduction of rage, yet it also drastically improves Olimar's combo game as well, especially with his throws.

Olimar's smash attacks have seen various downgrades: they can all be reflected; forward smash has a shorter duration; and his down smash deals less knockback; up smash, however, has been nerfed the largest among all of Olimar's smash attacks: not only is it much laggier, possessing increased startup and much more ending lag, but it also suffers from decreased range and power, significantly hindering its utility. Olimar's aerial attacks also deal significantly less damage, with forward and down aerial, in particular, being significantly weaker. Olimar's grab game was also weakened: his grabs suffer from shorter duration, considerably less range to the point of no longer being the longest-reaching grabs in Smash 4, and his standing and dash grabs are significantly laggier, forcing Olimar to rely on his nerfed pivot grab more often, which is further compounded by Olimar's worse frame-data and damage-racking capabilities. His throws with Blue and especially Purple Pikmin are also weaker, which impairs his ability to KO opponents with his throws, especially relative to the cast. Lastly, Pikmin Order has significantly decreased super armor, hindering both its safety and overall versatility. Finally, Olimar's hurtbox is now modeled as a giant orb around him instead of being modeled as multiple hurtboxes around his virtual attire, thus making him drastically easier to hit and, most notoriously, shield stab, especially horizontally.

However, Olimar also received comparatively noticeable buffs, with his recovery being influenced the most: Winged Pikmin drastically outclasses Pikmin Chain for recovering: due to being much more versatile, and the universal removal of edgehogging heavily benefits Olimar. Olimar's White Pikmin have also been improved outside of Pikmin Throw: due to possessing more HP and most of Olimar's attacks with White Pikmin are stronger (although they are still mostly useless for attacking). The changes to both hitstun canceling and directional influence has also given Olimar greater combo potential with several attacks, such as down throw and his newfound up aerial, the latter of which is now a powerful juggling tool. Lastly, despite his overall damage output being reduced, a fair amount of Olimar's Pikmin attacks (primarily with Red and Purple Pikmin) deal more damage to counterbalance that.

Aside from Olimar's Pikmin, Olimar also heavily benefits from Smash 4's adjusted mechanics: although the removal of edge momentum shifting, in combination of the removal of glide tossing and DACUS has drastically hindered approaches (especially with items), including Olimar himself, Olimar still retains an excellent amount of approaching options, especially with Pikmin Throw and his aerial attacks, so his approach is hindered the least among all characters in the game. The universal growth to mobility also improves Olimar's approach. However, Olimar holds the dubious distinction of being the only character whose air speed remains intact, making it much slower relative to the cast. This is especially detrimental since other characters have received increases to their air speeds at varying degrees. The removal of meteor canceling compensates for Olimar's weakened meteor smash in his down aerial. The weakening of shields has improved Olimar's pressure and shield breaking capabilities against shields via his Pikmin-based attacks, while not compromising his own defensive game due to Olimar's respectable out of shield game and retaining his high traction. This is thanks to latched Pikmin becoming better at damaging an opponent's shield, while the low ending lag on his smash attacks makes them even less punishable on shield, thanks to the increased shieldstun. The introduction of frame canceling has further improved both the safety of Olimar's aerial attacks and approach, allowing it to compensate for the high landing lag on Olimar's aerial attacks. Finally, the introduction of rage drastically improves Olimar's KO power when equipping the right Pikmin for KOs, although this does not compensate for Olimar's reduced weight and the Pikmin's lowered HP.

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

Aesthetics[edit]

  • Change Olimar's design is now a combination of his traditional appearances in Pikmin 3 and Super Smash Bros. Brawl. His slightly smaller nose; helmet's whistle and gray collar; gloves' gray trims; and spacesuit's red and blue connectors are from Pikmin 3, whereas his spacesuit's rivets and three connectors are from Brawl. The aesthetic used in SSB4 has also resulted in Olimar's spacesuit being sleeker, and his boots' red trim; his life-support system's stripe; and his gloves and Hocotate Freight patches being more vibrant, as well as the antenna's light glowing more brighter.
  • Change Olimar's white and green alternate costumes have been updated. The former's suit is now gray and its gloves are now blue, instead of both being white, while the latter's sleeves and boots are now green instead of white and red, respectively. Instead of receiving new alternate costumes, Alph makes an appearance as an alternate character,[3] complete with his own respective alternate costumes.
  • Change All taunts emit updated sound effects.
  • Change The Pikmin's proportions are now significantly more in-line with their appearances in Pikmin 3.
  • Change Super Smash Bros. for Nintendo 3DSPikmin now have more limited cosmetics, as their leaves do not turn into buds or flowers. Additionally, if two or three Pikmin stand in the same spot in Olimar's lineup, it can produce odd results and make it difficult to tell which Pikmin will be used next. Lastly, their idle animations are all synchronized, presumably to avoid any unnecessary hardware strain. This is not present in Super Smash Bros. for Wii U.
  • Buff The Pikmin at the head of the line now possesses a visual indicator in the form of a player-colored arrowhead above it. This allows the player to better visualize which Pikmin will be used next.

