Super Smash Bros. 4

Olimar (SSB4)

Revision as of 22:27, February 1, 2016 by BattleBuddy (talk | contribs) (added tier and ranking)
This article is about Olimar's appearance in Super Smash Bros. 4 . For other uses, see Captain Olimar and Pikmin (species).
Olimar
in Super Smash Bros. 4
Olimar
PikminSymbol.svg
Universe Pikmin
Other playable appearance in Brawl


Availability Starter
Final Smash End of Day
Tier E (24)
Olimar (SSB4)

Olimar (ピクミン&オリマー, Pikmin & Olimar) was announced to be returning for Super Smash Bros. 4 on July 12th, 2013 on the game's official website, and was the first character revealed after the initial E3 2013 reveal of SSB4. His reveal came one day before the release date of Pikmin 3 in Japan, which Masahiro Sakurai noted in a Miiverse post. A link to the official website on Pikmin 3 is at the bottom of his page on the website.

He retains Red, Yellow, Blue, White, and Purple Pikmin.

Attributes

Olimar's playstyle is almost identical to how it was in Brawl, due to retaining a large portion of his moveset and animations, although some moves have been slightly tweaked and re-balanced. Much like in his home series, Olimar himself has extremely meager offensive prowess and must rely on instructing his multicolored Pikmin to remedy this glaring flaw. As a result, almost all of Olimar's attacks involve Pikmin and thus they can end up being useful or useless depending on whether or not he has Pikmin. When he has Pikmin, Olimar gains arguably one of the most unique playstyles in the game due to Pikmin acting as both projectiles and separate characters, much like Rosalina & Luma. 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's grab a hugely disjointed range due to Pikmin running out to grab opponents at any time, and Olimar can also outcamp opponents just as easily as halting their approaches. His special moves are also heavily dependent on Pikmin, but are all beneficial: Pikmin Throw enables Olimar to stop approaches, Pikmin Order grants him launch resistance to help alleviate his light weight, while Winged Pikmin provides a long-distanced and maneuverable recovery that makes him more difficult to KO than other lightweight characters. Along with all these advantages, he can befuddle many opponents with the different colored Pikmin he possesses, with each having unique attributes.

With all things considered, Olimar has one of the most damaging fighting styles, being able to KO nearly all opponents in a short period when his Pikmin are utilized wisely. For example, Pikmin Throw allots him a large array of options for offense, as it can both zone and get opponents to KO percents quickly; when the thrown Pikmin are not shaken off, they can tack on 10%-30% in a matter of seconds, forcing opponents to carefully calculate their approach. He can also have up to three Pikmin at a time in his lineup, which, although nerfed from the six in Brawl, can be hard for the challenger to keep track of, especially with the varied colors. He can also KO early with his relatively fast and very powerful smash attacks; some, such as up smash, are able to KO with purple Pikmin as early as about 60%. Also, with his huge grab range, he can disrupt the movements of both quick characters and roll spammers, also being having an excellent shield-grab. His aerial game is also quite powerful, with some of his moves being able to easily juggle and KO off of the upper blast line, although these are pitiful without Pikmin. The Pikmin also have other special abilities, such as being able to carry various items back to Olimar as they run back to him, and some types, like the yellow one, can block electrical attacks like PK Thunder and freeze opponents. However, this does act as a drawback; since Pikmin are now treated as projectiles, they can be reflected, sometimes hindering his ability against characters with moves of this sort.

However, Olimar does have flaws. One of Olimar's greatest weaknesses is that he struggles against fast characters, such as Captain Falcon and Sonic. As Olimar is a slower character, they can easily catch up and punish Olimar if he tries to retreat to pluck more Pikmin. They can also easily kill Olimar's Pikmin, especially Sonic, whose Spin Dash can kill off any attached Pikmin in one or two hits. As Olimar needs his Pikmin to have a respectable offensive presence, Olimar must play very safely against these characters. Olimar also has poor aerial physics, as his slow falling speed and bad air speed make him easy to juggle and, when combined with his light weight, to KO. Another severe flaw he has is his over-reliance on Pikmin, similar to how it is in the Pikmin games. Without his Pikmin his up, down, back, and forward aerials, grabs, side special, and smash attacks will simply do nothing, signifcantly harming his neutral game since they are his most effective attacks. This also leaves Olimar with only a total of six attacks that deal damage: his jabs, tilts, dash attack and neutral aerial. Due to this, it is crucial that Olimar has at least one Pikmin on him at all times.

