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Overview

Olimar points upwards and one of his Pikmin jumps up. How high the Pikmin jumps depends on the color of the Pikmin (blue Pikmin jump higher than purple Pikmin for example). Up smash has a surprisingly large hitbox and it is very fast for an up smash with low startup and ending lag. Up smash has decent combo potential as it can be used after an up or down throw and it could potentially combo into itself at lower percents. Barring up smash with white Pikmin, up smash is a fairly powerful up smash especially with purple Pikmin and when combined with its fast speed and deceptively large horizontal hitbox, it is one of Olimar's best kill options. Up smash with red or blue Pikmin can kill Mario on Final Destination at around 100% while up smash with yellow Pikmin kills him around 10% later and white Pikmin cannot kill him until he is above 160%. Up smash with purple Pikmin is capable of killing the entire cast on Final Destination under 100% killing almost as early as Lucas' up smash with the added bonus of it being drastically faster than Lucas'. Olimar can also perform a DACUS to make his up smash cover even more distance and while he gains a decent amount of extra distance with a DACUS, it is much shorter compared to some other DACUSes. Up smash is overall one of Olimar's best moves on the ground and using it correctly is a key part to playing him.

Hitboxes

Red

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean
0 0 15% 0   50 90 0 7.0 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified
1 0 14% 0   50 87 0 4.0 0 0.0 3.5 0.0 1.0x 1.0x 0% no flag data specified
Late
0 0 12% 0   50 90 0 3.5 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified

Yellow

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean
0 0 14% 0   50 90 0 9.0 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified
1 0 12% 0   50 90 0 5.0 0 0.0 3.5 0.0 1.0x 1.0x 0% no flag data specified
Late
0 0 10% 0   50 90 0 8.0 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified

Blue

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean
0 0 15% 0   50 90 0 7.0 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified
1 0 13% 0   50 90 0 4.0 0 0.0 3.5 0.0 1.0x 1.0x 0% no flag data specified
Late
0 0 11% 0   50 90 0 6.0 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified

White

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean
0 0 9% 0   50 90 0 7.0 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified
1 0 7% 0   50 90 0 4.0 0 0.0 3.5 0.0 1.0x 1.0x 0% no flag data specified
Late
0 0 6% 0   50 90 0 6.0 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified

Purple

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean
0 0 16% 0   50 100 0 7.5 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified
1 0 13% 0   50 100 0 4.0 0 0.0 3.5 0.0 1.0x 1.0x 0% no flag data specified
Late
0 0 13% 0   50 100 0 5.5 0 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified


Timing

Clean hit: 8-12
Late hit: 13-19
Interruptible 33
Animation length 39
                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible