Project M
Project+

Olimar (PM): Difference between revisions

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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Olimar
|name = Olimar
|image       = [[Image:Olimar SSBB.jpg|250px]]
|image = {{tabber|title1=Classic (PM)|content1=[[File:Olimar SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Olimar.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Olimar (SSBB)
|moveset1 = Olimar (SSBB)
|tier        = Low
|ranking      = 40
}}
}}
{{stub}}
'''Olimar''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He comes with his Pikmin in tow and a stronger moveset for ''Project M''. Despite the power buffs, ''Melee'' physics and higher lag in most of his attacks have put him in an unfavorable position for ''Project M''.
'''Olimar''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. The main character from the [[Pikmin (universe)|Pikmin]] games comes with his Pikmin in tow and a stronger moveset for ''Project M''. <!--tier position paragraph-->
 
Olimar ranks 39th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the bottom of the D tier. This is an extreme drop from his tier placement in ''Brawl'', where he was ranked 3rd out of 38, and is the largest any ''Project M'' character's standing has fallen when compared to their ''Melee'' or ''Brawl'' tier list. In the official [[Project+]] tier list, he ranks much higher, placing 33rd out of 42 characters.


==Attributes==
==Attributes==
<!--attributes paragraph-->
In ''Brawl'', Olimar excelled at defensive gameplay, being able to camp effectively with his [[Pikmin (species)|Pikmin]]. These capabilities have put Olimar 3rd on the ''Brawl'' tier list. As ''Project M'' focuses more on offensive gameplay than defensive gameplay, Olimar's moveset has been consequently altered.
===Changes from ''Brawl'' to PM===
 
*{{buff|Up tilt is now a single jumping headbutt, which delivers a single quicker hit that can be used repeatedly for juggling.}}
Olimar's Pikmin in ''Project M'' are stronger and have more endurance than before. Also, the Pikmin now have a mechanic where their strength is dependent on the type of flower on their heads. Besides the buffs to the Pikmin, Olimar's ground game has been improved, possessing more powerful tilts, smash attacks, and throws. Olimar's aerial game also saw some positive adjustments, featuring two potential KO moves in his up and down aerials. Finally, Olimar's recovery, [[Pikmin Chain]], which was unreliable and low-reaching in ''Brawl'', has been replaced with the more useful Ionium Jet.
*{{buff|Foward tilt does much more damage now doing and is a much stronger KO move.}}
 
*{{buff|Foward smash has more air time for pikmin allowing for the hitboxes to be out for longer.}}
However, Olimar has many weaknesses in ''Project M''. While he is heavier than he was in ''Brawl'', Olimar is still fairly light, making him susceptible to KOs earlier than other characters.
*{{buff|Up aerial only hits once, inflicting a strong consistent damage, so it can be effectively used for [[juggling]] with weak Pikmin and as a KO move with strong ones.}}
 
*{{buff|Back aerial turns you backwards allowing to follow-up with Foward aerials.}}
==Changes from ''Brawl'' to PM==
*{{buff|Down aerial is now a very strong meteor doing more damage.}}
While Olimar received some buffs, he has been heavily nerfed overall in the transition from ''Brawl'' to PM. The most notable nerf Olimar received was the reduction to the amount of Pikmin he can have at one time which has been reduced to 4 Pikmin instead of 6. This greatly reduced Olimar's camping potential especially since the rest of the cast have better offence and the reintroduction of ''Melee'' mechanics have also sped up the rest of the cast which makes it easier for them to play around Olimar's defence. Besides this, Olimar's defence is also worse as his higher weight and fall speed when combined with the changes to ''PM''{{'}}s mechanics make him much easier to combo. As well as these changes, his smash attacks are laggier, [[Pikmin Throw]] with white Pikmin is notably weaker and now causes the white Pikmin to self destruct and [[Pikmin Order]] no longer has [[armor]] further hindering his defence.
*{{buff|Blue Pikmins foward throw does slightly more damage.}}
 
*{{buff|[[Pikmin Pluck]] gives Olimar a short boost upwards every time it is used in midair, so it can be used repeatedly (but not unlimitedly) to recover in a manner similar to [[Pound]].}}
Olimar has received some buffs however. Olimar's endurance is overall much higher due to him being heavier and his recovery is much better. His air speed is much faster and his new up special: Ionium Jet is a more reliable and consistent for recovering. His Pikmin's endurance is also much higher as their HP has been greatly increased and the flowers on their heads now determines their strength making them even stronger than before.
*{{buff|The height gained from the hop of [[Pikmin Chain]] increases the fewer Pikmin Olimar has, which along with the improved [[Tether recovery|tether recoveries]] gives Olimar a better and safer [[recovery]].}}
 
*{{buff|[[Pikmin Order]] has been significantly sped up, so it can be used for about five times per second, allowing to call Pikmin back with little to no ending lag.}}
Overall, Olimar's greater endurance and offence does not make up for his less effective defence resulting in him being a much less effective character than in ''Brawl''.
*{{buff|Pikmin health is effectively tripled (Reds 30, Yellows 30, Blues 40, Whites 14, Purples 50), increasing their overall durability.}}
 
*{{buff|Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful. While Bud Pikmin's power is equal to the ''Brawl'' Pikmin, Leaf Pikmin are weaker, and both do not possess any special effects for attacks, though Flower Pikmin are more powerful, which combined with their increased durability cause Pikmin to be overall more useful for attacks.}}
===Attributes===
*{{buff|Olimar dashes faster (1.4 → 1.61).}}
*{{buff|Olimar's air speed is much faster (0.82 → 1.1).}}
*{{change|Olimar's traction is higher (0.06 → 0.075).}}
*{{change|He is significantly heavier (82 → 90), improving his endurance, but also making him susceptible to {{PM|Fox}}'s [[waveshine]] combos.}}
*{{change|Olimar falls faster (1.3 → 1.9).}}
*{{change|Olimar's gravity is higher (0.06 → 0.09).}}
*{{buff|Pikmin health is effectively tripled (Reds: 9 → 30, Yellows: 9 → 30, Blues: 14 → 40, Whites: 4 → 14, Purples: 15 → 50), increasing their overall durability.}}
*{{buff|Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful. While Bud Pikmin power is equal to the ''Brawl'' Pikmin, Leaf Pikmin are weaker, and both do not possess any special effects for attacks, though Flower Pikmin are more powerful, which combined with their increased durability cause Pikmin to be overall more useful for attacks.}}
*{{buff|White Flower Pikmin leave [[flower]]s on victims' heads for all their attacks, increasing their potential and do more pummel damage at blossom.}}
*{{buff|White Flower Pikmin leave [[flower]]s on victims' heads for all their attacks, increasing their potential and do more pummel damage at blossom.}}
*{{nerf|Jab combo no longer has the antenna hitboxes.}}
*{{buff|Yellow Pikmin now have decreased startup and end lag on many of their attacks.}}
*{{nerf|Down tilt no longer has the antenna hiboxes.}}
*{{buff|Olimar now re-spawns with 2 Pikmin after losing a stock no longer forcing him to pluck out Pikmin after losing a stock.}}
*{{nerf|New Up tilt deals less damage.}}
*{{nerf|Olimar can only carry 4 Pikmin at a time, instead of 6 which limits his use of varied Pikmin and encourages Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.}}
*{{nerf|Forward smash has a different animation with more ending lag.}}
*{{nerf|The introduction to the ''Melee'' physics inhibit Olimar and his metagame, along with indirectly buffing most of the cast, allowing their metagames to outshine that of Olimar, which was among the best in ''Brawl''. As with {{PM|Snake}}, Olimar does not benefit from these physics and the techniques that come with them other than [[L-canceling]].}}
*{{nerf|Down aerial has an increased startup, comparable to that of {{SSBB|Ness}}'s down aerial in ''Brawl'', no longer being a quick, reliable [[edgeguarding]] option.}}
 
===Ground Attacks===
*{{buff|Forward tilt does much more damage (6% → 10%) and is a much stronger KO move.}}
*{{buff|Up tilt is now a single jumping headbutt, which delivers a single hit that can be used repeatedly for juggling. It also has less end lag (FAF 40 → 27).}}
*{{nerf|New up tilt deals less damage (11% → 8%) and has more startup lag (frame 6 → 7).}}
*{{buff|Dash attack has less startup lag (frame 8 → 5) and end lag (FAF 35 → 31).}}
*{{change|Smash attacks have a different sound effect.}}
*{{buff|Forward smash has more air time for Pikmin allowing for the hitboxes to be out for longer. Forward Smash now lasts until the Pikmin hit the ground.}}
*{{nerf|Forward smash has a different animation with more startup lag except for yellow based forward smash (frame 11 → 15) and ending lag (FAF 40 → 48 (RBPW), 44 (Y).}}
*{{buff|Yellow based up smash has less startup lag (frame 8 → 7).}}
*{{nerf|Up Smash has less horizontal range and more ending lag (FAF 33 → 43 (RBPW), 42 (Y).}}
*{{nerf|Olimar's [[DACUS]] covers less distance hindering up smash's approach potential.}}
*{{nerf|Down smash has a different animation with more end lag (FAF 39 → 45).}}
 
===Aerial Attacks===
*{{buff|Up and down aerials have less landing lag (30 frames → 20 (up), 25 (down)) which can be further reduced with L cancelling.}}
*{{nerf|Olimar can now only [[auto cancel]] forward aerial out of a short hop as opposed to all of his aerials. Forward aerial now requires perfect timing to be auto cancelled.}}
*{{buff|Yellow based forward aerial has less startup lag (frame 7 → 4) and all versions of forward aerial have less end lag (FAF 43 → 34 (RBPW), 31 (Y).}}
*{{buff|Yellow based back aerial has less startup lag (frame 10 → 6) and all versions of back aerial have less end lag (FAF 49 → 38 (RBPW), 34 (Y).}}
*{{buff|Up aerial only hits once, inflicting a strong consistent damage, so it can be effectively used for [[juggling]] with weak Pikmin and as a KO move with strong ones. Yellow based up aerial also has less startup lag (frame 8 → 5).}}
*{{nerf|New up aerial however deals much less damage (24% → 13/15/17% (R), 16% → 9/10/11% (Y), 22% → 11/12/13% (B), 9% → 5/6/7% (W), 22% → 13/14/15% (P)). It also has more end lag except for yellow based up aerial (FAF 35 → 38).}}
*{{buff|Down aerial is now a very strong meteor doing more damage (12% → 13/14/15% (Y), 14% → 15/17/19% (P), 8% → 9/10/11% (W). The late hit also deals more damage with the exception of white based down aerial (7% → 9% (R), 6% → 8% (YB), 6% → 11% (P). Lastly, it has much less end lag (FAF 52 → 37 (RBPW), 33 (Y).}}
*{{nerf|Down aerial has an increased startup (frame 9 → 16 (RBPW), 12 (Y)), comparable to that of {{SSBB|Ness}}'s down aerial in ''Brawl'', no longer being a quick, reliable [[edgeguarding]] option. It also has a much shorter duration (frames 9-29 → 16-20 (RBPW), 12-16 (Y) and can no longer [[trip]] grounded opponents.}}
*{{change|Similar to {{PM|Marth}}, Olimar turns around after using his back aerial.}}
 
===Grabs and Throws===
*{{buff|All grabs have decreased startup lag (frame 11 → 9).}}
*{{nerf|Grabs have increased end lag (FAF 30 (standing), 40 (dash) → 44/54).}}
*{{buff|Forward throw with Blue Pikmin does slightly more damage (13% → 12/14/16%).}}
*{{buff|Up throw with Blue Pikmin has significantly more base knockback. The changes to ''Project M'''s physics also improve its combo potential beyond low percents. Red, yellow and blue based up throws also deal more damage (6% → 7% (R), 7% → 9% (Y), 12% → 12/14/16% (B).}}
*{{nerf|Purple based up throw deals less damage (11% → 9%) and deals less knockback hindering its KO potential and no longer making it the strongest up throw in the game.}}
*{{buff|Pummel with flower White Pikmin does 7% in addition to poison damage.}}
*{{nerf|Grab range is reduced.}}
*{{nerf|Grab range is reduced.}}
*{{nerf|Pikmin Pluck has been slowed down.}}
 
*{{nerf|Pikmin Order no longer has [[launch resistance]].}}
===Special Moves===
*{{nerf|Olimar can only carry 4 Pikmin at a time, instead of 6, limiting his use of varied Pikmin and encouraging Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.}}
*{{buff|[[Pikmin Pluck]] gives Olimar a short boost upwards every time it is used in midair, so it can be used repeatedly (but not unlimitedly) to recover in a manner similar to [[Pound]].}}
*{{nerf|Pikmin Pluck has been slowed down (FAF 10 → 11).}}
*{{nerf|White based [[Pikmin Throw]] deals less damage (6% → 3/4/5%) and white Pikmin now sacrifice their-selves afterwards (although their new explosion produces a damaging hitbox). Olimar's reduced Pikmin count also hinders Pikmin throw's utility.}}
*{{buff|Olimar has a new up special: Ionium Jet. This move propels Olimar upward diagonally on a jetpack, damaging enemies along the way, and unlike [[Pikmin Chain]] its effectiveness is not based on the number of Pikmin accompanying Olimar, making this new move a more reliable recovery. It also deals more damage (6/7/8% → 12%), and has less landing lag (32 frames → 30).}}
*{{nerf|Ionium Jet only ledge sweetspots at the end of the move, making it easy to intercept. It also has more startup lag (frame 12 → 21) and much less range compared to a full length Pikmin Chain making it significantly less useful for edgeguarding and is less reliable as an attack due to being a multi hit. He also can't cancel Ionium Jet's landing lag by landing at the right time unlike with Pikmin chain.}}
*{{buff|[[Pikmin Order]] has been significantly sped up (FAF 21 → 11), so it can be used for about five times per second, allowing to call Pikmin back with little to no ending lag.}}
*{{nerf|Pikmin Order no longer has [[armor]] completely removing its defensive capabilities.}}


==Revisions==
==Revisions==
===3.01===
===3.01===
*{{change|Back air animation cleaned up.}}
*{{change|Back air animation cleaned up.}}
*{{change|Initial walk speed corrected.}}
*{{bugfix|Initial walk speed corrected.}}
 
===3.5===
*Moveset
**{{buff|Yellow and White Pikmin always have the same knockback as they did with flowers in 3.0.}}
**{{change|Red and Blue Pikmin always have approximately the same knockback as they did with buds in 3.0.}}
**{{change|Purple Pikmin have less extreme changes in knockback depending on whether they have a leaf, bud, or flower.}}
**{{buff|Yellow Pikmin animations are faster in all aerials.}}
**{{nerf|White Pikmin deals less damage when latched onto opponent.}}
**{{nerf|All Pikmin no longer deal shield damage.}}
**{{buff|All pikmin can swim regardless of color.}}
***{{nerf|Their elemental immunities has been removed.}}
**{{buff|Olimar's antenna lights up reflecting the next Pikmin in line.}}
**{{buff|Olimar plucks 4 Pikmin during in entry animation.}}
***{{buff|He also spawns 2 Pikmin every time he respawns.}}
**{{nerf|All of the Pikmin's health has been reduced.}}
**{{buff|Dash attack connects better.}}
**{{nerf|Forward tilt has less knockback.}}
**{{buff|Down tilt has slightly more knockback.}}
**{{buff|Forward and up smash hitboxes come out quicker.}}
**{{nerf|Up smash has more endlag.}}
**{{nerf|Neutral aerial has slightly less range.}}
 
*Forward smash (Pikmin):
**{{nerf|Blue, white, and purple Pikmin deal less damage.}}
**{{buff|Red, yellow, blue, and, white Pikmin deal slightly higher knockback.}}
**{{nerf|Purple Pikmin deal less knockback.}}
**{{change|Purple Pikmin now launches opponents at a more horizontal angle.}}
 
*Up smash (Pikmin):
**{{nerf|All Pikmin deal less damage and knockback}}
**{{change|Yellow Pikmin now launch opponents at the same angle regardless of timing.}}
**{{change|Blue, white, and purple Pikmin's launching angle has been slightly altered.}}
 
*Down smash (Pikmin):
**{{nerf|All Pikmin deals less knockback.}}
***{{change|Angle of all Pikmin's attacks are slightly less horizontal.}}
**{{nerf|White and purple Pikmin deal less damage.}}
 
*Forward aerial (Pikmin):
**{{nerf|All Pikmin deal slightly less damage.}}
 
*Back aerial (Pikmin):
**{{buff|Red and purple Pikmin deal slightly more damage.}}
**{{nerf|Yellow and blue Pikmin deal slightly less damage.}}
**{{change|Knockback angle for both red and white Pikmin has been slightly altered.}}
 
*Up aerial (Pikmin):
**{{nerf|All Pikmin excluding purple deal slightly less damage.}}
 
*Down aerial (Pikmin):
**{{buff|Yellow and purple Pikmin deal slightly more damage.}}
**{{nerf|Blue and white Pikmin deal slightly less damage.}}
 
*Grabs (Pikmin):
**{{buff|Blue Pikmin goes slightly farther when attempting to grab.}}
**{{nerf|Purple Pikmin travel less distance and have reduced grabbing time.}}
**{{nerf|White Pikmin pummel deals less damage and no longer causes a flower effect.}}
 
*Forward Throw (Pikmin):
**{{buff|Red and blue Pikmin deal slightly more knockback.}}
**{{nerf|Blue Pikmin deal slightly less damage.}}
**{{nerf|Purple Pikmin deal slightly less knockback.}}
 
*Back Throw (Pikmin):
**{{buff|Red and blue Pikmin deal slightly more knockback.}}
**{{nerf|Blue Pikmin deal slightly less damage.}}
**{{nerf|Purple Pikmin deal slightly less knockback.}}
 
*Up Throw (Pikmin):
**{{buff|Red, yellow, and blue Pikmin deal slightly more knockback.}}
**{{nerf|Red and purple Pikmin deal less damage.}}
**{{nerf|Purple Pikmin deal slightly less knockback.}}
 
*Down Throw (Pikmin):
**{{nerf|Red and blue Pikmin deal less damage.}}
**{{buff|Red, yellow, and blue Pikmin deal slightly more knockback.}}
 
===v3.6===
*{{buff|Olimar has a new up special called Ionium Jet; said move acts as a jet pack, and grants Olimar height and horizontal distance. It also does not require Pikmin to recover.}}
**{{buff|This move damages players in early frames of the move, and a powerful hit in the final frames.}}
*{{buff|Pikmin that are flowering gain more power.}}