Attributes[edit]

  • Olimar:
    • Buff Olimar dashes faster (1.4 → 1.47).
      • Buff Olimar's initial dash is significantly faster (1.4 → 1.6).
    • Change Olimar falls faster (1.3 → 1.35). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.
    • Change Olimar's gravity is higher (0.06 → 0.068).
    • Buff Olimar's fast falling speed has been increased (1.82 → 2.16).
    • Nerf Olimar is lighter (82 → 79), worsening his endurance.
    • Nerf Instead of possessing multiple hurtboxes for each part of his body, Olimar now provides a single, hurtbox which is depicted as a giant orb around him. This gives him a bigger hurtbox around his body, making him easier to hit and shield stab, especially horizontally.
    • Buff Rolls have less ending lag (FAF 33 → 30).
    • Nerf Rolls have less intangibility (frames 4-19 → 4-16).
    • Nerf Spot dodge has less intangibility (frames 3-20 → 3-17) and more ending lag (FAF 26 → 27).
    • Buff Air dodge has less startup lag (frame 4 → 3) and ending lag (FAF 40 → 33).
    • Nerf Air dodge has less intangibility (frames 4-29 → 3-27).
    • Nerf The removal of meteor canceling drastically hinders Olimar's endurance against meteor smashes moreso than any other returning veteran besides Zero Suit Samus, due to him previously possessing one of the most lenient meteor cancel windows in Brawl. While it does also increase the reliability of his down aerial, the move's power has been significantly reduced to compensate.
    • Buff The changes to aerial grab releases benefits Olimar as he is less susceptible to follow-ups out of an air release.
  • Pikmin:
    • Nerf Due to the limitations of the Nintendo 3DS' processing power,[4] the maximum Pikmin count has been halved (6 → 3). [1] This significantly weakens his camping game and damage-racking capabilities.
    • Change Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on terrain.[1] This means Olimar no longer has to depend on certain types of terrain in order to pluck certain Pikmin. However, this also makes it significantly less frequent to have two or more of the same kinds of Pikmin at once, especially when combined with the reduced maximum Pikmin-count.
    • Nerf Pikmin now have somewhat flawed artificial intelligence. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the Super Smash Bros. for Wii U version, as their flawed AI only occurs at edges.
    • Buff The Pikmin's safespot distance from Olimar has decreased (6 → 4), making them follow Olimar sooner.
      • Nerf However, there is also a shorter distance between the Pikmin's own safespots (6 → 4).
    • Buff All Pikmin have a greater overall run speed (40 → 60 (overall run speed), 2.4 (red/yellow/blue)/3 (white) → 3 (R/Y/B)/4 (W).
    • Buff Pikmin have increased effort (5 → 4).
    • Buff Pikmin have increased follow distance (20 → 23) if they have to change direction.
    • Buff Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).
    • Buff Pikmin have a larger teleport box size (20u → 24u), allowing Olimar to use his Pikmin based attacks from further away, if he is separated from his Pikmin.
    • Nerf All Pikmin, excluding White Pikmin, have decreased HP (9 (Red/Yellow)/14 (Blue)/15 (Purple) → 8 (R/Y)/11 (B)/13 (P)). Pikmin separated from Olimar also die faster.
    • Buff White Pikmin have increased hit points (4 → 7).
    • Buff All Pikmin have increased maximum walking/running speeds (2.4 (Red/Yellow/Blue)/3 (White)/1.5 (Purple) → 3 (R/Y/B)/4 (W)/1.7 (P)).
    • Buff All Pikmin have increased walking/running acceleration (0.075 (Red/Yellow/Blue)/0.12 (White)/0.5 (Purple) → 0.1 (R/Y/B)/0.135 (W)/0.8 (P)).

