Super Smash Bros. Ultimate

Olimar (SSBU)

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This article is about Olimar's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeCaptain Olimar.
Olimar
inSuper Smash Bros. Ultimate
Olimar SSBU.png
Olimar-Alt4 SSBU.png

PikminSymbol.svg
UniversePikmin
Other playable appearancesinBrawl
inSSB4

AvailabilityUnlockable
Final SmashEnd of Day
TierA+ (16)
Olimar (SSBU)

Olimar (ピクミン&オリマー,Pikmin & Olimar) is a playable character inSuper Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongsideDiddy Kong and the rest of the returning roster. In addition,Alph (ピクミン&アルフ,Pikmin & Alph) returns as an alternate character alongside Olimar. Olimar is classified asFighter #40. Olimar usesPikmin to assist him in attacking his foes, with a core playstyle revolving around managing and using his various Pikmin combinations to his advantage.

As inSuper Smash Bros. Brawl andSuper Smash Bros. 4, Hajime Wakai's portrayals of the Pikmin fromPikmin andPikmin 2, as well as Atsuko Asahi's portrayals of the Winged Pikmin fromPikmin 3, were repurposed forUltimate, while both Olimar and Alph remain fully unvoiced.

Olimar is ranked 16th out of 82 on the currenttier list, placing him in the A+ tier. This is a noticeable improvement to his placement inSSB4, where he was ranked 21st out of 54. Olimar is unique as a vast majority of his moves aren't from him, but rather his disjointed Pikmin, each of which with their pros and cons. These Pikmin are all useful in their own right, with red and purple being good at dishing damage, blue being good for throws, yellow having larger hitboxes, and white doing more damage while latched. Furthermore, all Pikmin save purple latch to the opponent whenPikmin Throw is used, dealing damage over time. He also has a decentedgeguarding game, with his aerials being good for such a purpose (especially with purple Pikmin), while has has an option for avoiding pressure withPikmin Order. Finally, his smash attacks all have utility, with his up smash in particular being his best combo starter provided he has the necessary Pikmin. This results in Olimar having one of the best camping games amongst the roster, as he can force opponents to make decisions around removing Pikmin, lest they tack on unnecessary damage.

For his strengths, however, Olimar has some weaknesses, the most notable being how helpless he is without Pikmin. Without Pikmin, a good chunk of his moves do not possess hitboxes, leaving him with very few usable moves. This, combined with his lightweight status (being tied for the seventh lightest character in the game), gives him trouble should he find himself at a disadvantage. Further compounding this issue is the fact that he can't replenish Pikmin easily against fighters who can juggle him easily, as Olimar cannot usePikmin Pluck while airborne. Finally, Olimar struggles against several fighters with longer disjoints or access to a reflector, as they can either wall him out or deny his neutral entirely.

Overall, Olimar is an unorthodox zoner who works best when the player is mindful of their Pikmin management and spacing, creating a high learning curve. He was immensely popular in the early metagame and was considered one of the best characters during this time, thanks to the performances from players such asDabuz,Myran, andShuton. Though nerfs gradually dwindled Olimar's playerbase, he remains relevant in newer metagames thanks to performances from players such asCandle anduame.

How to unlock[edit]

Complete one of the following:

Olimar must then be defeated onDistant Planet (theΩ form is used in World of Light).

Attributes[edit]

Olimar is a small, floaty, lightweight character. He has the 33rd slowestdashing speed, 8th slowestair speed, 32nd highest air acceleration (tied withDuck Hunt andInkling, among others), very lowgravity, lowtraction (tied withDiddy Kong), below-averagefalling speed, and above-averagejump height. Due to these attributes, Olimar has below-average mobility for the most part.

What sets Olimar apart from the majority of the cast is that his stronger attacks do not come from him. Instead, he utilizes Pikmin to performdisjointed attacks and function as projectiles to attack opponents from a distance during his smash attacks, most of his aerial attacks, and his side special move. Olimar starts off with 3 Pikmin at the start of each battle, and can have up to 3 at any given point. Each Pikmin has their ownhit points, and will die if they receive too much damage or fall into a blast zone. Pikmin are obtained in a specific order:Red,Yellow,Blue,White andPurple, then back to Red.Winged Pikmin also appear via Olimar's up special move, although they lack hurtboxes and hit points like the other Pikmin.

Pikmin Pluck, Olimar's neutral special move, enables him to gain Pikmin when used on any solid surface in the event he has less than 3 Pikmin available. It is very laggy when used in air, but is somewhat quick on the ground and is best used if spaced out.Pikmin Order, Olimar's down special move, can be used to quickly call all Pikmin back. It is a very quick and efficient cycling tool for getting to a desired Pikmin that has already been plucked. It also grantssuper armor during its first few frames, although this can be risky to use as a strictly defense measure due to the super armor's minimal amount of frames. It will function as a combo breaking move in dangerous situations as well.

Winged Pikmin, Olimar's up special move, is a very flexible recovery option. The Winged Pikmin can be moved freely around the air, and their travel can be canceled with an aerial attack. However, canceling the Winged Pikmin will render Olimar helpless. Additionally, consecutive usage of the Winged Pikmin will tire them out, which results in their travel distance and maneuverability both worsening. Although sporadic usage of the Winged Pikmin will prevent them from tiring out, their travel distance and maneuverability will still worsen depending on Olimar's lineup of Pikmin: Purple Pikmin are the heaviest, whereas White Pikmin are the lightest.

Olimar's side special move,Pikmin Throw, boasts excellent utility and is his primary damage-racking option. Olimar throws his Pikmin forward. The thrown Pikmin, except for Purple, cling to the target and deal elemental damage over time. Purple Pikmin don't cling to opponents and instead deal a single strong hit as they are in the air. If they don't land on a target, they become miniature, independent hurtboxes that run back toward Olimar. When clinging to the opponent, they can be killed or damaged by certain moves, such as a down smash that covers the user in a hitbox. However, this can be used to an advantage, as the Pikmin can be used to block certain moves such asCharge Shot, even when clinging toSamus. Pikmin Throw can also be used to get rid of unneeded or less useful Pikmin to get to a desired one if a different one needs to be plucked.

Each Pikmin has different properties that both affect how they interact with moves and Olimar's inputs. Red Pikmin have average projectile range, deal the second-highest damage, have thefire effect, reduce throw knockback, and are immune to fire attacks. Yellow Pikmin have an arcing path with slightly lower range, have theelectric effect, have a larger hitbox (≈50% larger compared to the other Pikmin), and are immune to electric attacks. Blue Pikmin have average projectile range, higher throw power and damage, have thewater effect, and are immune to water attacks. White Pikmin have the longest projectile range, deal the least direct damage in exchange for the most cling damage, and have thedarkness effect. Purple Pikmin have the shortest projectile range, but deal the most damage and knockback and do not cling to opponents but act as a standard projectile with knockback instead.