==Moveset==
==Moveset==
Up to date as of version 3.0.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
!rowspan=2| !!rowspan=2|Name!!colspan=6|Damage!!rowspan=2|Description
! rowspan=2| !! rowspan=2| Name!! colspan=6| Damage!! rowspan=2 width=55%| Description
|-
|-
!Olimar!!Red!!Yellow!!Blue!!White!!Purple
! width=7.5% | Olimar!!Red!!Yellow!!Blue!!White!!Purple
|-
|-
!Neutral attack
! rowspan=2 | Neutral attack
| || 3% then 5% (8% total) ||colspan=5|&mdash;|| Olimar headbutts twice. The first attacks hitbox goes as far as the antenna on his head.  
| rowspan=2 | || 3%, 2% (antenna) || colspan=5 rowspan=2 | &mdash; || rowspan=2 | Olimar headbutts twice. The first attack's hitbox goes as far as the antenna on his head.
|-
|5%
|-
|-
!Forward tilt
!Forward tilt
| || 10% ||colspan=5|&mdash;|| Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages.
| || 10% || colspan=5 | &mdash; || Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages.
|-
|-
!Up tilt
!Up tilt
| || 8% ||colspan=5|&mdash;|| Olimar jumps a little and head-butts upward.  
| || 8% || colspan=5 | &mdash; || Olimar hops and performs an upwards headbutt. Olimar's head is [[intangible]] when performing this attack.
|-
|-
!Down tilt
!Down tilt
| || 6% ||colspan=5|&mdash;|| Olimar does a headbutt along the ground and gains slight distance. Minimal knockback, combos well into other moves early on.  
| || 6% (body), 2% (antenna) || colspan=5 | &mdash;|| Olimar slides head-first at the enemy, moving a small distance forward. Deals minimal knockback and combos well into other moves early on. The hitbox goes as far as the antenna on Olimar's head.  
<!--Crawl attack-->
<!--Crawl attack-->
|-
|-
!Dash attack
!Dash attack
| || 7% (clean), 4% (late) ||colspan=5|&mdash;|| Olimar does sort of a tripping cartwheel. Primarily vertical knockback and a good combo starter.  
| || 7% (clean), 4% (late) || colspan=5 | &mdash; || Olimar does a cartwheel forward. Deals primarily vertical knockback and a good combo starter.
|-
|-
!Forward smash
!Forward smash
| ||&mdash;||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}, {{ChargedSmashDmgSSBM|9}} (late)||{{ChargedSmashDmgSSBM|13}} - {{ChargedSmashDmgSSBM|15}}, {{ChargedSmashDmgSSBM|6}} (late)||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}, {{ChargedSmashDmgSSBM|6}} (late)||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}}, {{ChargedSmashDmgSSBM|3}} (late)||{{ChargedSmashDmgSSBM|18}} - {{ChargedSmashDmgSSBM|22}}, {{ChargedSmashDmgSSBM|13}} (late) || Throws a Pikmin in front of him, it deals damage and knockback, rather than latching on, having great knockback if the Pikmin is purple. A weak hit will occur if the Pikmin connects as it falls, making this move good for edge-guarding, but the Pikmin will die if thrown off the edge.  
| || &mdash; || {{ChargedSmashDmgSSBM|16}}-{{ChargedSmashDmgSSBM|20}} (clean), {{ChargedSmashDmgSSBM|12}} (mid), {{ChargedSmashDmgSSBM|9}} (late) || {{ChargedSmashDmgSSBM|13}}-{{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|9}} (mid), {{ChargedSmashDmgSSBM|6}} (late) || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|11}} (mid), {{ChargedSmashDmgSSBM|6}} (late) || {{ChargedSmashDmgSSBM|9}}-{{ChargedSmashDmgSSBM|11}} (clean), {{ChargedSmashDmgSSBM|6}} (mid), {{ChargedSmashDmgSSBM|3}} (late) || {{ChargedSmashDmgSSBM|16}}-{{ChargedSmashDmgSSBM|18}} (clean), {{ChargedSmashDmgSSBM|16}} (mid), {{ChargedSmashDmgSSBM|13}} (late) || A Pikmin leaps forwards with a spinning bodyslam. Damage and knockback of the move depends on which Pikmin is used, with the Red Pikmin dealing the most damage, the Purple Pikmin having the strongest knockback, and the White Pikmin being the weakest, both in damage and in knockback. A weak hit will occur if a Pikmin connects as it falls, making this move good for [[edgeguarding]], but the Pikmin will die if thrown off the edge.
|-
|-
!Up smash
!Up smash
| ||&mdash;|| {{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}||{{ChargedSmashDmgSSBM|14}} - {{ChargedSmashDmgSSBM|16}}||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|17}}||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}} ||{{ChargedSmashDmgSSBM|16}} - {{ChargedSmashDmgSSBM|20}}|| Tosses a Pikmin a short distance into the air. Olimar's fastest smash and is great for juggling. Possesses huge knockback when it's a purple Pikmin with a flower, being able to KO at 85% on heavyweights even without a charge.
| || &mdash; || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|18}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|9}} (late) || {{ChargedSmashDmgSSBM|7}}-{{ChargedSmashDmgSSBM|9}} (clean), {{ChargedSmashDmgSSBM|5}} (late) || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || A Pikmin rockets upwards into the air. Olimar's fastest smash attack and is great move for [[juggling]]. Possesses huge knockback when it's a purple Pikmin with a flower, being able to KO at 85% on heavyweights even without charging.
|-
|-
!Down smash
!Down smash
| ||&mdash;||{{ChargedSmashDmgSSBM|13}} - {{ChargedSmashDmgSSBM|15}}||{{ChargedSmashDmgSSBM|14}} - {{ChargedSmashDmgSSBM|16}}||{{ChargedSmashDmgSSBM|12}} - {{ChargedSmashDmgSSBM|14}}||{{ChargedSmashDmgSSBM|10}} - {{ChargedSmashDmgSSBM|12}} 4% (late)||{{ChargedSmashDmgSSBM|15}} - {{ChargedSmashDmgSSBM|19}}|| Throws out Pikmin a short distance to either side (uses the next two in order). Has no vertical knockback, making it useful against heavyweights and/or characters with short horizontal recovery. The player can actually hit with both Pikmin if the opponent is in the middle.
| || &mdash; || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|18}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || {{ChargedSmashDmgSSBM|11}}-{{ChargedSmashDmgSSBM|13}} (clean), {{ChargedSmashDmgSSBM|8}} (late) || {{ChargedSmashDmgSSBM|12}}-{{ChargedSmashDmgSSBM|14}} (clean), {{ChargedSmashDmgSSBM|9}} (late) || {{ChargedSmashDmgSSBM|7}}-{{ChargedSmashDmgSSBM|9}} (clean), {{ChargedSmashDmgSSBM|4}} (late) || {{ChargedSmashDmgSSBM|14}}-{{ChargedSmashDmgSSBM|16}} (clean), {{ChargedSmashDmgSSBM|10}} (late) || Two Pikmin dashes out to simultaneously on either side. Deals no vertical knockback, making it useful against heavyweights and/or characters with short horizontal recovery. An enemy can actually hit both Pikmin if they are in between Olimar. If only one Pikmin is present when using this attack, it will attack in front of Olimar.
|-
|-
!Neutral aerial
!Neutral aerial
| || 5 hits of 2% (10% total) ||colspan=5|&mdash;|| Olimar spins in place, hitting multiple times. The last hit has moderate knockback and is a potential combo starter.  
| || 2% (hits 1-5) || colspan=5 | &mdash; || Olimar spins in place, hitting multiple times. The last hit has moderate knockback and is a potential combo starter.  
|-
|-
!Forward aerial
!Forward aerial
| || &mdash; ||15%-17%||13%-14%||13%-15%||10%-12%||14%-18%|| Smacks a short range with a Pikmin. Swings in an arc and as decent vertical knockback. It can be wavelanded from a short hop, but it is difficult to do consistently.
| || &mdash; || 13-17% || 10-12% || 12-14% || 6-8% || 13-15% || Olimar swings a Pikmin forward in a downward arc. Has decent vertical knockback. This move can be wavelanded from a short hop, but it is difficult to do consistently.
|-
|-
!Back aerial
!Back aerial
| || &mdash; ||13%-15%||12%-14%||13-15%||12%-14%||13%-17%|| Similar to the forward aerial, only behind Olimar and more of a horizontal arc.  
| || &mdash; || 15-19% || 12-14% || 14-16% || 8-10% || 15-17% || Olimar swings a Pikmin behind in a upward arc. This move turns Olimar around in the air.
|-
|-
!Up aerial
!Up aerial
| || &mdash; ||14-16% (clean), 9% (late)||13-15% (clean), 8% (late)||13-15% (clean), 8% (late)||10-12% (clean)||14-18% (clean), 10% (late)|| Throws a Pikmin a short distance over his head. Ideal KO move when used with a red or purple Pikmin. Long duration helps pursuing airdodges.
| || &mdash; || 13-17% (clean), 7% (late)|| 9-11% (clean), 5% (late) || 11-13% (clean), 6% (late) || 5-7% (clean), 3% (late) || 13-15% (clean), 8% (late) || Olimar lifts a Pikmin upwards over his head. An ideal KO move when used with a red or purple Pikmin. Long duration helps in pursuing [[air dodge]]s.
|-
|-
!Down aerial
!Down aerial
| || &mdash; ||16%-18%||12%-14%||14%-16%||10%-12%||14%-18%|| Thrusts a Pikmin under himself. Short ranged. The first few frames can spike being strongest with the red Pikmin and weakest with the white Pikmin.
| || &mdash; || 15-19% (clean), 9% (late) || 13-15% (clean), 8% (late) || 14-16% (clean), 8% (late) || 9-11% (clean), 4% (late) || 15-17% (clean), 11% (late) || Olimar strikes downward with a Pikmin. The move itself is a [[spike]], being strongest with the red Pikmin and weakest with the white Pikmin.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
Line 95: Line 222:
|-
|-
!Grab
!Grab
| ||&mdash;||colspan=5|&mdash;|| Grabs the enemy with his Pikmin.  
| || colspan=6 | &mdash; || Olimar sends a Pikmin forth to grab an opponent.
|-
|-
!Pummel
!Pummel
| || &mdash; ||2%||2%||2%||5%-7%||2%|| Pikmin attacks with headbutt.
| || &mdash; || 2% || 2% || 2% || 2-6% || 2% || Pikmin attacks with headbutt.
|-
|-
!Forward throw
!Forward throw
| || &mdash; ||6%||7%||14%||6%||7%|| Pikmin pushes itself off, launching the enemy forward. Strongest in terms of knockback with blue Pikmin. Purple Pikmin are also slightly more powerful than the blue, red or yellow, although not quite as strong as the blue Pikmin.
| || &mdash; || 6% || 7% || 12-16% || 6% || 7% || The Pikmin releases the foe forwards. Strongest in terms of knockback with the blue Pikmin.
|-
|-
!Back throw
!Back throw
| || &mdash; ||7%||9%||14%||7%||9%|| Pikmin jumps backwards while slamming them into the ground. Strongest in terms of knockback with blue Pikmin. With purple Pikmin only being slightly weaker.
| || &mdash; || 7% || 9% || 12-16% || 7% || 9% || The Pikmin swings the foe backwards by slamming them onto the ground. Strongest in terms of knockback with the blue Pikmin, with purple Pikmin only being slightly weaker.
|-
|-
!Up throw
!Up throw
| || &mdash; ||9%||9%||12%||6%||11%|| Pikmin leaps into the air (while holding opponent), turns the opponent upside-down, then slams them into the ground. With the blue pikmin, this move can star KO even heavyweights at 130%. Purple Pikmin are of course, the second strongest, but slightly less than the blue Pikmin.  
| || &mdash; || 7% || 9% || 12-16% || 6% || 10% || The Pikmin leaps into the air, turns the opponent upside-down, then slams them into the ground. With the blue pikmin, this move can [[Star KO]] even heavyweights at 130%, with the Purple Pikmin being slightly weaker than the blue Pikmin.
|-
|-
!Down throw
!Down throw
| || &mdash; ||9%||9%||12%||6%||8%|| Pikmin slams opponent on ground, then jumps quite high, to jump on top of opponent, with blue pikmin being the strongest. Can be used to tech-chase fastfallers and heavyweights, and can combo into an aerial at higher percentages.
| || &mdash; || 1% (hit 1), 6% (throw) || 1% (hit 1), 8% (throw) || 1-5% (hit 1), 9% (throw) || 1% (hit 1), 5% (throw) || 1% (hit 1), 7% (throw) || The Pikmin slams the foe into the ground. This throw can be used to tech-chase fastfallers and heavyweights, and can combo into an aerial at higher percentages.
|-
|-
!Floor attack (front)
!Floor attack (front)
| || 6% ||colspan=5|&mdash;|| Throws his arms out and hits from left to right.
| || 6% || colspan=5 | &mdash; || Gets up and headbutts both sides.
|-
|-
!Floor attack (back)
!Floor attack (back)
| || 6% ||colspan=5|&mdash;|| Throws his arms out and hits from left to right.
| || 6% || colspan=5 | &mdash; || Gets up and punches both sides.
|-
|-
!Floor attack (trip)
!Floor attack (trip)
| || 5% ||colspan=5|&mdash;|| Swirls his legs around in a full circle.
| || 5% || colspan=5 | &mdash; || Gets up and headbutts forward, and kicks backwards.
|-
|-
!Edge attack (fast)
!Edge attack (fast)
| || 8% ||colspan=5|&mdash;|| Flips over.
| || 8% || colspan=5 | &mdash; || Quickly climbs up and headbutts onto the stage.
|-
|-
!Edge attack (slow)
!Edge attack (slow)
| || 10% ||colspan=5|&mdash;|| Gets up slowly and quickly sticks his feet out.
| || 10% || colspan=5 | &mdash; || Gets up slowly and quickly sticks one foot out.
|-
|-
!Neutral special
!Neutral special
| [[Pikmin Pluck]] ||&mdash; ||colspan=5|&mdash;|| Olimar quickly pulling a random Pikmin out of the ground. What type of terrain where this move is used has some influence on what type of Pikmin will be pulled out more often. Olimar can have up to four Pikmin following him, trying to pluck another, will result in Olimar grabbing nothing and being vulnerable for a moment, using the move in the air will act like another second jump and make Olimar rise a little, but only once. It can be used several more times before touching the ground to increase horizontal distance.
| [[Pikmin Pluck]] || colspan=6 | &mdash; || Olimar quickly pulls out a random Pikmin out of the ground. What type of terrain where this move is used has some influence on what type of Pikmin will be pulled out more often. Olimar can have up to four Pikmin following him, and trying to pluck another, will result in Olimar grabbing nothing and being vulnerable for a moment. Using the move in the air will make Olimar rise up a little, but it only once.
|-
|-
!Side special
!Side special
| [[Pikmin Throw]] ||&mdash;||2% - 4%||2% - 4%||2% - 4%||3% - 5% (latched; 8-9 hits), 9%-7%-8% (explosion)||10%|| Olimar throws a Pikmin at an enemy, then the Pikmin latches onto the enemy and slowly racks up damage, similar to the effects of Lip's Stick. Different Pikmin have different effects when thrown. The move should be used to repel incoming opponents that are charging at Olimar while he is throwing Pikmin (latched-on Pikmin do not cause an enemy to flinch, and so they can continue attacking normally). However, it may make opponents have to take time to knock the Pikmin off. Pikmin can be reflected back at Olimar, in which case, they will stick to him. The player can simply use Pikmin Order to get them off if this happens.  
| [[Pikmin Throw]] ||&mdash;|| 2-4% (latched hits) || 2-4% (latched hits) || 2-4% (latched hits) || 3-5% (latched hits), 6-8% (explosion) || 10% || Olimar throws a Pikmin at an enemy, who will latch onto the enemy and will slowly rack up damage. Different Pikmin have different effects when thrown. If the target cannot be latched onto, or the Pikmin is Purple, it simply deals damage. The Pikmin can be reflected back at Olimar, in which case, they will stick to him instead. The player can simply use Pikmin Order to get them off and avoid taking damage.  
|-
|-
!Up special
!Up special
| [[Pikmin Chain]] ||&mdash;||7%||6%||6%||10%||8%|| Olimar creates a chain of Pikmin and uses it to latch onto a ledge. It functions as a tether recovery. The less Pikmin Olimar has, the less reach his tether has, however Olimar will rise up more and more to counteract this.
| Ionium Jet || 10% (startup), 1% (hits 1-7), 5% (hit 8) || colspan=5| &mdash; || Olimar jets upwards diagonally, dealing damage while flying. If Olimar takes a hit while using this move, Olimar will lose his jump (even if he did not use his second jump before using Ionium Jet).
|-
|-
!Down special
!Down special
| [[Pikmin Order]] ||&mdash;||colspan=5|&mdash;|| Olimar quickly blows his whistle, and a colored area surrounding him. Any Pikmin that are separated from Olimar will, after a split second, immediately fly to his side. This can be used to recall ones that have fallen behind or are pummeling an enemy, though Pikmin in the midst of some actions (such as travelling after being thrown) cannot be recalled. If there are no Pikmin separated from Olimar, the ones in Olimar's line will be organized by colour. If they are already in sorted order, the next colour of Pikmin will be sorted to the front, following the order of Red, Yellow, Blue, White, and Purple, with the previous front-runners being shifted to the back. As various Pikmin have different strengths, Olimar must do this to control his lineup to get the most out of it.  
| [[Pikmin Order]] || colspan=6 | &mdash; || Olimar quickly blows his whistle, and a colored area surrounds him. Any Pikmin that are separated from Olimar will, after a split second, immediately fly to his side. This can be used to recall ones that have fallen behind or are pummeling an enemy, though Pikmin in the midst of some actions (such as travelling after being thrown) cannot be recalled. If there are no Pikmin separated from Olimar, the ones in Olimar's line will be organized by colour. If they are already in sorted order, the next colour of Pikmin will be sorted to the front, following the order of Red, Yellow, Blue, White, and Purple, with the previous front-runners being shifted to the back. As various Pikmin have different strengths, Olimar must do this to control his lineup to get the most out of it.  
 
