Olimar (SSBU): Difference between revisions

256 bytes removed ,  1 month ago
→‎Moveset: Recently discovered property of Olimar's grab, as well as a few other characters: https://x.com/stu6z/status/1880152774538822007
Tags: Mobile edit Advanced mobile edit
(→‎Moveset: Recently discovered property of Olimar's grab, as well as a few other characters: https://x.com/stu6z/status/1880152774538822007)
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|customcolumnscount=6
|customcolumnscount=6
|neutralcount=2
|neutralcount=2
|neutralname=Olimar Punch ({{ja|オリマーパンチ|Orimā Panchi}}) / Olimar Follow-up Punch ({{ja|オリマー連続パンチ|Orimā Renzoku Panchi}})
|neutralname=Olimar Punch ({{ja|オリマーパンチ|Orimā Panchi}})<br>Olimar Follow-Up Punch ({{ja|オリマー連続パンチ|Orimā Renzoku Panchi}}, ''Olimar Continuous Punch'')
|neutral1dmg=3% (arm), 4% (fist){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|neutral1dmg=3% (arm), 4% (fist){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|neutral2dmg=3% (arm), 4% (fist){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|neutral2dmg=3% (arm), 4% (fist){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
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|utiltdmg=0.6% (hits 1-5), 4% (hit 6){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|utiltdmg=0.6% (hits 1-5), 4% (hit 6){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|utiltdesc=A jumping twirl. Hits multiple times, with its last hit having a deceptively large disjoint. Altogether, these traits make it a decent anti-air attack.
|utiltdesc=A jumping twirl. Hits multiple times, with its last hit having a deceptively large disjoint. Altogether, these traits make it a decent anti-air attack.
|dtiltname=Low Headbutt ({{ja|低空頭突き|Teikū Zutsuki}})
|dtiltname=Low Altitude Headbutt ({{ja|低空頭突き|Teikū Zutsuki}})
|dtiltdmg=6%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dtiltdmg=6%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|dtiltdesc=A lunging tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will move Olimar slightly forward.
|dtiltdesc=A lunging tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will move Olimar slightly forward.
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|usmashdmg=&mdash;{{!!}}{{ChargedSmashDmgSSBU|18.2|1.2}} (clean near), {{ChargedSmashDmgSSBU|14|1.2}} (clean far), {{ChargedSmashDmgSSBU|15.4|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|10.4|1.2}} (clean near), {{ChargedSmashDmgSSBU|8|1.2}} (clean far), {{ChargedSmashDmgSSBU|8.8|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|20.8|1.2}} (clean near), {{ChargedSmashDmgSSBU|16|1.2}} (clean far), {{ChargedSmashDmgSSBU|17.6|1.2}} (late)
|usmashdmg=&mdash;{{!!}}{{ChargedSmashDmgSSBU|18.2|1.2}} (clean near), {{ChargedSmashDmgSSBU|14|1.2}} (clean far), {{ChargedSmashDmgSSBU|15.4|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|13|1.2}} (clean near), {{ChargedSmashDmgSSBU|10|1.2}} (clean far), {{ChargedSmashDmgSSBU|11|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|10.4|1.2}} (clean near), {{ChargedSmashDmgSSBU|8|1.2}} (clean far), {{ChargedSmashDmgSSBU|8.8|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|20.8|1.2}} (clean near), {{ChargedSmashDmgSSBU|16|1.2}} (clean far), {{ChargedSmashDmgSSBU|17.6|1.2}} (late)
|usmashdesc=Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move tricky to punish on whiff and on block. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong KOing move, KOing at or below 150% with all Pikmin except White. However, it can easily be beaten due to its projectile attributes, making them lose out to any other active hitbox.
|usmashdesc=Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move tricky to punish on whiff and on block. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong KOing move, KOing at or below 150% with all Pikmin except White. However, it can easily be beaten due to its projectile attributes, making them lose out to any other active hitbox.
|dsmashname=Pikmin Left/Right Dash ({{ja|ピクミン左右ダッシュ|Pikumin Sayū Dasshu}})
|dsmashname=Pikmin Left & Right Dash ({{ja|ピクミン左右ダッシュ|Pikumin Sayū Dasshu}})
|dsmashdmg=&mdash;{{!!}}{{ChargedSmashDmgSSBU|15.4|1.2}} (clean), {{ChargedSmashDmgSSBU|12.6|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|8.8|1.2}} (clean), {{ChargedSmashDmgSSBU|7.2|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|17.6|1.2}} (clean), {{ChargedSmashDmgSSBU|14.4|1.2}} (late)
|dsmashdmg=&mdash;{{!!}}{{ChargedSmashDmgSSBU|15.4|1.2}} (clean), {{ChargedSmashDmgSSBU|12.6|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|11|1.2}} (clean), {{ChargedSmashDmgSSBU|9|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|8.8|1.2}} (clean), {{ChargedSmashDmgSSBU|7.2|1.2}} (late){{!!}}{{ChargedSmashDmgSSBU|17.6|1.2}} (clean), {{ChargedSmashDmgSSBU|14.4|1.2}} (late)
|dsmashdesc=Squats slightly and points to both of his sides to command two Pikmin (the lead Pikmin, and the Pikmin next in line) perform dashing tackles. Either Pikmin on each side can be reflected. If only one Pikmin is in play, Olimar will only send a Pikmin forward.
|dsmashdesc=Squats slightly and points to both of his sides to command two Pikmin (the lead Pikmin, and the Pikmin next in line) perform dashing tackles. Either Pikmin on each side can be reflected. If only one Pikmin is in play, Olimar will only send a Pikmin forward.
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|nairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|2}} (hit 5){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|nairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-4), {{ShortHopDmgSSBU|2}} (hit 5){{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|nairdesc=A jumping twirl, resembling his up tilt. It is Olimar's only aerial that does not use Pikmin or have transcendent [[priority]]. However, it lacks KO potential like his other aerials.
|nairdesc=A jumping twirl, resembling his up tilt. It is Olimar's only aerial that does not use Pikmin or have transcendent [[priority]]. However, it lacks KO potential like his other aerials.
|fairname=Pikmin Sweep ({{ja|ピクミンはたき|Pikumin Hataki}})
|fairname=Pikmin Sweep ({{ja|ピクミンはたき|Pikumin Hataki}}, ''Pikmin Duster'')
|fairdmg=&mdash;{{!!}}{{ShortHopDmgSSBU|11.9}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|6.8}}{{!!}}{{ShortHopDmgSSBU|13.6}}
|fairdmg=&mdash;{{!!}}{{ShortHopDmgSSBU|11.9}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|8.5}}{{!!}}{{ShortHopDmgSSBU|6.8}}{{!!}}{{ShortHopDmgSSBU|13.6}}
|fairdesc=Grabs a Pikmin by its stem and swings it downward in front of himself. Due to its range, and speed, it is one of Olimar's best moves for walling and aerial combat as the Pikmin used acts as a sword for the duration of this move, giving this move great range relative to Olimar's size. Due to its low landing lag, it is also very good for combos at low percents, as well as being safe on shield if spaced well. In addition, it can also KO if used with Red or Purple Pikmin. Lastly, it is a very reliable follow-up from down throw, and is useful for edgeguarding.
|fairdesc=Grabs a Pikmin by its stem and swings it downward in front of himself. Due to its range, and speed, it is one of Olimar's best moves for walling and aerial combat as the Pikmin used acts as a sword for the duration of this move, giving this move great range relative to Olimar's size. Due to its low landing lag, it is also very good for combos at low percents, as well as being safe on shield if spaced well. In addition, it can also KO if used with Red or Purple Pikmin. Lastly, it is a very reliable follow-up from down throw, and is useful for edgeguarding.
|bairname=Pikmin Shake Off ({{ja|ピクミンふりはらい|Pikumin Furiharai}})
|bairname=Pikmin Shake-Off ({{ja|ピクミンふりはらい|Pikumin Furiharai}})
|bairdmg=&mdash;{{!!}}{{ShortHopDmgSSBU|15.12}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|8.64}}{{!!}}{{ShortHopDmgSSBU|17.28}}
|bairdmg=&mdash;{{!!}}{{ShortHopDmgSSBU|15.12}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|10.8}}{{!!}}{{ShortHopDmgSSBU|8.64}}{{!!}}{{ShortHopDmgSSBU|17.28}}
|bairdesc=Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. This move has great range for a character of Olimar's size, due to the Pikmin used acting similarly to a disjointed hitbox for the duration of this move. It can also KO at reasonable percents if any non-White Pikmin are used. However, it has the highest start-up lag out of Olimar's aerials, though the start-up is still reasonable compared to most other back aerials of its kind.
|bairdesc=Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. This move has great range for a character of Olimar's size, due to the Pikmin used acting similarly to a disjointed hitbox for the duration of this move. It can also KO at reasonable percents if any non-White Pikmin are used. However, it has the highest start-up lag out of Olimar's aerials, though the start-up is still reasonable compared to most other back aerials of its kind.
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|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdmg=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|grabdmg=&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|grabdesc=Points forward to command the lead Pikmin to grab the opponent, with the other Pikmin following. The Pikmin function as [[Grab#Tether grabs|disjointed grabs]], and overall grab range varies depending on both the number of Pikmin present, and the lead Pikmin. White Pikmin have the longest range, followed by Red, Yellow and Blue (which are all tied for 2nd), and Purple (with the shortest range). With 3 Pikmin present, and the lead being a White Pikmin, this grab has the longest range in the game. However, the more Pikmin used to perform the grab, the more ending lag it has. It resembles the group move from the ''Pikmin'' series.
|grabdesc=Points forward to command the lead Pikmin to grab the opponent, with the other Pikmin following. The Pikmin function as [[Grab#Tether grabs|disjointed grabs]], and overall grab range varies depending on both the number of Pikmin present, and the lead Pikmin. White Pikmin have the longest range, followed by Red, Yellow and Blue (which are all tied for 2nd), and Purple (with the shortest range). With 3 Pikmin present, and the lead being a White Pikmin, this grab has the longest range in the game. However, the more Pikmin used to perform the grab, the more ending lag it has. Additionally, it is one of the few grabs in the game that can be interrupted mid-move by an opponent [[Footstool Jump|footstooling]] Olimar. It resembles the group move from the ''Pikmin'' series.
|pummelname=Grab Olimar Thrust ({{ja|つかみオリマー突き|Tsukami Orimā Tsuki}})
|pummelname=Grab Olimar Thrust ({{ja|つかみオリマー突き|Tsukami Orimā Tsuki}})
|pummeldmg=1%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|pummeldmg=1%{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;{{!!}}&mdash;
|pummeldesc=A [[wikipedia:Knifehand strike|knifehand thrust]]. Fast but weak.
|pummeldesc=A [[wikipedia:Knifehand strike|knifehand thrust]]. Fast but weak.
|fthrowname=Pikmin Front Throw ({{ja|ピクミン前投げ|Pikumin Zen Nage}})
|fthrowname=Pikmin Front Throw ({{ja|ピクミン前投げ|Pikumin Mae Nage}})
|fthrowdmg=&mdash;{{!!}}{{PikminThrowDmgSSBU|5.6}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|11.9}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|7}}
|fthrowdmg=&mdash;{{!!}}{{PikminThrowDmgSSBU|5.6}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|11.9}}{{!!}}{{PikminThrowDmgSSBU|7}}{{!!}}{{PikminThrowDmgSSBU|7}}
|fthrowdesc=The Pikmin leap forward, body slamming the opponent on the ground. If used with 3 Pikmin and the lead is Blue, it becomes a strong throw that can KO middleweights at around 125% at the edge of Final Destination. However, it usually gets overshadowed by up throw due to it being able to KO more consistently.
|fthrowdesc=The Pikmin leap forward, body slamming the opponent on the ground. If used with 3 Pikmin and the lead is Blue, it becomes a strong throw that can KO middleweights at around 125% at the edge of Final Destination. However, it usually gets overshadowed by up throw due to it being able to KO more consistently.