Olimar benefits from his custom moves. Hardy Pikmin Pluck makes all types of Pikmin more durable, at the cost of plucking slower. Sticky Pikmin Throw has each Pikmin deals less damage and distance the Pikmin are thrown are reduced, but they stay on for much longer and hit faster. Combined with Hardy Pikmin Pluck, Sticky Pikmin Throw deals more damage overall. Tackle Pikmin Throw does not have the Pikmin latch on. Instead, they act like Purple Pikmin and slam into opponents, knocking them back. Mighty Winged Pikmin has reduced total travel distance, but the distance is not affected by the amount of Pikmin that Olimar is carrying. Order Tackle has all latched on Pikmin deal damage giving Olimar another way to deal damage.

Overall, Olimar, although nerfed from Brawl, still retains many of his considerable strengths, and has even had some attributes buffed, mostly in damage. His potential damage output was reduced, but a smart player can overcome this, especially with the new mechanics for keeping track of Pikmin, making Olimar a much more reliable character for the player. Also, his most glaring flaw, his recovery, was completely revamped, which many agree has helped to alleviate his other changes. Olimar, in the early metagame, was thought to be one of the worst characters, yet dedicated mains such as Dabuz and Logic have shown that he is still a very capable character who just requires an extremely steep learning curve. This is comparable to the early days of the Brawl metagame; in the beginning, he was seen as mid-tier, yet eventually rose to be in the top three on the tier list.

Changes from Brawl

Olimar received a mix of buffs and nerfs in the transition from Brawl to SSB4, but was nerfed overall. The most glaring nerf was the limit of his Pikmin, which was reduced by half from six to three. As a result, this hinders his general damage output and especially his potential damage output. However, he also received slight buffs in some areas to compensate, such as his smash attacks using Purple Pikmin becoming even more potent. The most noticeable buff Olimar received was to his recovery, as Winged Pikmin largely outclasses Pikmin Chain. He additionally maintains most of the options he had in Brawl. Overall, Olimar's viability can be considered to be intact despite the nerfs he received.

Aesthetics

  •   Olimar now sports his design from Pikmin 3. This includes minor additions to his spacesuit, the most notable of which is a visible whistle as a part of his helmet. The Pikmin have been updated as well, with their proportions now being more akin to their designs in Pikmin 3.
  •   Pikmin appear to be slightly larger, while Olimar's size appears mostly unchanged.
  •   The Pikmin at the head of the line has a player-colored pointer above their head, as do Pikmin at a distance from Olimar, allowing the player to better visualize which Pikmin will be used next.

Attributes

  •   Olimar is lighter (82 → 79).
  •   Olimar's falling speed is faster (1.3 → 1.35).
  •   Olimar dashes faster (1.4 → 1.47).
  •   Olimar's maximum amount of Pikmin has been halved (6 → 3).
  •   Pikmin have flawed AI and sometimes fly out of line if the player moves Olimar too quickly, leaving Olimar with no Pikmin in tow to perform attacks. This sometimes prevents combos from being performed effectively. However, this is considerably less prevalent in Super Smash Bros. for Wii U, in which the flawed AI only occurs at ledges.
  •   Instead of being random and based on terrain, Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple). While this means Olimar no longer has to depend on certain types of terrain to get certain Pikmin and all Pikmin are equally likely to appear, it also makes it less likely to have two or more of the same type at once.
  •   Pikmin separated from Olimar die faster.
  •   Pikmin can now latch onto a Smash Ball.