|-
|-
!Final Smash
!Final Smash
| [[End of Day]] || 10% (bury), 15% (launch), 42% (Bulborbs) then 30% (landing); 97% total||colspan=5|&mdash;|| Olimar takes off in his spaceship (which traps and hurts enemies, doing about 27% damage from entering to take-off), leaving his opponents alone for Red Bulborbs (a common Pikmin enemy) to attack them. During the duration of the Bulborbs' attacks, the opponents receive about 42% damage. Afterward, the ship crash lands back onto the stage, hurting anyone in its path. A perfectly performed End of Day attack can cause nearly 100% damage to the opponents, plus the final explosion is often powerful enough to land a KO after the Bulborbs do their damage. Despite being left behind, Olimar's Pikmin are unharmed, but left vulnerable to attack.  
| [[End of Day]] || colspan=6 | 10% (bury), 15% (ascent), 1-43% (Bulborbs), 10% (descent), 15%/20% (explosion) || Olimar takes off in the S.S. Dolphin, leaving his opponents alone for Red Bulborbs to attack them. Afterwards, the ship crash lands back onto the stage, hurting anyone in its path.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
*{{sm|Boss|USA}}
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{sm|Hungrybox|USA}}
*{{Sm|Guttey|USA}} - Ranked #49 on [[PMRank 2023]].
*{{sm|JCaesar|USA}}
*{{Sm|Bees|USA}} - Ranked 6th in Massachusetts.
*{{sm|SS|USA}}
*{{Sm|~CP9~|USA}} - Formerly ranked #42 on [[PMRank 2022]].
*{{Sm|Dotcom|USA}} - Strong tristate player.


==Palette swaps==
==Alternate costumes==
[[Image:Olimar Palette (PM).png|frame|center|Olimar's palette swaps in PM]]
===Project M===
In terms of cosmetics, Olimar now has a clearer blue team color, his black costume from ''Brawl'' now has darker skin rather than a darker helmet, he has a purple alt, and his blue color from ''Brawl'' now has blonde hair to further reference Louie.
 
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Olimar Palette (PM).png|frame|center|Olimar's alternate costumes in PM.]]
|-
|[[File:OlimarHeadSSBB.png]]
|[[File:OlimarHeadWhiteSSBB.png]]
|[[File:OlimarHeadRedSSBB.png]]
|[[File:OlimarHeadBlackPM.png]]
|[[File:OlimarHeadGreenSSBB.png]]
|[[File:OlimarHeadBlueSSBB.png]]
|[[File:OlimarHeadYellowPM.png]]
|[[File:OlimarHeadPurplePM.png]]
|}
 
===Project+===
''[[Project +]]'' gives Olimar two costumes based on the bad ending of the first ''Pikmin'' game (one of which references {{s|pikipedia|Mushroom Pikmin}}, which are Pikmin that have been infected by the spores of a {{s|pikipedia|Puffstool}}), as well as an alternate costume based on real-world astronauts.
 