|bthrowname=Pikmin Back Throw ({{ja|ピクミン後投げ|Pikumin Go Nage}})
|bthrowname=Pikmin Back Throw ({{ja|ピクミン後投げ|Pikumin Ato Nage}})
|bthrowdmg=&mdash;{{!!}}{{PikminThrowDmgSSBU|7.2}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|15.3}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|9}}
|bthrowdmg=&mdash;{{!!}}{{PikminThrowDmgSSBU|7.2}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|15.3}}{{!!}}{{PikminThrowDmgSSBU|9}}{{!!}}{{PikminThrowDmgSSBU|9}}
|bthrowdesc=Same as the forward throw, but the Pikmin leap backwards instead. It is Olimar's most damaging throw, and if used with 2 or 3 Pikmin and the lead is Blue, it is the most damaging throw in the game and can KO middleweights at around 130% at the edge of Final Destination.
|bthrowdesc=Same as the forward throw, but the Pikmin leap backwards instead. It is Olimar's most damaging throw, and if used with 2 or 3 Pikmin and the lead is Blue, it is the most damaging throw in the game and can KO middleweights at around 130% at the edge of Final Destination.
|uthrowname=Pikmin Up Throw ({{ja|ピクミン上投げ|Pikumin Nage}})
|uthrowname=Pikmin Up Throw ({{ja|ピクミン上投げ|Pikumin Ue Nage}})
|uthrowdmg=&mdash;{{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|5.4}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|12.5}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw)
|uthrowdmg=&mdash;{{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|5.4}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|12.5}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw){{!!}}{{PikminThrowDmgSSBU|1}} (hit 1), {{PikminThrowDmgSSBU|7}} (throw)
|uthrowdesc=The Pikmin toss the opponent upward, then leap up and headbutt them further upward. Oddly, the Red Pikmin's version does less damage than it should (5.6%) based on the multiplier used (0.8×) for its other throws. If used with 3 Pikmin and the lead is Blue, it becomes the strongest up throw in the game and can KO middleweights at around 124% on Final Destination.
|uthrowdesc=The Pikmin toss the opponent upward, then leap up and headbutt them further upward. Oddly, the Red Pikmin's version does less damage than it should (5.6%) based on the multiplier used (0.8×) for its other throws. If used with 3 Pikmin and the lead is Blue, it becomes the strongest up throw in the game and can KO middleweights at around 124% on Final Destination.
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Olimar Cheer English SSBU.ogg|center]]||[[File:Olimar Cheer Japanese SSBU.ogg|center]]||[[File:Olimar Cheer Italian SSBU.ogg|center]]||[[File:Olimar Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Olimar Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer French PAL SSBU.ogg|center]]
|[[File:Olimar Cheer English SSB4 SSBU.ogg|center]]||[[File:Olimar Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Olimar Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Olimar Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Olimar Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Olimar Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Olimar Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer Spanish PAL SSBU.ogg|center]]||[[File:Olimar Cheer Russian SSBU.ogg|center]]||[[File:Olimar Cheer Korean SSBU.ogg|center]]
|[[File:Olimar Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Olimar Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer Spanish PAL SSBU.ogg|center]]||[[File:Olimar Cheer Russian SSBU.ogg|center]]||[[File:Olimar Cheer Korean SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Alph Cheer English SSBU.ogg|center]]||[[File:Alph Cheer Japanese SSBU.ogg|center]]||[[File:Alph Cheer Italian SSBU.ogg|center]]||[[File:Alph Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Alph Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Alph Cheer French PAL SSBU.ogg|center]]
|[[File:Alph Cheer English SSB4 SSBU.ogg|center]]||[[File:Alph Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Alph Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Alph Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Alph Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Alph Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Alph Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Alph Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Alph Cheer Spanish PAL SSBU.ogg|center]]||[[File:Alph Cheer Russian SSBU.ogg|center]]||[[File:Alph Cheer Korean SSBU.ogg|center]]
|[[File:Alph Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Alph Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Alph Cheer Spanish PAL SSBU.ogg|center]]||[[File:Alph Cheer Russian SSBU.ogg|center]]||[[File:Alph Cheer Korean SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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==[[Spirit]]s==
==[[Spirit]]s==
Olimar's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Olimar has been unlocked. Unlocking Olimar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Alph has a fighter spirit of his own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Olimar's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Olimar. It is also available periodically for purchase in the shop for 300 Gold, but only after Olimar has been unlocked. Unlocking Olimar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Alph has a fighter spirit of his own, only available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


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


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