Ground attacks[edit]

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

Aerial attacks[edit]

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

Throws/other attacks[edit]

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

Special moves[edit]

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

Update history[edit]

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

However, Olimar also drastically benefits from the changes to shielding mechanics brought about by updates 1.1.0 and 1.1.1. This is thanks to latched Pikmin becoming better at damaging an opponent's shield, while the low ending lag on his smash attacks makes them even less punishable on shield, thanks to the increased shieldstun. As a result, Olimar is marginally better in comparison to during SSB4's initial release.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff The Pikmin's safespot distance from Olimar has decreased (5 → 4), making them follow Olimar sooner.
    • Nerf However, there is also a shorter distance between the Pikmin's own safespots (5 → 4).
  • Buff All Pikmin except purple Pikmin run faster (40 → 60 (overall run speed), 2.4 (red/yellow/blue)/3 (white) → 3 (R/Y/B)/4 (W).
  • Buff Pikmin have increased follow distance (18 → 23) if they have to change direction.
  • Buff Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).
  • Buff Neutral, forward, and back aerials have less landing lag (17 frames → 15).
  • Nerf Pikmin Pluck can no longer be edge-canceled.
  • Nerf Red, Yellow and Blue Pikmin latched onto opponents deal less damage (1.3% → 1.1%).
  • Buff White Pikmin latched onto opponents deal more damage (2.6% → 3.7%).
  • Nerf Purple Pikmin throw deal less damage (6.5% → 6%).
  • Buff Pikmin Throw's additional latch time has been increased (200 frames → 300).


Super Smash Bros. 4 1.0.6

  • Nerf Forward smash deals less knockback (30 (base)/92/101/90 (scaling red/(yellow/blue/white)/purple) → 33/(86/94/84).
  • Nerf Up smash has less knockback scaling (86/79/82 (red clean near/clean far/late)/94/86/90 (yellow/blue/white clean near/clean far/late)/84/77/81(purple clean near/clean far/late) → 83/74/78 (R)/91/81/85 (YBW)/81/72/76 (P)).
  • Nerf Down smash deals less knockback (30/22/0 (base/late (red/yellow/blue/white/late (purple))/89/97/78 (scaling red/(yellow/blue/white)/purple) → (32/25 (RBYW)/32/0 (P)/(81/89/72).
  • Change Pummel now has transcendent priority.
  • Change Pikmin can no longer be seen immediately when plucked out of the ground (frame 1 → 2).
  • Change Order tackle can no longer be reflected when the Pikmin return to Olimar.
    • Bug fix As a result, this fixed a glitch where reflecting Order Tackle would give the Pikmin a permanent power boost.
      • Nerf This hinders Order Tackle's utility in doubles, as Olimar can no longer attach Pikmin to a Fox holding out a Reflector, return the Pikmin and have the Pikmin deal over 999% damage and OHKO opponents when used as an attack.


Super Smash Bros. 4 1.0.8

  • Bug fix Fixed a glitch where Pikmin Order no longer reverses from ledge grabs.


Moveset[edit]

  • All Pikmin-based moves and grabs involve the next Pikmin in the line to perform the given attack. Upon performing a move, that Pikmin goes to the back of the line.
  • Each Pikmin follows a general set of rules for their attacks:
    • Red Pikmin deal more damage for attacks (around 1.2x damage for most attacks), but less for throws (around 0.8x damage). Their attacks have a flame effect.
    • Yellow Pikmin have larger hitboxes (around 1.25x larger for most hitboxes). Their attacks have an electric effect.
    • Blue Pikmin have more damaging throws (around 1.6x damage).
    • White Pikmin have minimal power in attacks (around 0.8x damage for most hitboxes), but have significantly longer grab and toss range and deal more latching damage. Their grab-related attacks have a darkness effect.
    • Purple Pikmin have high power in damage (around 1.4x damage for most hitboxes) and knockback, but have minimal range for ranged attacks.

For a gallery of Olimar's hitboxes, see here.