2.5 adds another costume known as Deep Space Olimar, which gives Olimar an appearance similar to actual spacesuits, although the backpack is now the Planter Pack from Pikmon Bloom. Every costume now has an updated jetpack inspired by ''Hey! Pikmin'' and giving his yellow costume a warmer skin tone.
 
[[File:Olimar Palette (P+).png|800px|thumb|center|Olimar's alternate costumes in P+]]
 
'''Z-Secret Costume:''' The President
 
'''R-Secret Costume:''' Louie


==External links==
==External links==
*[http://projectmgame.com/en/characters/olimar Project M character page]
*[https://www.reddit.com/r/SSBPM/comments/nq02kx/olimar_tech_post_repost_cause_it_wasnt_working/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Olimar]]
[[Category:Olimar]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 15:12, September 8, 2024

Olimar
in Project M and Project+
Olimar SSBB.jpg
PPlus Olimar.png

PikminSymbol.svg
Universe Pikmin
Base game appearance Brawl
Moveset inspiration Olimar (SSBB)
Olimar (SSBB)

Olimar is a playable character in the Brawl mod Project M. He comes with his Pikmin in tow and a stronger moveset for Project M. Despite the power buffs, Melee physics and higher lag in most of his attacks have put him in an unfavorable position for Project M.

Olimar ranks 39th out of 41 on the official tier list, at the bottom of the D tier. This is an extreme drop from his tier placement in Brawl, where he was ranked 3rd out of 38, and is the largest any Project M character's standing has fallen when compared to their Melee or Brawl tier list. In the official Project+ tier list, he ranks much higher, placing 33rd out of 42 characters.

Attributes[edit]

In Brawl, Olimar excelled at defensive gameplay, being able to camp effectively with his Pikmin. These capabilities have put Olimar 3rd on the Brawl tier list. As Project M focuses more on offensive gameplay than defensive gameplay, Olimar's moveset has been consequently altered.

Olimar's Pikmin in Project M are stronger and have more endurance than before. Also, the Pikmin now have a mechanic where their strength is dependent on the type of flower on their heads. Besides the buffs to the Pikmin, Olimar's ground game has been improved, possessing more powerful tilts, smash attacks, and throws. Olimar's aerial game also saw some positive adjustments, featuring two potential KO moves in his up and down aerials. Finally, Olimar's recovery, Pikmin Chain, which was unreliable and low-reaching in Brawl, has been replaced with the more useful Ionium Jet.

However, Olimar has many weaknesses in Project M. While he is heavier than he was in Brawl, Olimar is still fairly light, making him susceptible to KOs earlier than other characters.

Changes from Brawl to PM[edit]

While Olimar received some buffs, he has been heavily nerfed overall in the transition from Brawl to PM. The most notable nerf Olimar received was the reduction to the amount of Pikmin he can have at one time which has been reduced to 4 Pikmin instead of 6. This greatly reduced Olimar's camping potential especially since the rest of the cast have better offence and the reintroduction of Melee mechanics have also sped up the rest of the cast which makes it easier for them to play around Olimar's defence. Besides this, Olimar's defence is also worse as his higher weight and fall speed when combined with the changes to PM's mechanics make him much easier to combo. As well as these changes, his smash attacks are laggier, Pikmin Throw with white Pikmin is notably weaker and now causes the white Pikmin to self destruct and Pikmin Order no longer has armor further hindering his defence.

Olimar has received some buffs however. Olimar's endurance is overall much higher due to him being heavier and his recovery is much better. His air speed is much faster and his new up special: Ionium Jet is a more reliable and consistent for recovering. His Pikmin's endurance is also much higher as their HP has been greatly increased and the flowers on their heads now determines their strength making them even stronger than before.

Overall, Olimar's greater endurance and offence does not make up for his less effective defence resulting in him being a much less effective character than in Brawl.

Attributes[edit]

  • Buff Olimar dashes faster (1.4 → 1.61).
  • Buff Olimar's air speed is much faster (0.82 → 1.1).
  • Change Olimar's traction is higher (0.06 → 0.075).
  • Change He is significantly heavier (82 → 90), improving his endurance, but also making him susceptible to Fox's waveshine combos.
  • Change Olimar falls faster (1.3 → 1.9).
  • Change Olimar's gravity is higher (0.06 → 0.09).
  • Buff Pikmin health is effectively tripled (Reds: 9 → 30, Yellows: 9 → 30, Blues: 14 → 40, Whites: 4 → 14, Purples: 15 → 50), increasing their overall durability.
  • Buff Pikmin strengths are dependent on the flowers on their head; bud and flower Pikmin are more powerful. While Bud Pikmin power is equal to the Brawl Pikmin, Leaf Pikmin are weaker, and both do not possess any special effects for attacks, though Flower Pikmin are more powerful, which combined with their increased durability cause Pikmin to be overall more useful for attacks.
  • Buff White Flower Pikmin leave flowers on victims' heads for all their attacks, increasing their potential and do more pummel damage at blossom.
  • Buff Yellow Pikmin now have decreased startup and end lag on many of their attacks.
  • Buff Olimar now re-spawns with 2 Pikmin after losing a stock no longer forcing him to pluck out Pikmin after losing a stock.
  • Nerf Olimar can only carry 4 Pikmin at a time, instead of 6 which limits his use of varied Pikmin and encourages Olimar players to focus more on their Pikmin's survivability within the new transformation mechanics.
  • Nerf The introduction to the Melee physics inhibit Olimar and his metagame, along with indirectly buffing most of the cast, allowing their metagames to outshine that of Olimar, which was among the best in Brawl. As with Snake, Olimar does not benefit from these physics and the techniques that come with them other than L-canceling.

Ground Attacks[edit]

  • Buff Forward tilt does much more damage (6% → 10%) and is a much stronger KO move.
  • Buff Up tilt is now a single jumping headbutt, which delivers a single hit that can be used repeatedly for juggling. It also has less end lag (FAF 40 → 27).
  • Nerf New up tilt deals less damage (11% → 8%) and has more startup lag (frame 6 → 7).
  • Buff Dash attack has less startup lag (frame 8 → 5) and end lag (FAF 35 → 31).
  • Change Smash attacks have a different sound effect.
  • Buff Forward smash has more air time for Pikmin allowing for the hitboxes to be out for longer. Forward Smash now lasts until the Pikmin hit the ground.
  • Nerf Forward smash has a different animation with more startup lag except for yellow based forward smash (frame 11 → 15) and ending lag (FAF 40 → 48 (RBPW), 44 (Y).
  • Buff Yellow based up smash has less startup lag (frame 8 → 7).
  • Nerf Up Smash has less horizontal range and more ending lag (FAF 33 → 43 (RBPW), 42 (Y).
  • Nerf Olimar's DACUS covers less distance hindering up smash's approach potential.
  • Nerf Down smash has a different animation with more end lag (FAF 39 → 45).