Ground attacks

  •   Neutral attack deals 8% less damage (15% → 7%).
  •   Neutral attack's animation has changed. Instead of headbutting twice, Olimar now punches twice. The punches are based on the first two punches of the Rocket Fist, an upgraded punching combo in Pikmin 2 that is learned upon collecting the Brute Knuckles.
  •   Forward tilt deals 5% more damage (6% → 11%) and has much more KO potential compared to the previous forward tilt.
  •   Forward tilt's animation has changed. Instead of a dropkick, Olimar now winds his arm before throwing a powerful punch. Like the neutral attack's new animation, the forward tilt's new animation is based on the Rocket Fist, in particular the final wind-up punch.
  •   Up tilt deals 3.4% less damage (11% → 7.6%).
  •   Down tilt is stronger.
  •   Olimar's antenna no longer deals damage during down tilt.
  •   White Pikmin-based smash attacks deal more damage (9%/6%/3% → 11.6%/8%/4.8% (forward), 9%/7%/5% → 10.4%/8%/8.8% (up), 6%/4% → 8.8%/7.2% (down)).
  •   Clean Red, Yellow and Purple Pikmin-based forward smashes deal more damage (15% → 17.4% (R), 13% → 14.5% (Y), 18% → 20.3% (P)).
  •   Clean Blue Pikmin-based forward smash deals 0.5% less damage (15% → 14.5%).
  •   Forward smash has increased horizontal range.
  •   Forward smash has slightly weaker knockback.
  •   Forward smash no longer makes Pikmin fly off the edge. While this helps conserve Pikmin, it removes a gimping option.
  •   Clean near and late Red Pikmin-based up smash deals more damage (15%/12% → 15.6%/13.2%).
  •   Clean near Yellow Pikmin-based up smash deals 1% less damage (14% → 13%).
  •   Clean near and far Blue Pikmin-based up smash deals less damage (15%/13% → 13%/10%).
  •   Clean far Red and Yellow Pikmin-based up smash deal 2% less damage (14% → 12%).
  •   Late Yellow Pikmin-based up smash deals 1% more damage (10% → 11%).
  •   Purple Pikmin-based up smash deals more damage (16%/13%/13% → 18.2%/14%/15.4%).
  •   Up smash has decreased vertical range.
  •   Up and down smashes are faster.
  •   Red and Purple Pikmin-based down smashes deal more damage (13%/10% → 13.2%/10.8% (R), 15%/12% → 15.4%/12.6% (P)).
  •   Clean Blue Pikmin-based down smash deals 1% less damage (12% → 11%).

Aerial attacks

  •   Neutral aerial deals 4% less damage (12% → 8%).
  •   Red, Yellow, Blue and Purple Pikmin-based forward aerials deal less damage (15% → 10.2% (R), 12% → 8.5% (Y), 13% → 8.5% (B), 14% → 11.9% (P)).
  •   White Pikmin-based forward aerial deals 3.8% more damage (5% → 6.8%).
  •   Forward and back aerials are faster.
  •   Up aerial deals less damage (24% → 10.8% (R), 16% → 9% (Y), 22% → 9% (B), 9% → 7.2% (W), 22% → 12.6% (P)).
  •   Up aerial now consists of a single hit, which makes it useful for juggling and a viable KOing option.
  •   Sweetspotted Red, Yellow, Blue and Purple Pikmin-based down aerials deal less damage (16% → 10.8% (R), 12% → 9% (Y), 13% → 9% (B), 13% → 12.6% (P)).
  •   Down aerial is much faster.
  •   Down aerial's sweetspot is harder to land.

Throws/other attacks

  •   White Pikmin-based throws deal more damage (6% → 7% (forward), 7% → 9% (back), 6% → 8% (up), 6% → 7.8% (down)).
  •   Red and Blue Pikmin-based forward throws deal less damage (6% → 5.6% (R), 13% → 11.2% (B)).
  •   Red and Blue Pikmin-based back throws deal more damage (7% → 7.2% (R), 14% → 14.4% (B)).
  •   Back throw has weaker knockback, as it now only KOs at very high percents, even when using Blue Pikmin.
  •   Red, Yellow and Purple Pikmin-based up throws deal less damage (9% → 6.4% (R), 11% → 8% (YP)).
  •   Blue Pikmin-based up throw deals 0.8% more damage (12% → 12.8%).
  •   Up throw has weaker knockback, especially when using Purple Pikmin. However, it can still KO at high percents and is one of the strongest up throws in the game.
  •   Up throw's weakened knockback makes it more useful for combos.
  •   Red Pikmin-based down throw deals 2.4% less damage (9% → 6.6%).
  •   Blue and Purple Pikmin-based down throws deal more damage (12% → 12.2% (B), 8% → 8.4% (P)).

Special moves

  •   Pikmin Throw propels Pikmin much farther. While this makes the move more effective at for long-ranged combat, it also makes them easier to throw off the stage.
  •   Olimar has a new up special: Winged Pikmin. It is a controllable, flight-based move which Olimar can attack out of, similar to Pit's Wings of Icarus in Brawl, and covers much more distance than Pikmin Chain.
  •   Winged Pikmin is significantly less effective if Olimar has more Pikmin, which may require him to sacrifice them to prevent himself from being KO'd or self-destructing. Its overall effectiveness worsens if it is used consecutively. The loss of Pikmin Chain also removes Olimar's only tether.
  •   Pikmin Order grants Olimar fewer super armor frames.
  •   End of Day's final explosion has a larger hitbox.
  •   End of Day's power has been reduced.
  •   Hocotate Ship's descent during End of Day can be aimed like a Warp Star, making it possible to hit a target that is not at center stage.

Version exclusives

  •    Pikmin have more limited cosmetics, as their leaves do not turn into buds or flowers. Also, their idle animations are all synchronized.
  •    On rare occasions two or three Pikmin may stand in the same spot in Olimar's lineup, leading to bizarre results. This can also make it difficult to tell which Pikmin will be used next.
  •    Thrown Pikmin can carry items to Olimar.[1] Despite being exclusive to Super Smash Bros. for Wii U, his alt. trophy in Super Smash Bros. for Nintendo 3DS still makes mention of this feature.

Update history

Olimar received a mix of buffs and nerfs. In update 1.0.4, Pikmin Pluck can no longer be edge-cancelled and the Red, Yellow, and Blue Pikmin deal slightly less damage when they latch onto opponents. To compensate for this, White Pikmin deal more damage when latched on and the latch time for all Pikmin was increased. Olimar also slightly benefits from the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1, as a latched Pikmin is noticeably better at dealing with a shielding opponent.

  1.0.4

  •   Pikmin Pluck can no longer be edge-cancelled.
  •   Red, Yellow and Blue Pikmin latched onto opponents deal 0.2% less damage: 1.3% → 1.1%.
  •   White Pikmin latched onto opponents deal 1.1% more damage: 2.6% → 3.7%.
  •   Pikmin Throw's latch time increased.

  1.0.6

  •   Fixed a glitch where reflecting Order Tackle would give the Pikmin a permanent power boost.

  1.0.8

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

Moveset

  Name Damage Description
Neutral attack   3% (early, clean arm), 4% (clean fist) Olimar performs the first alternating two punches of the Rocket Fist ability from Pikmin 2. Aside from being very quick, its knockback can enable it to act as a set-up for a grab. Performing the move repeatedly will cause Olimar to move slightly forward.
3% (arm), 4% (fist)
Forward tilt   11% Olimar performs the powerful, wind-up punch of the Rocket Fist ability from Pikmin 2. Good KO potential and Olimar's only KOing option when he does not have any Pikmin.
Up tilt   0.6% (hits 1-6), 4% (hit 7) Olimar performs a hopping twirl.
Down tilt   6% Olimar performs a crouching headbutt. Due to its low knockback, it can combo into itself, his smash attacks, his up tilt, and his aerials depending on the opponent's DI.
Dash attack   7% (hit 1), 4% (hit 2) Olimar cartwheels forward.
Forward smash   R:17.4% (clean), 12% (mid), 7.2% (late)
YB: 14.5% (clean), 10% (mid), 6% (late)
W: 11.6% (clean), 8% (mid), 4.8% (late)
P: 20.3% (clean), 14% (mid), 8.4% (late)
Points forward and commands a Pikmin to perform a leaping, twisting tackle. Has a slight chance to trip opponents.
Up smash   R: 15.6% (clean near), 12% (clean far), 13.2% (late)
YB: 13% (clean near), 10% (clean far), 11% (late)
W: 10.4% (clean near), 8% (clean far), 8.8% (late)
P: 18.2% (clean near), 14% (clean far), 15.4% (late)
Points upward and commands a Pikmin to perform a jumping, twisting tackle.
Down smash   R: 13.2% (clean), 10.8% (late)
YB: 11% (clean), 9% (late)
W: 8.8% (clean), 7.2% (late)
P: 15.4% (clean), 12.6% (late)
Crouches slightly, points to both of his sides and commands two Pikmin dash out to either side. Has a slight chance to trip opponents. Very quick and has little ending lag.
Neutral aerial   1.5% (hits 1-4), 2% (hit 5) Olimar performs a hopping twirl. Appears identical to his up tilt.
Forward aerial   10.2% (R), 8.5% (YB), 6.8% (W), 11.9% (P) Olimar swings a Pikmin forward while holding its stem.
Back aerial   12.96% (R), 10.8% (YB), 8.64% (W), 15.12% (P) Olimar swings a Pikmin backward while holding its stem.
Up aerial   10.8% (R), 9% (YB), 7.2% (W), 12.6% (P) Olimar twirls a Pikmin upward while holding its stem. Has a noticeable amount of landing lag.
Down aerial   10.8% (R), 9% (YB), 7.2% (W), 12.6% (P) Olimar swings a Pikmin downwards while holding its stem. Has a meteor sweetspot near the stem of the Pikmin.
Grab   Olimar sends a Pikmin forth to grab opponents. White Pikmin have the longest reach while Purple Pikmin have the shortest.
Pummel   2% (RYBP), 4% (W) The Pikmin strikes the opponent with the top of its stem. When used with White Pikmin, its damage output is tied with Shulk's Buster-boosted pummel for the most damaging pummel in the game.
Forward throw   5.6% (R), 7% (YWP), 11.2% (B) The Pikmin shoves the opponent away.
Back throw   7.2% (R), 9% (YWP), 14.4% (B) The Pikmin swings the opponent backward.
Up throw   6.4% (R), 8% (YWP), 12.8% (B) The Pikmin jumps up, then slams into the opponent head-first. One of the strongest up throws in the game when used with Blue Pikmin.
Down throw   R: 1% (hit 1), 5.6% (throw)
Y: 1% (hit 1), 7% (throw)
B: 1% (hit 1), 11.2% (throw)
W: 0.8% (hit 1), 7% (throw)
P: 1.4% (hit 1), 7% (throw)
The Pikmin slams the opponent into the ground. A very reliable combo starter.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  7%
Neutral special Default Pikmin Pluck 0% Olimar plucks a Pikmin. It cannot be used in midair and has ending lag if it is attempted.
Custom 1 Hardy Pikmin Pluck 0% Pikmin take much longer to pluck, but have much more health and knockback resistance.
Custom 2 Explosive Pluck 8% (RYB), 5% (W), 10% (P) Plucking is slower and the Pikmin have less health, but each pluck causes an explosion.
Side special Default Pikmin Throw 7.8% (thrown R), 6.5% (thrown YB), 5.2% (thrown W), 6.5% (P), 1.1% (latched RYB), 3.7% (latched W) Thrown Pikmin latch onto opponents, falling off after a certain time or flinching. If the target cannot be latched onto, it simply deals damage. Purple Pikmin also simply deal damage due to their inability to latch onto anything.
Custom 1 Sticky Pikmin Throw 7.8% (thrown R), 6.5% (thrown YB), 5.2% (thrown W), 9.1% (P), 1% (latched RYB), 2% (latched W) Thrown Pikmin deal less damage per hit, but hit faster and remain latched on for longer, dealing more damage overall. However, the distance Pikmin are thrown is considerably reduced.
Custom 2 Tackle Pikmin Throw 5% (RYB), 3% (W), 8% (P) All Pikmin act like Purple Pikmin and slam into opponents instead of latching onto them.
Up special Default Winged Pikmin 0% Two Winged Pikmin carry Olimar around. Having more Pikmin, or using the move consecutively, reduces their effectiveness. Attacking will put Olimar in helplessness.
Custom 1 Winged Pikmin Jump 0% Functions as a more traditional recovery, as it removes the maneuverability in order to lift Olimar upward a certain distance before falling. It also pushes close opponents away.
Custom 2 Mighty Winged Pikmin 0% The distance traveled does not depend on Pikmin carried, but the total distance traveled is reduced regardless of the amount of Pikmin in tow.
Down special Default Pikmin Order 0% Recalls Pikmin, sorts them, and changes which one heads the line. It also has utility in that it grants Olimar super armor, which can enable him to resist being launched.
Custom 1 Order Tackle 3% (RYB), 2% (W), 5% (P) Pikmin recalled deal damage.
Custom 2 Dizzy Whistle 0.1% (hit 1), 1% (hit 2) Reverses opponents in the whistle effect.
Final Smash End of Day 10% (launch), 10% (ascent), 10% (descent), 12%/10% (explosion) Olimar launches into space in his Hocotate Ship, causing all nearby opponents to be buried. While the ship has left the stage, Bulborbs viciously assault opponents, inflicting rapid damage. The Hocotate Ship finally crashes back down to the ground, dealing a staggering amount of knockback and damage to anyone caught in the explosion.