  Name Damage Description
Olimar Red Yellow Blue White Purple
Neutral attack   3% (arm), 4% (fist) The Rocket Fist's one-two combo. It has very minimal start-up and ending lag, average knockback growth, and its second hit launches at 45°. Altogether, these traits enable it to act as a very reliable pseudo-jab cancel, with follow-ups including a grab at low percents, and Pikmin Throw or a dash grab at medium percents. These traits also make it capable of starting a tech-chase at high percents. Performing it repeatedly will also slightly move Olimar forward.
3% (arm), 4% (fist)
Forward tilt   11% The Rocket Fist's wind-up punch. It is powerful for a tilt attack, thanks to its decent damage output and high knockback growth. It KOs middleweights at 132%/120% (3DS/Wii U) while near the edge of Final Destination. Due to it hitting on frame 15, however, it is very punishable and has the highest amount of start-up lag out of his entire moveset. In addition, it is Olimar's only KOing option when he does not have any Pikmin.
Up tilt   0.6% (hits 1-6), 4% (hit 7) A jumping twirl. It hits on frame 6, has decent vertical range, and hits multiple times, with its last hit possessing very high knockback growth. Altogether, these traits make it a decent anti-air attack, while the final hit can KO middleweights at around 182% on Final Destination with high rage.
Down tilt   6% A sliding tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will slightly move Olimar forward.
Dash attack   7% (hit 1), 4% (hit 2) A cartwheel. It can function as a mix-up, as it is able combo into up aerial at 0%-10%. However, its second hit's minimal damage output, high base knockback, and low knockback growth collectively make it unable to combo past minimal percents, or KO at reasonable percents.
Forward smash   17.4% (clean), 12% (mid), 7.2% (late) 14.5% (clean), 10% (mid), 6% (late) 14.5% (clean), 10% (mid), 6% (late) 11.6% (clean), 8% (mid), 4.8% (late) 20.3% (clean), 14% (mid), 8.4% (late) Points forward to command a Pikmin to leap forward and perform a corkscrew tackle. Due to it hitting on frame 11, it is the second fastest forward smash in the game. It is also Olimar's most damaging smash attack, has minimal ending lag, and boasts impressive power even while using Yellow or Blue Pikmin. Clean Purple Pikmin-based forward smash KOs middleweights at 80%/73% (3DS/Wii U) while near the edge of Final Destination. It also has a slight chance to trip opponents. However, it only KOs reliably while using Red, Yellow, Blue, and Purple Pikmin at close range.
Up smash   15.6% (clean near), 12% (clean far), 13.2% (late) 13% (clean near), 10% (clean far), 11% (late) 13% (clean near), 10% (clean far), 11% (late) 10.4% (clean near), 8% (clean far), 8.8% (late) 18.2% (clean near), 14% (clean far), 15.4% (late) Points upward to command a Pikmin to jump and perform a cartwheeling tackle. Due to hitting on frame 12, it has decent start-up lag for a smash attack. It also boasts impressive power even while using Yellow or Blue Pikmin. Clean near Purple Pikmin-based up smash KOs middleweights at 94%/87% (3DS/Wii U) from anywhere on Final Destination. However, it has the highest amount of start-up lag out of his smash attacks, and its 33 frames of ending lag is the highest out of his smash attacks. In addition, it only KOs reliably while using Red, Yellow, Blue, and Purple Pikmin at point-blank range.
Down smash   13.2% (clean), 10.8% (late) 11% (clean), 9% (late) 11% (clean), 9% (late) 8.8% (clean), 7.2% (late) 15.4% (clean), 12.6% (late) Squats slightly and points to both of his sides to command two Pikmin to perform dashing tackles. Due to it hitting on frame 10, it has decent start-up lag for a smash attack. It also has a chance to trip opponents and, if the opponent is close enough to Olimar, both Pikmin can hit them. Clean Purple Pikmin-based down smash KOs middleweights at 124%/114% (3DS/Wii U) while near the edge of Final Destination. Due to being his least damaging smash attack, however, it has lower KO potential compared to forward/up smashes. In addition, its Purple Pikmin-based late hit has much less knockback and a noticeably shorter duration.
Neutral aerial   1.5% (hits 1-4), 2% (hit 5) A jumping twirl. It is a reliable combo starter at low to high percents when SHFF'd, as it can combo into neutral attack; up/down tilts; down smash; and a grab. As a non-Pikmin attack, it's Olimar's only aerial that does not lose all trades. However, it lacks KO potential like his other aerials.
Forward aerial   10.2% 8.5% 8.5% 6.8% 11.9% Grabs a Pikmin by its stem and swings it downward in front of himself. It is a very reliable follow-up from down throw, and is useful for approaching when SHFF'd or for edge-guarding.
Back aerial   12.96% 10.8% 10.8% 8.64% 15.12% Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial, and a viable KOing option with Red or Purple Pikmin. Purple Pikmin-based back aerial KOs middleweights at 111%/101% (3DS/Wii U) while near the edge of Final Destination. Due to it hitting on frame 10, however, it has the highest start-up lag out of his aerials.
Up aerial   10.8% 9% 9% 7.2% 12.6% Grabs a Pikmin by its stem and twirls it upward. It is tied with down aerial as his second most damaging aerial, and is a viable KOing option. Purple Pikmin-based up aerial KOs middleweights at 105%/97% (3DS/Wii U) while near the upper blast line of Final Destination. However, it has a noticeable amount of landing lag.
Down aerial   10.8% 9% 9% 7.2% 12.6% Grabs a Pikmin by its stem and swings it downward. It is tied with up aerial as his second most damaging aerial. It is also a meteor smash, but only against aerial opponents and during its first frame. However, it has a noticeable amount of landing lag.
Grab   Points forward to command a Pikmin to grab the opponent. The Pikmin function as disjointed grabs, and Olimar's overall grab range varies depending on the Pikmin used. White Pikmin have the longest range, and notably grant Olimar the fourth longest ranged standing grab in the game. Red, Yellow, and Blue Pikmin grant him the sixth longest ranged standing grab in the game. Lastly, Purple Pikmin have the shortest range, but nevertheless grant Olimar the tenth longest ranged standing grab in the game.
Pummel   2% 2% 2% 4% 2% The Pikmin strikes the opponent with its stem. It has average speed, but when used with White Pikmin, its damage output is tied with Shulk's Buster-boosted pummel for the most damaging pummel in the game.
Forward throw   5.6% 7% 11.2% 7% 7% The Pikmin shoves the opponent away. It is Olimar's least useful throw, as its only utility consists of dealing damage.
Back throw   7.2% 9% 14.4% 9% 9% Olimar and the Pikmin turn around and the Pikmin performs a body slam. It deals the most damage out of all of Olimar's throws and launches at 45°. These traits make it capable of KOing while using Blue Pikmin, and decent for setting up an edge-guard at high percents with non-Blue Pikmin. Blue Pikmin back throw KOs middleweights at 161% while near the edge of Final Destination in Super Smash Bros. for Nintendo 3DS.
Up throw   6.4% 8% 12.8% 8% 8% The Pikmin jumps up, turns upside down, and performs a modified piledriver. Although its knockback has decreased since Brawl, it is still one of the strongest up throws in the game while using Blue Pikmin. Blue Pikmin up throw KOs middleweights at 157%/146% (3DS/Wii U) from anywhere on Final Destination.
Down throw   1% (hit 1), 5.6% (throw) 1% (hit 1), 7% (throw) 1% (hit 1), 11.2% (throw) 0.8% (hit 1), 7% (throw) 1.4% (hit 1), 7% (throw) The Pikmin pins the opponent to the ground and then jumps to perform a downward battering ram. It is Olimar's best combo starter, especially while using Red Pikmin. Red Pikmin down throw can combo into neutral aerial at 0% to low percents; forward and reverse aerial rushed back aerials at 0% to high percents; and up aerial at low to high percents. One particularly notable combo is a Red Pikmin down throw followed by a Purple Pikmin back aerial, which is a true combo that KOs reliably while near the edge. Red Pikmin down throw can also combo into forward tilt and forward smash at 0% to low percents, albeit only against fast-fallers. Yellow, Blue, White, and Purple Pikmin can also perform these combos, but their combo potential wanes considerably past medium percents because of their throw damage being much higher than the Red Pikmin's.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Punches in front of himself and then behind himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Headbutts in front of himself and then behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Headbutts in front of himself and then spins around to perform a double-footed back kick behind himself.
Edge attack
Edge getups
  7% Throws a punch while climbing up.
Neutral special Default Pikmin Pluck Plucks a Pikmin. It cannot be used in midair, and has noticeable ending lag if it is attempted in midair, or if no more Pikmin can be plucked.