Olimar's neutral attack is aone-two combo that is quick overall, and is best suited for low percent set-ups into his down tilt, a grab, and Pikmin Throw or if used forjab locking. His forward tilt is a wind-up punch that is laggy overall and his slowest tilt attack. However, it possesses respectable power that makes it useful for creating space and, more notably, it is his only non-Pikmin attack that can KO at reasonable percents. Olimar's up tilt is a simple spinning hop that is best suited as an anti-air move, yet it can also be followed up with an up aerial at low percents if the opponent fails to DI properly. Olimar's down tilt is his most useful tilt attack: it is a lunging tackle that can start combos at varying percents,2 frame punish reliably, function as a pseudo-crawl, and is his best spacing option in most scenarios thanks to its quick start-up.

Olimar's aerials have great utility despite his mediocre air speed. His forward and back aerials are great for edgeguarding thanks to their wide arcs. His up aerial is effective for juggling and combos into itself at low to medium percents, whereas his down aerial can meteor smash in its earlier frames while still possessing a weaker lingering hitbox in its later frames, thus making it a solid tool for denying juggles. Furthermore, using Olimar's Pikmin-based aerials cycles through his Pikmin, which can be either a blessing or curse depending on the situation. Olimar's neutral aerial is his only aerial that does not utilize Pikmin, and thus has much less range in comparison. However, it still has some utility as a niche combo tool and landing option.

Olimar's throws are disproportionately powerful for a character of his size, specifically while using blue Pikmin. His up throw is a reliable KO move above approximately 130% with blue Pikmin (having very high base knockback) and can potentially set up juggling scenarios, while down throw reliably combos into forward aerial at low to medium percents and Pikmin Throw at higher percents, meaning that he can get very large amounts of damage off of a grab. Both his forward and back throws can kill at ledge at about 130%, and also can set up edgeguards and ledgetraps. (Note: Blue Pikmin drastically increase the knockback and damage of throws. White Pikmin increase the range of the grab itself, while Purple Pikmin lower grab range. Red Pikmin make throws deal decreased knockback, making them more useful for combos starting from a grab.)

Having relatively long range for a character of his size also makes Olimar great at camping out and approaching hand-to-hand combatants, such asCaptain Falcon orWario, and further accentuate his strong punishment game. All of Olimar's aforementioned qualities give him a strong damage racking capability to complement his zoning focused playstyle.

However, Olimar does have some noticeable weaknesses to counterbalance his strengths. One of his most noteworthy issues is his defenselessness without his Pikmin. Although they can be plucked rather quickly, he can only do so when on the ground, and there is still enough time to punish Olimar if he doesn't secure his space before gaining more Pikmin. His physical attacks themselves also provide niche/situational utility compared to his Pikmin moves and have significantly less range. Therefore, he is at his greatest disadvantage if the opponent manages to keep him airborne and within his space due to the very short range and limited scope of his physical attacks. On the flipside, his recovery becomes noticeably worsened when he does have Pikmin; as a result, he may have to resort to casting them aside if it improves his chances of recovering safely, and thus ridding himself of major defenses.

Olimar's below-average dashing and air speeds also make him susceptible to rushdown-oriented fighters overwhelming him while he's in a disadvantage state. This, in turn, is further compounded by his aforementioned difficulty at escaping a disadvantage state without Pikmin. Finally, Olimar's zoning capabilities are severely hindered by characters with a reflector, as Olimar's side special is both a projectile and his primary damage-racking move. On top of that, all of Olimar's smash attacks do damage solely through the use of Pikmin as projectiles, making a reflected smash attack potentially deadly, even at low percents.

Overall, Olimar is a versatile zoner who has an unorthodox manner of fighting involving the management of his Pikmin. Due to his poor disadvantage and his need for careful cycling and management of his Pikmin, he generally cannot afford to be reckless in his play.

Changes fromSuper Smash Bros. 4[edit]

Olimar was buffed overall in his transition fromSSB4 toUltimate, with several aspects of his core playstyle being buffed and further improved byUltimate's universally adjusted mechanics.

Each Pikmin's various attributes have been improved. Red and Purple Pikmin deal more damage on average, Blue Pikmin's throw strength has been drastically improved, White Pikmin deal even more damage when latched to an opponent viaPikmin Throw, and all aerial attacks that involve Pikmin have more range, especially Yellow Pikmin, which improves their usage on spacing. These changes further strengthen Olimar's already respectable damage output and zoning abilities. In addition to this, all of Olimar's Pikmin-based aerials now havetranscendent priority, which allows Olimar to trade moves much more safely than inSSB4, which eliminates one of his biggest flaws from that game.

Olimar's grab game has been noticeably buffed as well. His grab has much more range, which can now be extended depending on the amount of Pikmin he has with him, and all of his throws deal more damage on average. As mentioned before, Blue Pikmin's increased throw strength means Olimar now possesses some of the most dangerous KO throws in the game, with up throw in particular having the potential to become even stronger than the likes ofMewtwo,Charizard orIncineroar. Other notable buffs include toup smash, which has less ending lag to the point it has gained combo potential at low percents, (heightening Olimar'sout of shield game), andPikmin Pluck, which is faster overall. Finally, in terms of universal changes, Olimar's mobility, while still below-average, has been improved via fasterdashing andair speeds.

However, Olimar received some slight nerfs. At the cost of their stronger attributes, Pikmin are even easier to KO in general; they have slightly lower HP, are now left vulnerable to attacks if Olimar gets hit with a move with enough knockback, they can be hit by moves that Olimar already shielded or perfect shielded, and dead Pikmin temporarily becomes the active Pikmin in Olimar's squad upon their death. The former two changes make it harder for Olimar to keep his Pikmin alive, forcing to replenish them more often, while the latter two changes worsen Olimar's consistency for punishing opponents.

Olimar'sdown throw launches opponents at a more horizontal angle, making follow-ups less reliable. In exchange for longer range, Olimar's grabs tend to have more ending lag, making them riskier to throw out. His recovery also became less abusable as a result of the travel distance ofWinged Pikmin now being further reduced with consecutive use, as well as its regeneration time being slower. Despite his faster mobility, Olimar now possesses one of the slowestinitial dashes in the game, due to other fighters' initial dashes getting far more substantial buffs than his. Finally, Olimar's hurtbox is larger vertically, making it easier to hit him.

Overall, Olimar's oppressive damage output and camping abilities have been improved further, though this comes in exchange for Pikmin's fragility becoming even more pronounced than before and Olimar himself being more susceptible to punishment. He has also received some noticeable nerfs in game updates, which have affected his initial performance and made him less oppressive, despite also receiving a few important bugfixes. In the end, however, Olimar's buffs outweigh his nerfs, and he is considered to be better inUltimate than inSSB4.

Aesthetics[edit]

  • Change Due to the aesthetic used inUltimate, Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His spacesuit and life-support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed byAlph.
  • Change Olimar's antenna has less independent physics, allowing it to move more naturally.
  • Change Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he isScreen KO'd.
  • Change Olimar now only jumps twice during his up taunt, shortening its duration.
  • ChangeSidestep and ledge-hanging's animations have changed.
  • ChangePikmin now always face the screen regardless of which direction they turn.
  • Change Pikmin now have trails that match their colors when attacking, like in thePikmin games.

Attributes[edit]

  • Olimar:
    • Buff Like all characters, Olimar'sjumpsquat animation takes three frames to complete (down from 5).
    • Buff Olimarwalks slightly faster (0.9 → 0.945).
    • Buff Olimardashes faster (1.47 → 1.617).
    • Buff Olimar'sair speed is slightly faster (0.82 → 0.861).
    • Nerf Forwardroll grants lessintangibility (frames 4-16 → 4-15).
    • Nerf Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 29 → 34).
    • BuffSpot dodge has less ending lag (FAF 26 → 25).
    • BuffAir dodge grants more intangibility (frames 3-27 → 3-29).
    • Nerf Air dodge has drastically more ending lag (FAF 32 → 57).
    • Buff Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.
      • Nerf However, Olimar has a larger hurtbox vertically.
  • Pikmin:
    • Nerf All Pikmin have less HP.
      • Nerf Red, Yellow: 8 → 6.
      • Nerf Blue: 11 → 8.
      • Nerf White: 7 → 5.
      • Nerf Purple: 13 → 11.
    • Nerf Pikmin can beswallowed.
    • Nerf Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.
    • Nerf Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.
    • Nerf Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.
    • Nerf When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.

Ground attacks[edit]

  • Neutral attack:
    • Buff Hit 1 has less ending lag (FAF 30 → 20).
      • Change Its angles have been altered (361°/80° → 361°/180°) making it a more consistentjab locking tool but hindering itsjab canceling potential.
    • Nerf The second hit hitboxes have been moved inwards (Z offset: 7/13 → 6/10), reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.
    • Nerf Hit 2's sweetspot is closer to the sourspot, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.
  • Dash attack:
    • Buff Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 45 → 39).
  • Allsmash attacks:
    • Buff The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
  • Forward smash:
    • Buff Forward smash deals more damage when using Red or Purple Pikmin.
      • Buff Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%
      • Buff Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%
    • Nerf Forward smash has more ending lag (FAF 40 → 43).
    • Nerf Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).
  • Up smash:
    • Buff Up smash deals more damage when using Red or Purple Pikmin with knockback scaling compensated.
      • Buff Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68
      • Buff Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68
    • Buff Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.
  • Down smash:
    • Buff Down smash deals more damage when using Red or Purple Pikmin.
      • Buff Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%
      • Buff Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%

Aerial attacks[edit]

  • Buff All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).
  • Buff All aerials involving Pikmin havetranscendent priority.
  • Buff All aerials that involve Pikmin have more range.
  • Buff The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
  • Neutral aerial:
    • Nerf Neutral aerial's hitboxes are smaller (loop: 3.5u/2.5u/2.5u/3.5u → 3u/2u/2u/3u, last: 5u/4u/4u/5u → 4u/3u/3u/4u).
  • Forward aerial:
    • Buff Forward aerial deals more damage when using Red or Purple Pikmin.
      • Buff Red: 10.2% → 11.9%
      • Buff Purple: 11.9% → 13.6%
  • Back aerial:
    • Buff Back aerial deals more damage when using Red or Purple Pikmin.
      • Buff Red: 12.9% → 15.1%
      • Buff Purple: 15.1% → 17.2%
  • Up aerial anddown aerial:
    • Buff Up aerial and down aerial deal more damage when using Red or Purple Pikmin.
      • Buff Red: 10.8% → 12.6%
      • Buff Purple: 12.6% → 14.4%
    • Nerf Theyauto-cancel one frame later (frame 30 → 31).

Throws and other attacks[edit]

  • Grabs:
    • Buff All Pikmin in Olimar's squad will be used at once for his grab, significantly improving its potential range. The more Pikmin he has, the greater the range.
    • Nerf All grabs have slightly more startup lag (frame 10 → 12).
    • Nerf Attempting to grab near a ledge using Pikmin that were plucked just before that will cause the grab to have no hitbox.
    • Change All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.
      • Change Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).
      • Nerf Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).
      • Nerf Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).
  • Pummel:
    • Change Pummel is a quickknifehand thrust from Olimar himself.
      • Buff Pummel has much less startup (frame 11 → 1) and ending lag (FAF 21 → 7) and deals morehitlag (5 (Red, Blue, Purple)/6 (White)/8 (Yellow) → 10)
      • Nerf It deals less damage (4% (White)/2% (others) → 1%).
        • Nerf As such, Olimar can no longer benefit from the damaging pummel of White Pikmin.
  • Forward throw:
    • Buff Forward throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).
      • Buff Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).
  • Back throw:
    • Buff Back throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).
      • Buff Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).
    • Buff Back throw deals significantly more knockback when using Blue Pikmin.
  • Up throw:
    • Buff Up throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).
      • Buff Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).
    • Buff Up throw deals significantly more knockback when using Blue Pikmin, being the strongest up throw in the game.
    • Change Up throw has a more exaggerated animation.
  • Down throw:
    • Buff Down throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
      • Buff Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).
      • Buff Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff White: 7.8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).
      • Buff Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).
    • Nerf Down throw sends opponents at a more horizontal angle (90° → 60°), reducing its combo potential.