On-screen appearance

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

Taunts

  • Up taunt: Joyfully jumps in place three times. This taunt is similar to the Ice Climbers' up taunt and unlike in Brawl, it is accompanied by a sound effect.
  • Side taunt: Lays down on the ground, rolls around as if basking in nature and then gets up. This taunt is similar to Pikachu's down taunt and unlike in Brawl, it is accompanied by a sound effect.
  • Down taunt: Swings his hips. Unlike in Brawl, it is accompanied by a sound effect.
Up taunt Side taunt Down taunt
     

Idle poses

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

Crowd cheer

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

Victory poses

A small remixed excerpt of the Pikmin title screen on the GameCube with the same wildlife sound effects and instruments.
  • Plucks a White, Blue and Purple Pikmin. The White Pikmin and Blue Pikmin bounce off his head, and then the Purple Pikmin squashes Olimar onto the ground. Olimar's eyes will comically bulge outward upon being squashed before his expression returns to normal, whereas Alph will comically wince upon being squashed before his expression returns to normal.
  • Moves his arms up and down while a Yellow Pikmin sits on the ground and the Red Pikmin looks around.
  • Sways in place while the Red, Yellow, and Blue Pikmin run around him in a circle.
     

In competitive play

Official Custom Moveset Project

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

Notable players

Trophies

Olimar
  A veteran spaceship pilot for Hocotate Freight, Captain Olimar partners with Pikmin in Smash Bros. to help him in battle. Olimar is much stronger when he's got Pikmin with him, so keep them plucked and good to go. Pikmin abilities are based on their color—learn what each is best at!
  Captain Olimar, veteran Hocotate Freight astronaut, joins forces with Pikmin again in this game to take on the world. Olimar isn't much of an attacker without Pikmin by his side, so you should always keep some ready. Pikmin have different abilities depending on their colour, so learn how they work to use them effectively!
 : Pikmin (12/2001)
 : Pikmin 2 (08/2004)
Olimar (Alt.)
  Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, though! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them in their tracks!
  Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, but still! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them. Just don't forget to replace your Pikmin when they're gone!
 : Pikmin (12/2001)
 : Pikmin 2 (08/2004)
End of Day
  On the planet Olimar is investigating, the native creatures become extra violent at night, forcing him to retreat to orbit every evening. His Final Smash works the same way: night falls and Olimar takes to the sky, leaving his foes to the mercy of the wildlife below. Olimar returns when dawn breaks and you can adjust his less-than-safe landing!
  On the planet of the Pikmin, the native creatures get quite violent come nightfall, so Olimar retreats into orbit every evening. That's how his Final Smash works, too: Olimar takes off in his trusty Dolphin[sic], then in comes the beasties to take care of the other fighters. When Olimar returns, make sure he touches down, er...safely!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Half of Olimar's "alternate costumes" changes him into Alph, one of the three playable characters from Pikmin 3.

 
               

Gallery

Trivia

  • Because Olimar's placement in All-Star Mode is based on his own debut rather than that of Alph (whose debut in Pikmin 3 came thirteen years after Olimar's debut in Pikmin), Alph will be misplaced chronologically during All-Star Mode if he appears in Olimar's place. The same applies to Bowser Jr. and the Koopalings.
  • Olimar's All-Star trophy bears a resemblance to his Brawl artwork.
  • Olimar is the only character who doesn't use his official alt trophy when he's faced in rounds 4-5 in Classic Mode in Super Smash Bros. for Wii U; instead, he uses Alph's trophy.
  • In Pikmin 3, Alph doesn't ride the Hocotate Ship but rather the S.S. Drake; however in Smash, he still uses the Hocotate Ship for his Final Smash.
  • Olimar and Alph have different expressions of pain; Olimar's eyes pop out, something he commonly does in Pikmin 2, while Alph closes his eyes and winces.
  • 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 where none of its custom variants deal any damage, being Winged Pikmin.
  • In the European version of the End of Day trophy it mistakenly says that Olimar/Alph uses the Dolphin, while he actually uses the Hocotate Ship in the Final Smash.

References