Custom 1 Hardy Pikmin Pluck Pikmin have much more hit points and knockback resistance, but take much longer to pluck.
Custom 2 Explosive Pluck 8% 8% 8% 5% 10% Each pluck detonates an explosion, but Pikmin take longer to pluck and have less hit points.
Side special Default Pikmin Throw 7.8% (thrown), 1.1% (latched) 6.5% (thrown), 1.1% (latched) 6.5% (thrown), 1.1% (latched) 5.2% (thrown), 3.7% (latched) 6% Throws a Pikmin, which latches onto opponents and damages them before falling off either because of flinching, the opponent's damage, or being killed. In regard to the opponent's damage, a Pikmin's latch duration decreases when the opponent's damage increases, even when undisturbed. When undisturbed, Pikmin can stay latched on for a maximum of 6 seconds (360 frames) from 0%-49%; a maximum of 5 seconds (300 frames) from 50%-99%; a maximum of 4 seconds (240 frames) from 100%-149%; a maximum of 3.5 seconds (210 frames) from 150%-349%; and a maximum of 1 second (60 frames) from 350%-999%. Due to the Purple Pikmin's inability to latch onto anything like in their home series, they will instead deal damage on contact. On a related note, if the target cannot be latched onto, any non-Purple Pikmin simply deal damage.
Custom 1 Sticky Pikmin Throw 7.8% (thrown), 1% (latched) 6.5% (thrown), 1% (latched) 6.5% (thrown), 1% (latched) 5.2% (thrown), 2% (latched) 9.1% Pikmin hit faster and remain latched on longer. However, the distance Pikmin are thrown is considerably shorter, and latched Pikmin deal less damage per hit.
Custom 2 Tackle Pikmin Throw 5% 5% 5% 3% 8% All thrown Pikmin act like Purple Pikmin and tackle opponents instead of latching onto them. Red, Yellow, Blue, and White Pikmin deal less damage, but Purple Pikmin deal more damage.
Up special Default Winged Pikmin Two Winged Pikmin carry Olimar around. Winged Pikmin's effectiveness is dependent on both the amount of Pikmin that Olimar has, and the frequency of its usage. Having no Pikmin in tow allows them to travel almost across the entirety of Final Destination, one Pikmin in tow allows them to travel over 80% of Final Destination, two Pikmin in tow allows them to travel slightly over 50% of Final Destination, and three Pikmin in tow allows them travel over less than 50% of Final Destination. 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. Olimar can also use his aerial attacks while being carried, similarly to Wings of Icarus. However, doing so will render him helpless immediately after the conclusion of the aerial.
Custom 1 Winged Pikmin Jump Functions like a traditional recovery by lacking the maneuverability in order to quickly lift Olimar upward a certain distance before falling. The Winged Pikmin also push away nearby opponents.
Custom 2 Mighty Winged Pikmin The distance traveled does not depend on Pikmin carried, which is less than the default's max distance.
Down special Default Pikmin Order Blows his whistle to recall Pikmin and/or sort out their order in the line. It also grants super armor on frames 6-12.
Custom 1 Order Tackle 1% 1% 1% 3% 5% Pikmin recalled deal damage as they travel, but the whistle has a fair amount of ending lag.
Custom 2 Dizzy Whistle 0.1% (hit 1), 1% (hit 2) Deals damage and reverses opponents within the whistle's range, but has a noticeable amount of start-up lag.
Final Smash End of Day 10% (launch), 10% (ascent), 0.125% (Red Bulborbs), 10% (descent), 12%/10% (explosion) Jumps into the Hocotate Ship and launches into outer space, which buries any nearby opponents. While the ship has left the stage, Red Bulborbs attack opponents to steadily inflict damage; they deal damage every frame for 120 frames (2 seconds), dealing up to 15%. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. Its KO potential has significantly worsened since Brawl, but it is still fairly strong, as its most damaging explosion is strong enough to KOs middleweights at 70% while near the edge of Final Destination in the 3DS version. Although its least damaging explosion deals slightly less damage, it has significantly less knockback. The Hocotate Ship can also be maneuvered during its descent, similarly to a Warp Star. However, it is actually possible for Olimar to inadvertently self-destruct if he descends towards the lower blast line.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 79 1.4 – Initial dash
1.47 – Run
0.9 0.06 0.015 0.82 0.01 – Base
0.07 – Additional
0.068 1.35 – Base
2.16Fast-fall
5 33.5 - Base
16.191645 - Short hop
33.5