Special moves[edit]

  • Pikmin Throw:
    • Buff Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).
    • Nerf Pikmin take fall damage when thrown and landing on the ground.
    • Bug fix The removal ofmultiple player slot glitch and changes tojostle mechanics no longer crashes the game with Pikmin Throw.
    • Change Opponents make a discomforted facial expression (the same expression used bypoisoned fighters) when a Pikmin is latched onto them.
  • Winged Pikmin:
    • Nerf Winged Pikmin travels a significantly shorter distance with consecutive uses.
    • Nerf If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.
  • Pikmin Order:
    • Buff Olimar orders his Pikmin much sooner (frame 12 → 2).
    • Buff Pikmin Order has less ending lag (FAF 21 → 18).
    • Buff Olimar gains super armor sooner (frame 6 → 2), much like inBrawl. This improves its use as a defensive tool and as a combo breaker.
      • Nerf However, it also has a shorter duration (frames 6-12 → 2-7). This effectively increases the move's ending lag despite its reduced total duration.
    • Buff Pikmin Order's whistling animation is less exaggerated. This new animation is shorter (39 frames → 33), decreasing the amount of time Olimar cannot grab the ledge after performing the move in the air.
  • End of Day
    • Change End of Day has been drastically sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.
      • Buff This gives the opponent less time to avoid the explosion, especially those who areburied.
    • Nerf The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).

Update history[edit]

Olimar received a mix of buffs, nerfs and glitch fixes via game updates, but was noticeably nerfed overall. Update2.0.0 fixed an infamous glitch which allowed Pikmin to double the strength of the spirit multiplier, causing attacks with his Pikmin to deal massive amounts of damage under the right circumstances. However, he received a glitch in this same update that caused all of his smash attacks to no longer increase in damage while being charged. While this glitch was fixed in update3.0.0, this update also introduced another glitch that causes reflected Pikmin to inflict damage onto himself after they've returned to him, leading to the possibility of unintentional self-destructs caused by Olimar using moves that boast a great amount of KO power. The changes made to the shield mechanics in this same update also harmed him by making his smash attacks less safe on perfect shield. In addition, like with many other projectiles, his forward smash and Pikmin throw now deal less shield damage, although the amount of shieldstun went unchanged.

Update3.1.0 was, by far, the update that nerfed Olimar the most. The size of Olimar's hurtbox has been enlarged, making him easier to hit even while shielding. His forward and up smashes had their ending lag increased, with the former smash attack also having its clean hitbox harder to land due to its duration being shortened. This same update also noticeably reduced theWinged Pikmin's overall travel distance when they are used consecutively, hampering his recovery. However, update4.0.0 undid update 3.1.0.'s nerf to his clean forward smash's duration.

Like many other characters, Olimar's shield was enlarged in update7.0.0, which compensated his larger hurtbox by both fully covering him and making him less vulnerable toshield stabbing. Update8.0.0 buffedEnd of Day's KO potential and range. Prior to update 10.0.0, if Olimar tried to use an aerial attack out of Winged Pikmin after using forward smash or Pikmin Throw, the move would act as if there were no Pikmin. This bug had plagued Olimar sinceSSB4 and was finally fixed in 10.0.0, indirectly buffing Olimar. Update 12.0.0 would buff the clean hit of forward smash once again by slightly increasing its duration at the negligible cost of making its mid hit have a slightly shorter duration.

Due to Olimar's strongest traits being toned down, he fares much worse than he did at the launch ofUltimate; however, he is still considered to be a very solid and viable character despite the nerfs.

Super Smash Bros. Ultimate1.2.0

  • Olimar has been affected, although the changes are currently unknown.

Super Smash Bros. Ultimate2.0.0

  • Bug fix Fixed a glitch where Pikmin would apply attack multipliers twice when using spirits.
  • Bug introduced Created a glitch where smash attacks would not have their damage outputs scale when charged.

Super Smash Bros. Ultimate3.0.0

  • Nerf Forward smash deals less shield damage (0 → -10/-7/-4.2 (Red), -7.2/-5/-3 (Yellow & Blue), -5.3/-4/-2.4 (White), -11.6/-8/-4.8 (Purple)).
  • Bug fix Olimar's smash attacks now properly have their damage scale when charged.
  • NerfPikmin Throw deals less shield damage (1 → -2.5 (thrown, Purple), 0 → -1/-2.3 (latched, non-White/White), -4.5/-3.2/-3.2/-2.6/-2.5 (thrown, Red/Yellow/Blue/White), -5.2 (Pocketed Purple)).
  • Bug introduced Introduced a self-inflicting Pikmin glitch where a reflected Pikmin causes Olimar to self-inflict damage with any move.
  • Bug fixEnd of Day no longer causes Olimar to go through the stage inSaffron City and self-destruct.

Super Smash Bros. Ultimate3.1.0

  • Nerf Olimar has a larger hurtbox. His shield size was not compensated, making it noticeably easier toshield poke him.
  • Nerf Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (non-Purple: frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29); Purple: 11-14/15-19/20-24 → 11-12/13-18/19-24).
  • Nerf Forward smash has more ending lag (FAF 40 → 43).
  • Nerf Up smash has more ending lag (FAF 37 → 40).
  • Bug fix Due to aforementioned changes made to forward and up smashes, it is no longer possible for Olimar to self-inflict with his own reflected Pikmin using any move.
  • NerfWinged Pikmin takes twice as long to regenerate its flight time after each use.

Super Smash Bros. Ultimate4.0.0

  • Buff Forward smash's range has been increased when using Purple Pikmin, reverting to its pre-3.1.0 behavior.
  • Bug fix A glitch where pummeling the opponents would sometimes make fall out of the grab immediately has been fixed.

Super Smash Bros. Ultimate7.0.0

  • Buff Overall shield size has been increased, now fully covering Olimar's body again.

Super Smash Bros. Ultimate8.0.0

  • End of Day:
    • Buff The explosion deals more damage (12%/10% → 14%/12%) with no compensation on knockback, improving its KO potential.
    • Buff The explosion's sweetspot consists of one extended hitbox rather than two standard ones, which is much larger (25u → 35u), although with its vertical stretch mostly compensated (Y offset: -15u/15u → -10u—10u).

Super Smash Bros. Ultimate 10.0.0

Super Smash Bros. Ultimate12.0.0

  • Buff Forward smash's clean hit has a longer duration (frames 11-12 → 11-13). The mid hit was made shorter to compensate.
  • Change Forward throw releases opponents one frame later (frame 17 → 18), effectively reducing its ending lag, but giving the opponent more time to DI.

Moveset[edit]

Blue, Yellow, Red, Purple and White Pikmin, as shown by theMove List.
  • All Pikmin-based moves and grabs use the next Pikmin in the line to perform the given attack. Upon performing a move, that Pikmin goes to the back of the line. In general:
    • Red Pikmin deal more damage for attacks, but less for throws.
    • Yellow Pikmin have larger hitboxes.
    • Blue Pikmin have more damaging throws.
    • White Pikmin are very weak in attacks, but have significantly longer grab andtoss range and deal more latch damage.
    • Purple Pikmin are very strong in damage and knockback, but have very poor range and can't latch.

