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'''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 | '''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 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, and | 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. | ||
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'', and his worst placement in the series so far. 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. | |||
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]]. | 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]]. | ||
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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. | 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 | 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 small [[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]]. | 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 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. | 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. | ||
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==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, 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 | 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. | 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. | ||
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**{{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: | ||
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***{{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: | ||
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**{{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 | **{{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]]: | ||
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===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.}} | ||
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**{{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).}} | ||
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**{{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]], with the exception of Olimar being 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.}} | ||
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**{{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|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-cancel]]s 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.}} | ||
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|utiltname= | |utiltname= | ||
|utiltdmg=0.6% (hits 1-6), 4% (hit 7){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |utiltdmg=0.6% (hits 1-6), 4% (hit 7){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|utiltdesc=A jumping twirl. It hits on frame 6, has decent vertical range, and hits multiple times, with its last hit | |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= | |dtiltname= | ||
|dtiltdmg=6%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dtiltdmg=6%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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|dashname= | |dashname= | ||
|dashdmg=7% (hit 1), 4% (hit 2){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dashdmg=7% (hit 1), 4% (hit 2){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|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 | |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= | |fsmashname= | ||
|fsmashdmg=—{{!!}}{{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=—{{!!}}{{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) | ||
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|dthrowdmg=—{{!!}}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=—{{!!}}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=—{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}} | |||
|techdesc=—{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}} | |||
|floorfname= | |floorfname= | ||
|floorfdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |floorfdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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|djump = 33.5 | |djump = 33.5 | ||
|rdjump = 33 | |rdjump = 33 | ||
|ellag = 4 | |||
|rellag = 1-46 | |||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !Olimar | ||
| | !Cheer (English) | ||
| | !Cheer (Japanese) | ||
| | !Cheer (Spanish) | ||
| | |- | ||
| | ! scope="row"|Cheer | ||
|[[File:Olimar Cheer English SSB4 SSBU.ogg|center]]||[[File:Olimar Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Olimar Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer Spanish PAL SSB4.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Olimar! Olimar! Olimar! || Pik - min! Oli - mar! || Pik - min! Oli - mar! | |||
|- | |||
!Olimar | |||
!Cheer (French) | |||
!Cheer (German) | |||
!Cheer (Italian) | |||
|- | |||
! scope="row"|Cheer | |||
|{{NTSC}} [[File:Olimar Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Olimar Cheer French PAL SSB4.ogg|center]]||[[File:Olimar Cheer German SSB4.ogg|center]]||[[File:Olimar Cheer Italian SSB4 SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Pik - min ! Olimar ! || Pik - min! Oli - mar! || Pik - min! Oli - mar! | |||
|} | |||
{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !Alph | ||
| | !Cheer (English) | ||
| | !Cheer (Japanese) | ||
| | !Cheer (Spanish) | ||
| | |- | ||
| | ! scope="row"|Cheer | ||
|[[File:Alph Cheer English SSB4 SSBU.ogg|center]]||[[File:Alph Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Alph Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Alph Cheer Spanish PAL SSB4.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Alph! Alph! Alph! || Pik - min! Al - ph! || Pik - min! Alph! | |||
|- | |||
!Alph | |||
!Cheer (French) | |||
!Cheer (German) | |||
!Cheer (Italian) | |||
|- | |||
! scope="row"|Cheer | |||
|{{NTSC}} [[File:Alph Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Alph Cheer French PAL SSB4.ogg|center]]||[[File:Alph Cheer German SSB4.ogg|center]]||[[File:Alph Cheer Italian SSB4 SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Pik - min ! Alph ! || Pik - min! Alph! || Pik - min! *claps 2 times* Alph! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3312 | |set10=3312 | ||
}} | }} | ||
=== | |||
'' | ===Most historically significant players=== | ||
*{{Sm| | <!--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| | ''See also: [[:Category:Olimar players (SSB4)]]'' | ||
*{{Sm| | |||
*{{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| | *{{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| | *{{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|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|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}}. | |||
===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 ''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]]. | ||
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 latter can only appear after clearing Classic or All-Star as Olimar). 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 after clearing Classic or All-Star as Olimar. | |||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Olimar | |name=Olimar | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==[[Alternate costume (SSB4)#Olimar|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Olimar|Alternate costumes]]== | ||
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*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 | *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. |
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