Announcer calls[edit]

The announcer also calls the Pikmin in the Japanese, Chinese, and Korean versions.

Olimar[edit]

Alph[edit]

On-screen appearance[edit]

  • Exits the Hocotate Ship and then plucks three Pikmin, after which the Hocotate Ship disappears in a puff of smoke.
OlimarOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Joyfully jumps in place three times.
  • Side taunt: Lies down on the ground, rolls around as if basking in nature, and then gets up.
  • Down taunt: Swings his hips.
Up taunt Side taunt Down taunt
OlimarUpTauntSSB4.gif OlimarSideTauntSSB4.gif OlimarDownTauntSSB4.gif

Idle poses[edit]

  • Rubs his helmet with both hands.
  • Moves his arms back and forward in a basic limber exercise.
OlimarIdlePose1WiiU.jpg OlimarIdlePose2WiiU.jpg

Crowd cheer[edit]

Olimar English Japanese
Cheer
Description Olimar! Olimar! Olimar! Pik-min! Ol-i-mar!
Pitch Group chant Group chant
Alph English Japanese
Cheer
Description Alph! Alph! Alph! Pik-min! Al-ph!
Pitch Group chant Group chant

Victory poses[edit]

A remixed excerpt of Pikmin's title screen theme.
  • Plucks a White, Blue, and Purple Pikmin. The White Pikmin and Blue Pikmin bounce off Olimar's head, whereas the Purple Pikmin squashes him onto the ground. Olimar's eyes will comically bulge outward upon being squashed before his expression returns to normal, whereas Alph will comically wince upon being squashed before his expression returns to normal.
  • Performs a toe touching exercise while a Yellow Pikmin rests on the ground and a Red Pikmin looks around.
  • Sways in place while a Red, Yellow, and Blue Pikmin walk around him in a circle.
OlimarPose1WiiU.gif OlimarPose2WiiU.gif OlimarPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Olimar (SSB4) Olimar 1112 1311 1312 1212 2112
2212 2211 2312 2131 3312

Most historically significant players[edit]

See also: Category:Olimar players (SSB4)

Tier placement and history[edit]

Like in Brawl, Olimar's placing in SSB4 was one of the most contentious among the cast. At first, players would deem his nerfs as being too harsh for him to even be assessed as a mid-tier character, with some even considering him to be a bottom-tier character. This was primarily due to SSB4's adjusted and quicker mechanics combined with Olimar’s camping game being toned down, and his strengths being unrecognized at the time. This perception would remain intact for several months until players soon started to demonstrate Olimar's retained strengths, with professionals like Dabuz, ImHip, Shuton, and Soulimar attaining high placings. As a result, Olimar was ranked 24th on the first tier list.

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

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Olimar (or Alph) is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside Roy, Zero Suit Samus, Ike, Lucas, Lucario, Toon Link, Villager, and Bowser Jr.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