For a gallery of Olimar's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
OlimarRedYellowBlueWhitePurple
Neutral attackOlimar Punch (オリマーパンチ)
Olimar Follow-Up Punch (オリマー連続パンチ,Olimar Continuous Punch)
3% (arm), 4% (fist)TheRocket Fist'sone-two combo. It has very minimal start-up and ending lag, average knockback growth, and its second hit launches at 45°. It canjab lock and, at low percents, it can combo into down tilt, a grab, and Pikmin Throw.
3% (arm), 4% (fist)
Forward tiltOlimar Thrust (オリマー突き)11%The Rocket Fist's wind-up punch. It is powerful for a tilt attack, thanks to its decent damage output and high knockback growth, and is Olimar's only reliable KO option when he lacks any Pikmin. However, it is also laggy overall, especially for a tilt attack.
Up tiltTornado Jump (竜巻ジャンプ)0.6% (hits 1-5), 4% (hit 6)A jumping twirl. Hits multiple times, with its last hit having a deceptively large disjoint. Altogether, these traits make it a decent anti-air attack.
Down tiltLow Altitude Headbutt (低空頭突き)6%A lunging tackle. It hits on frame 6, and has very low base knockback, very high knockback growth, and minimal ending lag. Altogether, these traits make it a reliable combo starter at low to medium percents. It can combo into itself (especially on fast-fallers), up tilt, smash attacks, and aerial attacks, depending on the opponent's DI. It can also interfere with an opponent's edge grab attempt, thanks to its hitbox being capable of going below the edge. Like neutral attack, performing it repeatedly will move Olimar slightly forward.
Dash attackCartwheel Kick (側転キック)7% (hit 1), 4% (hit 2)A cartwheel. It can function as a mix-up, as it is able to combo into up aerial at 0%-10%. However, its second hit's very low damage output, high base knockback, and low knockback growth collectively make it unable to combo past very low percents, or KO at reasonable percents. Although sporadic, it is also possible for the first hit to fail at connecting into the second hit.
Forward smashPikmin Rocket (ピクミンロケット)20.3% (clean),14% (mid),8.4% (late)14.5% (clean),10% (mid),6% (late)14.5% (clean),10% (mid),6% (late)11.6% (clean),8% (mid),4.8% (late)23.2% (clean),16% (mid),9.6% (late)Points forward to command a Pikmin to leap forward and perform a corkscrew tackle. The leaping Pikmin can be reflected.
Up smashPikmin Jump (ピクミンジャンプ)18.2% (clean near),14% (clean far),15.4% (late)13% (clean near),10% (clean far),11% (late)13% (clean near),10% (clean far),11% (late)10.4% (clean near),8% (clean far),8.8% (late)20.8% (clean near),16% (clean far),17.6% (late)Points upward to command a Pikmin to jump and perform a cartwheeling tackle. The leaping Pikmin can be reflected. This move has uses in starting combos at low to mid percents; depending on the opponent's character, any aerial can be used out of an up smash. Notably, an up air chain out from an up smash, leading to an extremely damaging combo. Its short endlag and high shieldstun make the move tricky to punish on whiff and on block. Up smash is also a good out of shield option due to its deceptively good horizontal range and great vertical range and duration, making it useful for punishing landings and occasionally juggling opponents. Up smash is also a strong KOing move, KOing at or below 150% with all Pikmin except White. However, it can easily be beaten due to its projectile attributes, making them lose out to any other active hitbox.
Down smashPikmin Left & Right Dash (ピクミン左右ダッシュ)15.4% (clean),12.6% (late)11% (clean),9% (late)11% (clean),9% (late)8.8% (clean),7.2% (late)17.6% (clean),14.4% (late)Squats slightly and points to both of his sides to command two Pikmin (the lead Pikmin, and the Pikmin next in line) perform dashing tackles. Either Pikmin on each side can be reflected. If only one Pikmin is in play, Olimar will only send a Pikmin forward.
Neutral aerialTornado Attack (竜巻アタック)1.5% (hits 1-4),2% (hit 5)A jumping twirl, resembling his up tilt. It is Olimar's only aerial that does not use Pikmin or have transcendentpriority. However, it lacks KO potential like his other aerials.
Forward aerialPikmin Sweep (ピクミンはたき,Pikmin Duster)11.9%8.5%8.5%6.8%13.6%Grabs a Pikmin by its stem and swings it downward in front of himself. Due to its range, and speed, it is one of Olimar's best moves for walling and aerial combat as the Pikmin used acts as a sword for the duration of this move, giving this move great range relative to Olimar's size. Due to its low landing lag, it is also very good for combos at low percents, as well as being safe on shield if spaced well. In addition, it can also KO if used with Red or Purple Pikmin. Lastly, it is a very reliable follow-up from down throw, and is useful for edgeguarding.
Back aerialPikmin Shake-Off (ピクミンふりはらい)15.12%10.8%10.8%8.64%17.28%Grabs a Pikmin by its stem and swings it upward behind himself. It is Olimar's most damaging aerial. Due to its low landing lag, it is also very good for combos at lower percents, as well as being safe on shield if spaced well. This move has great range for a character of Olimar's size, due to the Pikmin used acting similarly to a disjointed hitbox for the duration of this move. It can also KO at reasonable percents if any non-White Pikmin are used. However, it has the highest start-up lag out of Olimar's aerials, though the start-up is still reasonable compared to most other back aerials of its kind.
Up aerialPikmin Tornado (ピクミントルネード)12.6%9%9%7.2%14.4%Grabs a Pikmin by its stem and twirls it upward. The move comes out decently fast and lasts for a very long time, as well as the move having transcendent priority, making it very hard to out-space this move making it very good for juggling and combos, at low percents it can chain into itself or other aerials bar down aerial. It is tied with down aerial as his second most damaging aerial, and is a viable KOing option with any non-White Pikmin. However, it has a noticeable amount of landing lag.
Down aerialPikmin Meteor (ピクミンメテオ)12.6%9%9%7.2%14.4%Grabs a Pikmin by its stem and swings it downward. It is tied with up aerial as his second most damaging aerial. This move gives Olimar a very good way to escape juggling due to the long lasting hitbox and the amount of downward range that it gives Olimar, the Pikmin act as a pseudo disjoint in this move as well as all of Olimar's other Pikmin involved aerials, making it very hard to challenge the move during its active hitbox frames. The move can also KO at higher percents if used with Red or Purple Pikmin. It is also ameteor smash, but only against aerial opponents and during its first frame. In addition, the move's very long lasting hitbox can also two frame punish at edges. However, it has a noticeable amount of landing lag.
GrabGrab (つかみ)Points forward to command the lead Pikmin to grab the opponent, with the other Pikmin following. The Pikmin function asdisjointed grabs, and overall grab range varies depending on both the number of Pikmin present, and the lead Pikmin. White Pikmin have the longest range, followed by Red, Yellow and Blue (which are all tied for 2nd), and Purple (with the shortest range). With 3 Pikmin present, and the lead being a White Pikmin, this grab has the longest range in the game. However, the more Pikmin used to perform the grab, the more ending lag it has. Additionally, it is one of the few grabs in the game that can be interrupted mid-move by an opponentfootstooling Olimar. It resembles the group move from thePikmin series.
PummelGrab Olimar Thrust (つかみオリマー突き)1%Aknifehand thrust. Fast but weak.
Forward throwPikmin Front Throw (ピクミン前投げ)5.6%7%11.9%7%7%The Pikmin leap forward, body slamming the opponent on the ground. If used with 3 Pikmin and the lead is Blue, it becomes a strong throw that can KO middleweights at around 125% at the edge of Final Destination. However, it usually gets overshadowed by up throw due to it being able to KO more consistently.
Back throwPikmin Back Throw (ピクミン後投げ)7.2%9%15.3%9%9%Same as the forward throw, but the Pikmin leap backwards instead. It is Olimar's most damaging throw, and if used with 2 or 3 Pikmin and the lead is Blue, it is the most damaging throw in the game and can KO middleweights at around 130% at the edge of Final Destination.
Up throwPikmin Up Throw (ピクミン上投げ)1% (hit 1),5.4% (throw)1% (hit 1),7% (throw)1% (hit 1),12.5% (throw)1% (hit 1),7% (throw)1% (hit 1),7% (throw)The Pikmin toss the opponent upward, then leap up and headbutt them further upward. Oddly, the Red Pikmin's version does less damage than it should (5.6%) based on the multiplier used (0.8×) for its other throws. If used with 3 Pikmin and the lead is Blue, it becomes the strongest up throw in the game and can KO middleweights at around 124% on Final Destination.
Down throwPikmin Down Throw (ピクミン下投げ)1% (hit 1),5.6% (throw)1% (hit 1),7% (throw)1% (hit 1),11.9% (throw)0.8% (hit 1),7% (throw)1.6% (hit 1),7% (throw)The Pikmin perform ajumping piledriver.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Headbutts in front and then behind himself.
Floor attack (back)
Floor getups (back)
 7%Punches in front of himself and then spins around to punch behind him.
Floor attack (trip)
Floor getups (trip)
 7%Punches in front of himself and then spins around to punch behind him.
Edge attack
Edge getups
 9%Throws a punch while climbing up.
Neutral specialPikmin PluckPlucks a Pikmin. It cannot be used in midair, and has noticeable ending lag if it is attempted in midair, or if no more Pikmin can be plucked.
Side specialPikmin Throw9.1% (thrown), 2% (latched)6.5% (thrown), 2% (latched)6.5% (thrown), 2% (latched)5.2% (thrown), 4.7% (latched)6% (thrown), 10.4% (unpocketed)Throws a Pikmin, which latches onto opponents and damages them before falling off either because offlinching, the opponent's damage, or being killed. In regard to the opponent's damage, a Pikmin's latch duration decreases when the opponent's damage increases, even when undisturbed. Purple Pikmin are unable to latch onto anything, and will instead deal damage and knockback on contact. When thrown out ofPocket, Pikmin do not latch, but instead deal their thrown damage and die upon landing. In addition, Purple Pikmin thrown via Pocket specifically deal more damage in addition to the move's multiplier.
Up specialWinged PikminTwoWinged Pikmin carry Olimar around. The Winged Pikmin's effectiveness is dependent on the frequency of their usage, as well as the amount of Pikmin that are alive and close. In regard to frequency, it takes ≈3 seconds (180 frames) for Winged Pikmin to be able to travel the same distance again after the conclusion of the initial usage. Aerial attacks can also be used while being carried, similarly toRobo Burner. However, doing so will render Olimarhelpless immediately after the conclusion of the attack.
Down specialPikmin OrderBlows hiswhistle to recall Pikmin and/or sort out their order in the line. It grantssuper armor, which lasts from startup to before Olimar's antenna emits the blue lights. It has a very low amount of ending lag, and can even be canceled (just before the lights turn from yellow to red).
Final SmashEnd of Day10% (launch), 10% (ascent), 0.1875% (Red Bulborbs), 10% (descent), 12%/10% (explosion)Jumps into theHocotate Ship and launches into outer space, whichburies any nearby opponents. While the ship has left the stage,Red Bulborbs attack opponents to steadily inflict damage; they deal damage everyframe for81 frames (1.35 seconds), dealing up to 15.1875%. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. The duration of the whole Final Smash is faster than inSSB4.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump height
Value791.606 – Initial dash
1.617 – Run
0.9450.0930.0150.8610.01 – Base
0.07 – Additional
0.0681.35 – Base
2.16Fast fall
333.5 - Base
16.19 -Short hop
33.5