Aerial Attacks[edit]

  • Buff Up and down aerials have less landing lag (30 frames → 20 (up), 25 (down)) which can be further reduced with L cancelling.
  • Nerf Olimar can now only auto cancel forward aerial out of a short hop as opposed to all of his aerials. Forward aerial now requires perfect timing to be auto cancelled.
  • Buff Yellow based forward aerial has less startup lag (frame 7 → 4) and all versions of forward aerial have less end lag (FAF 43 → 34 (RBPW), 31 (Y).
  • Buff Yellow based back aerial has less startup lag (frame 10 → 6) and all versions of back aerial have less end lag (FAF 49 → 38 (RBPW), 34 (Y).
  • Buff Up aerial only hits once, inflicting a strong consistent damage, so it can be effectively used for juggling with weak Pikmin and as a KO move with strong ones. Yellow based up aerial also has less startup lag (frame 8 → 5).
  • Nerf New up aerial however deals much less damage (24% → 13/15/17% (R), 16% → 9/10/11% (Y), 22% → 11/12/13% (B), 9% → 5/6/7% (W), 22% → 13/14/15% (P)). It also has more end lag except for yellow based up aerial (FAF 35 → 38).
  • Buff Down aerial is now a very strong meteor doing more damage (12% → 13/14/15% (Y), 14% → 15/17/19% (P), 8% → 9/10/11% (W). The late hit also deals more damage with the exception of white based down aerial (7% → 9% (R), 6% → 8% (YB), 6% → 11% (P). Lastly, it has much less end lag (FAF 52 → 37 (RBPW), 33 (Y).
  • Nerf Down aerial has an increased startup (frame 9 → 16 (RBPW), 12 (Y)), comparable to that of Ness's down aerial in Brawl, no longer being a quick, reliable edgeguarding option. It also has a much shorter duration (frames 9-29 → 16-20 (RBPW), 12-16 (Y) and can no longer trip grounded opponents.
  • Change Similar to Marth, Olimar turns around after using his back aerial.

Grabs and Throws[edit]

  • Buff All grabs have decreased startup lag (frame 11 → 9).
  • Nerf Grabs have increased end lag (FAF 30 (standing), 40 (dash) → 44/54).
  • Buff Forward throw with Blue Pikmin does slightly more damage (13% → 12/14/16%).
  • Buff Up throw with Blue Pikmin has significantly more base knockback. The changes to Project M's physics also improve its combo potential beyond low percents. Red, yellow and blue based up throws also deal more damage (6% → 7% (R), 7% → 9% (Y), 12% → 12/14/16% (B).
  • Nerf Purple based up throw deals less damage (11% → 9%) and deals less knockback hindering its KO potential and no longer making it the strongest up throw in the game.
  • Buff Pummel with flower White Pikmin does 7% in addition to poison damage.
  • Nerf Grab range is reduced.

Special Moves[edit]

  • Buff Pikmin Pluck gives Olimar a short boost upwards every time it is used in midair, so it can be used repeatedly (but not unlimitedly) to recover in a manner similar to Pound.
  • Nerf Pikmin Pluck has been slowed down (FAF 10 → 11).
  • Nerf White based Pikmin Throw deals less damage (6% → 3/4/5%) and white Pikmin now sacrifice their-selves afterwards (although their new explosion produces a damaging hitbox). Olimar's reduced Pikmin count also hinders Pikmin throw's utility.
  • Buff Olimar has a new up special: Ionium Jet. This move propels Olimar upward diagonally on a jetpack, damaging enemies along the way, and unlike Pikmin Chain its effectiveness is not based on the number of Pikmin accompanying Olimar, making this new move a more reliable recovery. It also deals more damage (6/7/8% → 12%), and has less landing lag (32 frames → 30).
  • Nerf Ionium Jet only ledge sweetspots at the end of the move, making it easy to intercept. It also has more startup lag (frame 12 → 21) and much less range compared to a full length Pikmin Chain making it significantly less useful for edgeguarding and is less reliable as an attack due to being a multi hit. He also can't cancel Ionium Jet's landing lag by landing at the right time unlike with Pikmin chain.
  • Buff Pikmin Order has been significantly sped up (FAF 21 → 11), so it can be used for about five times per second, allowing to call Pikmin back with little to no ending lag.
  • Nerf Pikmin Order no longer has armor completely removing its defensive capabilities.

Revisions[edit]

3.01[edit]

  • Change Back air animation cleaned up.
  • Bug fix Initial walk speed corrected.

3.5[edit]

  • Moveset
    • Buff Yellow and White Pikmin always have the same knockback as they did with flowers in 3.0.
    • Change Red and Blue Pikmin always have approximately the same knockback as they did with buds in 3.0.
    • Change Purple Pikmin have less extreme changes in knockback depending on whether they have a leaf, bud, or flower.
    • Buff Yellow Pikmin animations are faster in all aerials.
    • Nerf White Pikmin deals less damage when latched onto opponent.
    • Nerf All Pikmin no longer deal shield damage.
    • Buff All pikmin can swim regardless of color.
      • Nerf Their elemental immunities has been removed.
    • Buff Olimar's antenna lights up reflecting the next Pikmin in line.
    • Buff Olimar plucks 4 Pikmin during in entry animation.
      • Buff He also spawns 2 Pikmin every time he respawns.
    • Nerf All of the Pikmin's health has been reduced.
    • Buff Dash attack connects better.
    • Nerf Forward tilt has less knockback.
    • Buff Down tilt has slightly more knockback.
    • Buff Forward and up smash hitboxes come out quicker.
    • Nerf Up smash has more endlag.
    • Nerf Neutral aerial has slightly less range.
  • Forward smash (Pikmin):
    • Nerf Blue, white, and purple Pikmin deal less damage.
    • Buff Red, yellow, blue, and, white Pikmin deal slightly higher knockback.
    • Nerf Purple Pikmin deal less knockback.
    • Change Purple Pikmin now launches opponents at a more horizontal angle.
  • Up smash (Pikmin):
    • Nerf All Pikmin deal less damage and knockback
    • Change Yellow Pikmin now launch opponents at the same angle regardless of timing.
    • Change Blue, white, and purple Pikmin's launching angle has been slightly altered.
  • Down smash (Pikmin):
    • Nerf All Pikmin deals less knockback.
      • Change Angle of all Pikmin's attacks are slightly less horizontal.
    • Nerf White and purple Pikmin deal less damage.
  • Forward aerial (Pikmin):
    • Nerf All Pikmin deal slightly less damage.
  • Back aerial (Pikmin):
    • Buff Red and purple Pikmin deal slightly more damage.
    • Nerf Yellow and blue Pikmin deal slightly less damage.
    • Change Knockback angle for both red and white Pikmin has been slightly altered.
  • Up aerial (Pikmin):
    • Nerf All Pikmin excluding purple deal slightly less damage.
  • Down aerial (Pikmin):
    • Buff Yellow and purple Pikmin deal slightly more damage.
    • Nerf Blue and white Pikmin deal slightly less damage.
  • Grabs (Pikmin):
    • Buff Blue Pikmin goes slightly farther when attempting to grab.
    • Nerf Purple Pikmin travel less distance and have reduced grabbing time.
    • Nerf White Pikmin pummel deals less damage and no longer causes a flower effect.
  • Forward Throw (Pikmin):
    • Buff Red and blue Pikmin deal slightly more knockback.
    • Nerf Blue Pikmin deal slightly less damage.
    • Nerf Purple Pikmin deal slightly less knockback.
  • Back Throw (Pikmin):
    • Buff Red and blue Pikmin deal slightly more knockback.
    • Nerf Blue Pikmin deal slightly less damage.
    • Nerf Purple Pikmin deal slightly less knockback.
  • Up Throw (Pikmin):
    • Buff Red, yellow, and blue Pikmin deal slightly more knockback.
    • Nerf Red and purple Pikmin deal less damage.
    • Nerf Purple Pikmin deal slightly less knockback.
  • Down Throw (Pikmin):
    • Nerf Red and blue Pikmin deal less damage.
    • Buff Red, yellow, and blue Pikmin deal slightly more knockback.

v3.6[edit]

  • Buff Olimar has a new up special called Ionium Jet; said move acts as a jet pack, and grants Olimar height and horizontal distance. It also does not require Pikmin to recover.
    • Buff This move damages players in early frames of the move, and a powerful hit in the final frames.
  • Buff Pikmin that are flowering gain more power.