Olimar's default trophy is obtained by clearing Classic Mode as Olimar. His alternate trophy is obtained by clearing All-Star Mode as Olimar in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The End of Day trophy is obtained only in the Wii U version by clearing All-Star Mode as Olimar. Alph also has a trophy that can be purchased from the Trophy Shop for 1500G (or 50 Play Coins) in the 3DS version or 1000G in the Wii U version.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Olimar
NTSC A veteran spaceship pilot for Hocotate Freight, Captain Olimar partners with Pikmin in Smash Bros. to help him in battle. Olimar is much stronger when he's got Pikmin with him, so keep them plucked and good to go. Pikmin abilities are based on their color—learn what each is best at!
GameCube: Pikmin (12/2001)
GameCube: Pikmin 2 (08/2004)
PAL Captain Olimar, veteran Hocotate Freight astronaut, joins forces with Pikmin again in this game to take on the world. Olimar isn't much of an attacker without Pikmin by his side, so you should always keep some ready. Pikmin have different abilities depending on their colour, so learn how they work to use them effectively!
GameCube: Pikmin (06/2002)
GameCube: Pikmin 2 (10/2004)
3DS All-Star Mode trophy
Wii U alternate trophy
Olimar (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, though! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them in their tracks!
NTSCSuper Smash Bros. for Wii U Pikmin are good for more than attacking, you know. For example, when you throw them, they can pick up small items on their way back to you, or latch onto containers to break them open! Also, if there are opponents charging or shooting at you, well-timed Pikmin Throws can stop them in their tracks!
GameCube: Pikmin (12/2001)
GameCube: Pikmin 2 (08/2004)
PAL Pikmin aren't just good for attacking, you know. For example, try throwing them at boxes. They'll grab them and drag them in for you, hitting enemies along the way. Also, if there's someone charging or shooting at you, a well-timed Pikmin-throw can stop them. Just don't forget to replace your Pikmin when they're gone!
GameCube: Pikmin (06/2002)
GameCube: Pikmin 2 (10/2004)
End of Day trophy
End of Day
NTSC On the planet Olimar is investigating, the native creatures become extra violent at night, forcing him to retreat to orbit every evening. His Final Smash works the same way: night falls and Olimar takes to the sky, leaving his foes to the mercy of the wildlife below. Olimar returns when dawn breaks, and you can adjust his less-than-safe landing!
PAL On the planet of the Pikmin, the native creatures get quite violent come nightfall, so Olimar retreats to orbit every evening. That's how his Final Smash works, too: Olimar takes off in his trusty Dolphin,[sic] then in come the beasties to take care of the other fighters. When Olimar returns, make sure he touches down, er...safely!
3DS Alph trophy
Wii U Alph trophy
Alph
NTSC Alph is a young explorer who crashed on the planet PNF-404. As the engineer of the S.S. Drake, he feels responsible for finding the missing crew and the ship after the crash. Waking up in a pond, Alph quickly encounters a tiny creature—it's a Pikmin!
Wii U: Pikmin 3 (08/2013)
PAL A member of the crew that crash-landed on PNF-404. This young engineer is separated from the rest of his team during landing, but as an engineer, he's just as worried about their ship, the SS Drake. While looking for his crewmates and ship, Alph encounters some strange yet helpful little creatures...
Wii U: Pikmin 3 (07/2013)

Alternate costumes[edit]

Instead of alternate color schemes, half of Olimar's alternate costumes consist of Alph, one of the three leaders from Pikmin 3.

Olimar Palette (SSB4).png
Olimar (SSB4) Olimar (SSB4) Olimar (SSB4) Olimar (SSB4) Olimar (SSB4) Olimar (SSB4) Olimar (SSB4) Olimar (SSB4)

Gallery[edit]

Trivia[edit]

  • Because Olimar's placement in All-Star Mode is based on his own debut instead of Alph's, whose debut in Pikmin 3 occurred twelve years after Olimar's debut in Pikmin, Alph will be misplaced chronologically during All-Star Mode if he appears in Olimar's place. The same applies to Bowser Jr. and the Koopalings.
  • Olimar's All-Star trophy in Super Smash Bros. for Nintendo 3DS is highly similar to his pose in his official artwork for Brawl.
  • Olimar is the only character who does not use his official alt. trophy when he is faced in rounds 4-5 in Classic Mode in Super Smash Bros. for Wii U. Instead, he uses Alph's trophy.
  • Although Alph travels in the S.S. Drake in Pikmin 3, he instead travels in the Hocotate Ship for his on-screen appearance and Final Smash because of his status as an alternate costume.
  • Olimar and Alph have different expressions when they are hit. Olimar's eyes comically bulge out, which he commonly does in Pikmin 2 upon being surprised, whereas Alph winces.
  • Alph was originally intended to be a clone of Olimar, much like Dr. Mario, Dark Pit, and Lucina, and he was going to use Rock Pikmin, however he was left as an alternate costume presumably due to time constraints.[6]
  • Olimar is the only character to have only one special move in his default moveset that deals damage.
    • He is also the only character to have a special move (Winged Pikmin in his case) that lacks any damage-dealing custom versions.
  • In the European version of End of Day's trophy, it mistakenly says that Olimar pilots the S.S. Dolphin during it. However, he actually pilots the Hocotate Ship during End of Day.
  • Despite Pikmin Throw's ability to make thrown Pikmin bring items to Olimar being exclusive to Super Smash Bros. for Wii U, his alt. trophy in Super Smash Bros. for Nintendo 3DS mentions it regardless.
  • Olimar's render in Super Smash Bros. for Nintendo 3DS's character select screen is slightly altered, as all three Pikmin are brought closer to Olimar to fit them into the icon. He, along with Rosalina & Luma and Duck Hunt, is the only one to have edited renders in the game.
    • Of the three, he is the only veteran.

References[edit]