Announcer calls[edit]

The announcer also calls the Pikmin in the Japanese, Chinese, and Korean versions.

Olimar[edit]

Alph[edit]

On-screen appearance[edit]

  • Exits the Hocotate Ship and then plucks a trio of Pikmin, after which the Hocotate Ship disappears in a puff of smoke.
  • Olimar's on-screen appearance

    Olimar's on-screen appearance

Taunts[edit]

  • Up taunt: Joyfully jumps in place twice.
  • Side taunt:Lies down on the ground, rolls around as if basking in nature, and then gets up.
  • Down taunt: Swings his hips twice.
  • Olimar's up taunt.

    Olimar's up taunt.

  • Olimar's side taunt.

    Olimar's side taunt.

  • Olimar's down taunt.

    Olimar's down taunt.

Idle poses[edit]

  • Rubs his helmet with both hands.
  • Moves his arms back and forward in a basic limber exercise.
  • Olimar's first idle pose.

    Olimar's first idle pose.

  • Olimar's second idle pose.

    Olimar's second idle pose.

The Pikmin also have their own set of idle animations, shared between all types. Compared to regular fighters, the Pikmin have a smaller gap between idle animations:

  • Lies on their side in a lazy pose.
  • Holds both of their arms up.
  • Cautiously looks around them on both sides.
  • Sits down.
  • Holds their bud down in front of their face while rubbing their face with thier hands.

Crowd cheer[edit]

Olimar[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionOlimar! Olimar! Olimar!Pik - min! Oli - mar!Pik - min! Oli - mar!Oli - mar! Pik - min!Pik - min! Oli - mar!
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionPik - min! Oli - mar!Pik - min! Oli - mar!Pi - k - min! O - li - mar!Pikmin! Olimar!

Alph[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionAlph! Alph! Alph!Pik - min! Al - ph!Pik - min! *claps 2 times* Alph!Alph! Alph! Pik - min! Alph! Alph!Pik - min! Alph!
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionPik - min! Alph!Pik - min! Alph!Pik - min - Pik! Alph! Alph! Alph!Piki - min! Alph!

Victory poses[edit]

  • Left: Performs a toe touching exercise while aYellow Pikmin rests on the ground and aRed Pikmin looks around, waving its arms, and occasionally jumping.
  • Up: Plucks aWhite,Blue, andPurple Pikmin. The White Pikmin and Blue Pikmin bounce off Olimar's head, whereas the Purple Pikmin squashes him onto the ground. Olimar's eyes will comically bulge outward upon being squashed before his expression returns to normal, whereasAlph will comically wince upon being squashed before his expression returns to normal.
  • Right: Sways in place while a Red, Yellow, and Blue Pikmin walk around him in a circle.
A flourished remix of a small excerpt of the title theme ofPikmin.
  • OlimarVictoryPose1SSBU.gif
  • OlimarVictoryPose2SSBU.gif
  • OlimarVictoryPose3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Olimar players (SSBU)

  • USA Candle - The best solo-Olimar player in the world in 2024. Aside from several high placements and victories at Midwest regionals, they have also placed highly at several majors despite infrequent appearances outside of their region, including 17th atGet On My Level X and 25th atSuper Smash Con 2023. In addition, they are known for their proficiency in theSteve matchup, having a positive record overOnin and defeatingacola at theSMFN Invitational.
  • USA Dabuz - The second-best Olimar player of all-time, playing him as either a co-main or secondary forRosalina & Luma, and was a top 10 player from 2019 to mid-2022. He came close to winning many majors while using Olimar, includingAlbion 4,Low Tide City 2021, andCrown 2.
  • USA Myran - One of the best Olimar players in the early metagame, ranking 13th on theSpring 2019 PGRU thanks to high major placements such as 2nd atPound 2019 and 3rd atFrostbite 2019. His performance has since declined following Olimar's nerfs in update 3.1.0, although he has still seen some strong runs on occasion, including 5th atGENESIS 8 and 7th atCEO 2021.
  • Japan Noi - The second-best Olimar player in Japan, having come to prominence in the post-online metagame, playing Olimar alongsidePokémon Trainer. He regularly places highly at Japanese events, notably 9th atKagaribi 4,DELTA 4, andDELTA 5. Internationally, he made his debut by placing 13th atSuper Smash Con 2023. His beat placement was ranking 74th on theOrionRank 2022.
  • Japan Shuton - The best Olimar player of all-time, playing him alongsidePyra andMythra, and has been a consistent top 10 player since 2019. He is the only Olimar player with major wins, most notably winning2GG: Prime Saga andEVO Japan 2020 with solo-Olimar.
  • Japan Tsubotsubo - One of the best Olimar players in Japan in 2021 and 2022, playing him alongsideJoker. He first came to prominence in late 2021, with strong placements such as 7th atWave 2, 13th atMaesuma TOP 8, and 17th atPound 2022, ultimately ranking 91st on theOrionRank Mid-Year 2022. However, his performance had always been inconsistent, and he has yet to be ranked globally since.
  • Japan uame - The best solo-Olimar player in Japan since 2023. He is best known for winningDELTA 7.5 andYokohama BaySmash Big 1, defeatingToriguri in the former event. Although less consistent at majors, he still notably placed 13th atSeibugeki 17 and 17th at bothKagaribi 11 andSeibugeki 15.

Tier placement and history[edit]

In the early metagame, Olimar was widely considered a contender for the best character inUltimate, alongside others likePeach andPichu. Olimar received several improvements to his moveset compared to hisSSB4 iteration, including stronger throws, a quickPikmin Pluck, and less lag on his smash attacks—especially his up smash. This, along with Olimar's increased speed, made him a more potent character both offensively and defensively. As a result of these strengths, players such asDabuz,Shuton, andMyran achieved solid results with Olimar and consistently placed in top 8 at several tournaments.

Subsequent updates, especially 3.0.0 and 3.1.0, impaired Olimar both directly and indirectly. These updates nerfed Olimar's smash attacks and made them less safe on shield, whilePikmin Throw dealt less shield damage. The nerfs led to a decline in Olimar's playerbase, with Myran's success waning and Dabuz reintroducingRosalina & Luma as a secondary. Although Shuton continued to perform well with Olimar as his sole main up and into the online metagame, he nevertheless adoptedPyra andMythra as co-mains alongside Olimar, due to the introduction of several DLC characters who became more prominent in the metagame and boasted tools to deal with Olimar. All of these events led to the perception of Olimar's viability undergoing a significant downturn, which was reflected in his placement on the first tier list; although he was ranked 28th and thus posited as a high tier, it was nevertheless a far cry from his initial, widely viewed top-tier position in the early metagame.

The post-pandemic metagame saw the rise of several new Olimar players, most notablyNoi andTsubotsubo in Japan. However, these Olimar players often had co-mains or secondaries that they also used, in this casePokémon Trainer andJoker, respectively. In addition, the new solo Olimar players, most notablyMFA andCandle, were either less consistent or had a smaller presence on a national scale. When coupled with the rise of other characters initially ranked below Olimar, the second tier list saw him slide down to 33rd, now ranking in the B+ tier as an upper mid-tier character.

Olimar's results received a boost in 2024. First, Shuton began playing Olimar more often in tournaments, and was eventually able to win his first supermajor since the early metagame by winningSeibugeki 18. In addition, Candle began attending more events outside their region, allowing them to garner a strong set of wins that includedacola andOnin, making them well-known for being proficient in the Steve matchup. With Olimar remaining a relatively popular character in competitive play in spite of his nerfs, he would rise significantly on the third tier list to 16th, now ranking towards the top of the A+ tier.