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Olimar Red Yellow Blue White Purple
Neutral attack 3%, 2% (antenna) Olimar headbutts twice. The first attack's hitbox goes as far as the antenna on his head.
5%
Forward tilt 10% Olimar kicks both legs forward, falling to the ground. Has decent knockback at higher percentages.
Up tilt 8% Olimar hops and performs an upwards headbutt. Olimar's head is intangible when performing this attack.
Down tilt 6% (body), 2% (antenna) Olimar slides head-first at the enemy, moving a small distance forward. Deals minimal knockback and combos well into other moves early on. The hitbox goes as far as the antenna on Olimar's head.
Dash attack 7% (clean), 4% (late) Olimar does a cartwheel forward. Deals primarily vertical knockback and a good combo starter.
Forward smash 16%-20% (clean), 12% (mid), 9% (late) 13%-15% (clean), 9% (mid), 6% (late) 14%-16% (clean), 11% (mid), 6% (late) 9%-11% (clean), 6% (mid), 3% (late) 16%-18% (clean), 16% (mid), 13% (late) A Pikmin leaps forwards with a spinning bodyslam. Damage and knockback of the move depends on which Pikmin is used, with the Red Pikmin dealing the most damage, the Purple Pikmin having the strongest knockback, and the White Pikmin being the weakest, both in damage and in knockback. A weak hit will occur if a Pikmin connects as it falls, making this move good for edgeguarding, but the Pikmin will die if thrown off the edge.
Up smash 14%-18% (clean), 10% (late) 11%-13% (clean), 10% (late) 12%-14% (clean), 9% (late) 7%-9% (clean), 5% (late) 14%-16% (clean), 10% (late) A Pikmin rockets upwards into the air. Olimar's fastest smash attack and is great move for juggling. Possesses huge knockback when it's a purple Pikmin with a flower, being able to KO at 85% on heavyweights even without charging.
Down smash 14%-18% (clean), 10% (late) 11%-13% (clean), 8% (late) 12%-14% (clean), 9% (late) 7%-9% (clean), 4% (late) 14%-16% (clean), 10% (late) Two Pikmin dashes out to simultaneously on either side. Deals no vertical knockback, making it useful against heavyweights and/or characters with short horizontal recovery. An enemy can actually hit both Pikmin if they are in between Olimar. If only one Pikmin is present when using this attack, it will attack in front of Olimar.
Neutral aerial 2% (hits 1-5) Olimar spins in place, hitting multiple times. The last hit has moderate knockback and is a potential combo starter.
Forward aerial 13-17% 10-12% 12-14% 6-8% 13-15% Olimar swings a Pikmin forward in a downward arc. Has decent vertical knockback. This move can be wavelanded from a short hop, but it is difficult to do consistently.
Back aerial 15-19% 12-14% 14-16% 8-10% 15-17% Olimar swings a Pikmin behind in a upward arc. This move turns Olimar around in the air.
Up aerial 13-17% (clean), 7% (late) 9-11% (clean), 5% (late) 11-13% (clean), 6% (late) 5-7% (clean), 3% (late) 13-15% (clean), 8% (late) Olimar lifts a Pikmin upwards over his head. An ideal KO move when used with a red or purple Pikmin. Long duration helps in pursuing air dodges.
Down aerial 15-19% (clean), 9% (late) 13-15% (clean), 8% (late) 14-16% (clean), 8% (late) 9-11% (clean), 4% (late) 15-17% (clean), 11% (late) Olimar strikes downward with a Pikmin. The move itself is a spike, being strongest with the red Pikmin and weakest with the white Pikmin.
Grab Olimar sends a Pikmin forth to grab an opponent.
Pummel 2% 2% 2% 2-6% 2% Pikmin attacks with headbutt.
Forward throw 6% 7% 12-16% 6% 7% The Pikmin releases the foe forwards. Strongest in terms of knockback with the blue Pikmin.
Back throw 7% 9% 12-16% 7% 9% The Pikmin swings the foe backwards by slamming them onto the ground. Strongest in terms of knockback with the blue Pikmin, with purple Pikmin only being slightly weaker.
Up throw 7% 9% 12-16% 6% 10% The Pikmin leaps into the air, turns the opponent upside-down, then slams them into the ground. With the blue pikmin, this move can Star KO even heavyweights at 130%, with the Purple Pikmin being slightly weaker than the blue Pikmin.
Down throw 1% (hit 1), 6% (throw) 1% (hit 1), 8% (throw) 1-5% (hit 1), 9% (throw) 1% (hit 1), 5% (throw) 1% (hit 1), 7% (throw) The Pikmin slams the foe into the ground. This throw can be used to tech-chase fastfallers and heavyweights, and can combo into an aerial at higher percentages.
Floor attack (front) 6% Gets up and headbutts both sides.
Floor attack (back) 6% Gets up and punches both sides.
Floor attack (trip) 5% Gets up and headbutts forward, and kicks backwards.
Edge attack (fast) 8% Quickly climbs up and headbutts onto the stage.
Edge attack (slow) 10% Gets up slowly and quickly sticks one foot out.
Neutral special Pikmin Pluck Olimar quickly pulls out a random Pikmin out of the ground. What type of terrain where this move is used has some influence on what type of Pikmin will be pulled out more often. Olimar can have up to four Pikmin following him, and trying to pluck another, will result in Olimar grabbing nothing and being vulnerable for a moment. Using the move in the air will make Olimar rise up a little, but it only once.
Side special Pikmin Throw 2-4% (latched hits) 2-4% (latched hits) 2-4% (latched hits) 3-5% (latched hits), 6-8% (explosion) 10% Olimar throws a Pikmin at an enemy, who will latch onto the enemy and will slowly rack up damage. Different Pikmin have different effects when thrown. If the target cannot be latched onto, or the Pikmin is Purple, it simply deals damage. The Pikmin can be reflected back at Olimar, in which case, they will stick to him instead. The player can simply use Pikmin Order to get them off and avoid taking damage.
Up special Ionium Jet 10% (startup), 1% (hits 1-7), 5% (hit 8) Olimar jets upwards diagonally, dealing damage while flying. If Olimar takes a hit while using this move, Olimar will lose his jump (even if he did not use his second jump before using Ionium Jet).
Down special Pikmin Order Olimar quickly blows his whistle, and a colored area surrounds him. Any Pikmin that are separated from Olimar will, after a split second, immediately fly to his side. This can be used to recall ones that have fallen behind or are pummeling an enemy, though Pikmin in the midst of some actions (such as travelling after being thrown) cannot be recalled. If there are no Pikmin separated from Olimar, the ones in Olimar's line will be organized by colour. If they are already in sorted order, the next colour of Pikmin will be sorted to the front, following the order of Red, Yellow, Blue, White, and Purple, with the previous front-runners being shifted to the back. As various Pikmin have different strengths, Olimar must do this to control his lineup to get the most out of it.
Final Smash End of Day 10% (bury), 15% (ascent), 1-43% (Bulborbs), 10% (descent), 15%/20% (explosion) Olimar takes off in the S.S. Dolphin, leaving his opponents alone for Red Bulborbs to attack them. Afterwards, the ship crash lands back onto the stage, hurting anyone in its path.

In competitive play[edit]

Notable players[edit]

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Alternate costumes[edit]

Project M[edit]

In terms of cosmetics, Olimar now has a clearer blue team color, his black costume from Brawl now has darker skin rather than a darker helmet, he has a purple alt, and his blue color from Brawl now has blonde hair to further reference Louie.

Olimar's alternate costumes in PM.
OlimarHeadSSBB.png OlimarHeadWhiteSSBB.png OlimarHeadRedSSBB.png OlimarHeadBlackPM.png OlimarHeadGreenSSBB.png OlimarHeadBlueSSBB.png OlimarHeadYellowPM.png OlimarHeadPurplePM.png

Project+[edit]

Project + gives Olimar two costumes based on the bad ending of the first Pikmin game (one of which references Mushroom Pikmin, which are Pikmin that have been infected by the spores of a Puffstool), as well as an alternate costume based on real-world astronauts.

2.5 adds another costume known as Deep Space Olimar, which gives Olimar an appearance similar to actual spacesuits, although the backpack is now the Planter Pack from Pikmon Bloom. Every costume now has an updated jetpack inspired by Hey! Pikmin and giving his yellow costume a warmer skin tone.

Olimar's alternate costumes in P+

Z-Secret Costume: The President

R-Secret Costume: Louie

External links[edit]