Classic Mode: Planetary Explorer[edit]

Olimar faces off against characters who are space travelers in their respective series.

RoundOpponentStageMusicNotes
1Mario (SSBU)Mario andRosalina & Luma (SSBU)Rosalina & LumaMario GalaxySuper Mario Galaxy
2Wolf (SSBU)WolfLylat CruiseStar Wolf's Theme / Sector Z (for 3DS / Wii U)
3Kirby (SSBU)Kirby andKing Dedede (SSBU)King DededeDream LandPlanet PopstarThis battle is a free-for-all, and Kirby and King Dedede will primarily target each other.
4Zero Suit Samus (SSBU)Zero Suit SamusBrinstarBrinstar (Melee)
5Fox (SSBU)Fox andFalco (SSBU)FalcoCorneriaCorneria - Star Fox
6Olimar (SSBU)AlphDistant PlanetGarden of Hope (Remix)If playing as Alph, the opponent will beOlimar (SSBU) Olimar.
Bonus Stage
FinalMaster HandFinal DestinationMaster Hand(Less than 7.0 intensity)
Master Hand / Crazy Hand(Intensity 7.0 or higher)
On intensity 7.0 and higher,Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Olimar hasStage Clear / Title Theme - Pikmin accompany the credits.

Role inWorld of Light[edit]

Finding Olimar in World of Light

While Olimar and Alph are both absent from the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (exceptKirby) whenGaleem unleashed his beams of light.

Olimar can be found in the mode by choosing to saveMarth instead ofSheik orVillager. The spirit of a magician is needed in order to enlarge some mushrooms to reach him.

As a side note, once Olimar has been rescued, Alph (due to his status as an alternate character of Olimar) will have been 'rescued' as well, resulting in him also being available as a playable character within the story.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
40
Olimar SSBU.png
Olimar
Grab
Grab
3,300Distant Planet (Ω form)Main Theme - Pikmin

Spirits[edit]

Olimar's fighter spirit can be obtained by completingClassic Mode as him. It is also available periodically for purchase in the shop for 300 Gold, but only after Olimar has been unlocked. Unlocking Olimar in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Alph has a fighter spirit of his own, only available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork inUltimate.

Each type of Pikmin that Olimar utilizes in his moveset also possess a spirit of their own, as either primary or support spirits.

  • 798. Olimar

    798.Olimar

  • 799. Alph

    799.Alph

  • 803. Red Pikmin

    803. Red Pikmin

  • 804. Blue Pikmin

    804. Blue Pikmin

  • 805. Yellow Pikmin

    805. Yellow Pikmin

  • 806. White Pikmin

    806. White Pikmin

  • 807. Purple Pikmin

    807. Purple Pikmin

  • 808. Winged Pikmin

    808. Winged Pikmin

In Spirit Battles[edit]

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
801
SSBU spirit Charlie.png
CharliePikmin SeriesAlphOlimar (SSBU)Olimar (SSBU)Olimar (SSBU)
Neutral
1,200Garden of Hope (Battlefield form)•Slippery Stage•Reinforcements will appear during the battle
•The stage's platforms are very slippery
•The enemy starts the battle with aDrill
Mission Mode - Pikmin 3Captain Charlie (Green Alph)
Brittany (Pink Alph)
Alph (Default Alph)
802
SSBU spirit Brittany.png
BrittanyPikmin SeriesAlphOlimar (SSBU)
Shield
9,600Garden of Hope (Battlefield form)•Item Tidal Wave
•Item:Food
•Timed battle (2:00)
•The enemy becomes more powerful after eating
•Items will be pulled toward the enemy
Garden of Hope (Remix)
1,188
from the game's files
Li'l BlueNonono Puzzle ChalienAlphOlimar (SSBU)
Shield
1,600Hanenbow•Hazard: Low Gravity•Gravity is reducedElectroplankton (Remix)

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
1,517
SSBU spirit Oatchi.png
OatchiPikmin Series•GiantKirbyKirby (SSBU)
AlphOlimar (SSBU)
Shield
8,800Distant Planet (Ω form)•Item:Hocotate Bomb•The enemy favors dash attacks
•The enemy can deal damage by dashing into you
Garden of Hope (Original)Pikmin 4 player character

As an ally[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
821
SSBU spirit Mockiwi.png
MockiwiPikmin Series•GiantPac-ManPac-Man (SSBU) (100 HP)
•Ally:OlimarOlimar (SSBU) (50 HP)
Shield
1,500Garden of HopeN/A•Join forces with a CPU ally
Stamina battle
•The enemy is giant
Over Wintry MountainsCaptain Olimar

Alternate costumes[edit]

Instead of alternate color schemes, half of Olimar'salternate costumes consist ofAlph, one of the three mainleaders fromPikmin 3.

Palette swap (SSBU)
Olimar (SSBU)Olimar (SSBU)Olimar (SSBU)Olimar (SSBU)Olimar (SSBU)Olimar (SSBU)Olimar (SSBU)Olimar (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • During theofficialUltimate website's launch on June 12th, 2018, Olimar's name waserroneously labeled as "OLIMER" in English variants of his fighter page. The typo was later corrected.
  • The part of Olimar's showcase trailer where Alph crouches next to a prone Olimar is a reference to a scene inPikmin 3 after Alph initially rescues Olimar from theMysterious Life-Form.
  • InWorld of Light, Olimar and theMii Fighters will never be spawned as afalse character in battles withGaleem andDharkon. WhileKirby will also not appear, he was never initially imprisoned in the first place, unlike the other fighters.
    • Similarly, Olimar never appears in a single spirit battle in World of Light because Alph is used instead.
  • Olimar's helmet can be detached under certain circumstances. This is particularly noticeable duringGates of Hell's animation if the game is slowed down.
  • As of update 2.0.0, if Olimar's Pikmin latch onto something and it changes size with them still latched on, they will change their size too. This is most noticeable with Mother Brain, though Super and Poison Mushrooms will also do this as long as they are applied by the character the Pikmin are latched onto.


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Pikmin (universe)Pikmin universe
FighterOlimar (SSBB ·SSB4 ·SSBU) (Pikmin) (Alph)
Assist TrophyBurrowing Snagret
StagesDistant Planet ·Garden of Hope
ItemHocotate Bomb
EnemiesBulborb ·Iridescent Glint Beetle
OtherHocotate Ship ·Peckish Aristocrab ·Pellet ·Plasm Wraith ·Yellow Wollywog
Trophies,Stickers andSpiritsTrophies (SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate