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Super Smash Bros. for Nintendo 3DS Wii U Olimar.png

Olimar and the mysterious Pikmin returns to Smash, now joined by engineer of the S.S. Drake, Alph! Olimar is a very unique character whose attacks depend almost entirely on his range of Pikmin, giving his moves varying strength and properties based on which Pikmin he used. Olimar's diminutive size an oddball playstyle may make him seem weak, but when equipped with the right Pikmin, he is a force to be reckoned. Using Pikmin for his attacks gives Olimar some mean disjoints, able to use powerful ranged attacks without overextending his own body. His Pikmin can also rack up damage deceptively quickly, and using the right color of Pikmin can give his attacks lethal force.

Basic attributes[edit]

Olimar is a very lightweight character fitting his small size, weighing only as much as Pikachu. However, this small size works to his advantage, making him a small target in battle. Olimar is bit on the slow side, with poor dash speed and lateral air speed, while he falls like a feather.

Pikmin types[edit]

Most of Olimar's attacks utilize Pikmin and are otherwise worthless without them. Olimar can have up to 3 Pikmin following him at any given time. The Pikmin each have their own vitality and strength depending on their color.

  • Red Pikmin are the second strongest type of Pikmin. They are strong at physical attacks and while latching on opponents, but their throws are weaker than average. Red Pikmin have standard vitality. They are immune to fire-elemental attacks, but die instantly in deep water.
  • Yellow Pikmin travel in higher arcs when thrown, but their damage and health are pretty average. Their attacks have slightly longer hitlag due to their affinity with lightning. They are immune to electric-elemental attacks.
  • Blue Pikmin have the second highest vitality out of all the Pikmin, being immune to water-elemental attacks and the only Pikmin type that will not eventually drown in deep water. Their attacks are pretty average, but their true strength lies in throws, with great grab range and the highest throw power.
  • White Pikmin have the lowest knockback and vitality, making them pretty poor choices for attacks most of the time. However, their range when thrown and latching damage are unrivalled. White Pikmin are pretty expendable, usually used to tack on as much damage from Pikmin Throw as you can before their tiny reserve of health runs out.
  • Purple Pikmin are brutes, with the highest knockback and resilience of all Pikmin, but loses range and speed as a tradeoff. Nevertheless, these Pikmin are very desirable in all parts of the game, as their damage output and KO potential are extremely helpful.


Moveset Analysis[edit]

Standard Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) 2 button(+2 button2 button2 button) Captain's Punch Olimar punches once with each arm. This move comes out extremely fast and doesn't require Pikmin, so it is generally a good panic option to defend yourself. It does good damage for a jab and also sets up several follow-ups with its weak diagonal knockback. The range of the move is nothing to write home about, but Olimar shifts forward for the second hit, which can catch foes offguard.
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) A button(+A buttonA buttonA button)
(Left lstick or Right lstick)+A button (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+2 button Big Fist Olimar reels back and punches. Like most of Olimar's other grounded normal moves, this attack does not require Pikmin. It's somewhat sluggish, but has good reach and great knockback, letting you knock away approaching foes that you'd rather keep your distance with. The ability to pivot cancel makes this move easier to land, as you can do it while retreating or after moving past your opponent to catch them offguard. At high percents, it can even serve as an emergency KO move when you lack Pikmin.
(Left lstick or Right lstick)+A button (Left control or Right control)+A button (Left cpad or Right cpad)+A button
Up lstick+A button Up nunchuk+A button Up dpad+2 button Jumping Twirl Olimar jumps up while spinning around. This quick attack can be done by Olimar without needing Pikmin. It is fast and deals multiple hits, but it offers Olimar no protection since it uses his whole body to attack, making it not a recommended anti-air. It is good for punishing airdodges and landings with its long duration, and can be fit into combos. Since the move launches opponents up, you can usually follow-up with an air attacks.
Up lstick+A button Up control+A button Up cpad+A button
Down lstick+A button Down nunchuk+A button Down dpad+2 button Helmet Poke Olimar lunges forward with a headbutt. Very fast and handy, Olimar can use this move with zero Pikmin required. This attack comes out quickly and ends quickly, so it is pretty safe if you don't spam the move too much. It does weak upward knockback which, combined with its speed, makes it the perfect combo starter, letting you deal more damage from minor punishes and openings. Olimar's forward movement can also be exploited as a makeshift dodge or to close the distance, and it is certainly faster to do so than with rolling.
Down lstick+A button Down control+A button Down cpad+A button
A button while dashing A button while dashing 2 button while dashing Explorer Cartwheel Olimar does a cartwheel kick forward. This attack does not require Pikmin. This move is an average punish option, given that it's fairly quick to come out, can be easily done out of a dash, and boosts Olimar forward to hit characters just out of range. At very low percents, it is possible to go for aerial follow-ups after striking. However, it is pretty easy to shield and punish, so use this move sparingly.
A button while dashing A button while dashing A button while dashing
A button while hanging A button while hanging 2 button while hanging Olimar climbs up and punches.
A button while hanging A button while hanging A button while hanging

Smash Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Smash (Left lstick or Right lstick)+A button Smash (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+1 button+2 button Pikmin Missile Olimar tosses a Pikmin straight ahead. This smash attack is certainly a potent KO move, but it is also versatile enough for other purposes. It comes out extremely quickly, does respectable knockback and has great reach without forcing Olimar to put himself in too much danger, since it uses Pikmin. It can be used simply as a short-range projectile to keep opponents at a distance. It can also hit enemies on the ledge when the Pikmin loses momentum and falls. It can even be used to absorb non-piercing projectiles, tossing the Pikmin in front of you as a meat-shield.
Smash (Left lstick or Right lstick)+A button Smash (Left control or Right control)+A button Smash (Left cpad or Right cpad)+A button
Smash Up lstick+A button Smash Up nunchuk+A button Up dpad+1 button+2 button Pikmin Mortar Olimar tosses a Pikmin straight up. This move is quite similar to Olimar's Side Smash, just upward. Like Side Smash, it is pretty quick and provides a nice ranged disjoint. the It has some horizontal reach, mostly in front of Olimar, so it is also quite usable against grounded foes. Its range also makes it a great anti-air, since it strikes opponents coming from the air without putting Olimar at risk of getting hit.
Smash Up lstick+A button Smash Up control+A button Smash Up cpad+A button
Smash Down lstick+A button Smash Down nunchuk+A button Down dpad+1 button+2 button Pikmin Cover Olimar sends two Pikmin out on either side of him, but he will only attack in front if he only has one Pikmin. This smash attack is the weakest of the bunch, but it is still quite useful due to its high speed and great knockback trajectory. The quick send out of the Pikmin makes it harder to evade on reaction, and it can even hit foes hanging off the ledge. The attack also launches opponents horizontally, which often launches them offstage and sets up edgeguards. Against characters with weaker recoveries, getting hit near the ledge can mean a loss stock as they struggle to return to the stage.
Smash Down lstick+A button Smash Down control+A button Smash Down cpad+A button

Air Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png 2 buttonControl-Modifier-Air.png Aerial Twirl Olimar spins around to attack. This move is basically an aerial version of Olimar's Strong Up Attack. You are still vulnerable to characters with high reach since you're using your whole body to attack, but at least you can maneuver yourself in the air to better space yourself. Neutral Air is a decent attack, being quite quick and having a long duration to outlast airdodges. It is also a nice defensive move to use when landing due to its body-covering hitbox, and its low landing lag usually lets you follow up with a quick move if you land mid-attack.
A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png
Right lstick+A buttonControl-Modifier-Air.png Right nunchuk+A buttonControl-Modifier-Air.png Right dpad+2 buttonControl-Modifier-Air.png Pikmin Slap Olimar swipes forward with a Pikmin. This is Olimar's bread-and-butter aerial attack. It is fast and has good reach, making it a good all-around attack for many situations. You can use it to poke, to zone, as an aerial follow-up, to chain into itself at low percents, and even to edgeguard. The attack's quick speed makes it a fairly safe option most of the time, but you can get punished if you misspace the move and hit your foes' shield at close range, so don't be careless with it.
Right lstick+A buttonControl-Modifier-Air.png Right control+A buttonControl-Modifier-Air.png Right cpad+A buttonControl-Modifier-Air.png
Left lstick+A buttonControl-Modifier-Air.png Left nunchuk+A buttonControl-Modifier-Air.png Left dpad+2 buttonControl-Modifier-Air.png Pikmin Swing Olimar swipes backward with a Pikmin. While Olimar's Forward Air is used in all sorts of situations, Back Air is usually saved just for KOs. It is a beefier attack than Forward Air but takes more time to execute, making it inferior in most situations other than when raw power it needed. While not as strong as Olimar's smashes, it has serious KO potential, which is only made stronger when used with Red or Purple Pikmin.
Left lstick+A buttonControl-Modifier-Air.png Left control+A buttonControl-Modifier-Air.png Left cpad+A buttonControl-Modifier-Air.png
Up lstick+A buttonControl-Modifier-Air.png Up nunchuk+A buttonControl-Modifier-Air.png Up dpad+2 buttonControl-Modifier-Air.png Pikmin Wiggle Olimar swipes above multiple times with a Pikmin. This is another quick and ranged aerial Pikmin attack. It is pretty versatile, being a natural follow-up to a combo, able to combo into itself at low percents, and even as a KO move at higher percents. Olimar leans back whenever he swings the Pikmin, giving you helpful disjointed range and making this move a viable anti-air. Just be sure to keep this move fresh when your opponent's percentage is high, as Up Air is one of Olimar's more reliable KO moves, especially with Purple Pikmin.
Up lstick+A buttonControl-Modifier-Air.png Up control+A buttonControl-Modifier-Air.png Up cpad+A buttonControl-Modifier-Air.png
Down lstick+A buttonControl-Modifier-Air.png Down nunchuk+A buttonControl-Modifier-Air.png Down dpad+2 buttonControl-Modifier-Air.png Pikmin Thrust Olimar swipes downward with a Pikmin. This attack is a bit awkward to hit with, like all meteor smashes. You have to hit with the head of the Pikmin to send foes tumbling downward, anywhere else will only launch them away. It also has an awkward horizontal hitbox and uncomfortably long landing lag, making it poor against grounded foes. The main use of this move is obviously edgeguarding, since if you land the meteor smash offstage you'll likely get a KO. Failing that, the move's good speed and downward reach still makes this a nice attack against foes recovering from below.
Down lstick+A buttonControl-Modifier-Air.png Down control+A buttonControl-Modifier-Air.png Down cpad+A buttonControl-Modifier-Air.png

Throws

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
(ZL button or ZR button)Control-Modifier-(Air).png Z button+A buttonControl-Modifier-(Air).png Minus buttonControl-Modifier-(Air).png Pikmin Grab Olimar orders his Pikmin to move forward and grab opponents. The range of this grab depends on the Pikmin, and Olimar cannot grab without one. Blue Pikmin give you the most range, while Purple Pikmin has the poorest reach. Unlike in Brawl, Olimar's grab is now as slow as the standard tether grab user, so it can't be spammed like in the previous game.
(Zl button or Zr button)Control-Modifier-(Air).png Z buttonControl-Modifier-(Air).png L buttonControl-Modifier-(Air).png
A button after grab A button after grab 2 button after grab Latch Tap The Pikmin headbutts the grabbed opponent. This move is one of the weaker grab attacks in the game, with only White Pikmin doing above average damage. Nevertheless, it is never a bad idea to get extra damage off of a grab, as long as you have time to execute the throw.
A button after grab A button after grab A button after grab
Right lstick after grab Right nunchuk after grab Right dpad after grab Forward Release The Pikmin tosses the grabbed opponent forward. This is a standard sideways throw that launches foes diagonally upward, and thus shares its functions with many other side throws. The most common use of this throw is to get your opponent offstage to start an edgeguard when you are facing the closer ledge.
Right lstick after grab Right control after grab Right cpad after grab
Left lstick after grab Left nunchuk after grab Left dpad after grab Backward Release The Pikmin tosses the grabbed opponent backward. This move has similar applications to Forward Throw, since it has middling knockback and unimpressive trajectory. It does have an advantage over Forward Throw in that it has greater damage, the highest damage dealt by Olimar's throws as a matter of fact. This makes it a good tool for damage racking, especially when you're in the limbo when Down Throw no longer combos and Up Throw can't quite KO.
Left lstick after grab Left control after grab Left cpad after grab
Up lstick after grab Up nunchuk after grab Up dpad after grab Pikmin Piledriver The Pikmin jumps up with the grabbed opponent, then slams them into the ground. This move is Olimar's KO throw, but only when it is performed by Blue Pikmin. It would otherwise be overshadowed by Down Throw due to the latter's better combo ability, but Blue Pikmin's throw knockback boost makes it just strong enough to be a KO move. It is weaker than Olimar's smash attacks, but it is easier to land if you can get the grab.
Up lstick after grab Up control after grab Up cpad after grab
Down lstick after grab Down nunchuk after grab Down dpad after grab Pikmin Crush The Pikmin slams into the grabbed opponent, bouncing them off the ground. This is Olimar's combo throw, due to its weak vertical knockback. It is tied with Up Throw for the least damage dealt, but makes it up with the number of follow-ups it affords. You can usually combo this throw straight into your air attacks, letting you deal guaranteed damage in short bursts.
Down lstick after grab Down control after grab Down cpad after grab

Special Attacks[edit]

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
B button B button 1 button Pikmin Pluck Olimar plucks a Pikmin from the ground. He will always pluck in this order: Red, Yellow, Blue, White, and Purple. This move does nothing if Olimar is airborne, or if he already has 3 Pikmin. Obviously, this move is how you replace Pikmin when they die off, so you'll be using it very often in every match. While it is technically useless for combat, the move only lasts a very short amount of time, so you'll have enough time to pluck a Pikmin then immediately respond to the situation around you.
B button B button B button
Hardy Pikmin Pluck Olimar takes longer to pluck Pikmin, but all of his Pikmin are extra resilient. Hardy Pikmin are best used against projectile-happy foes or heavyweight brutes. These characters can usually kill off thrown Pikmin safely either with distance or with sheer power, so having Pikmin that can weather their attacks is very handy. It is also much harder to get rid of Pikmin when they latch on to foes, which can increase the damage dealt by Pikmin Throw. However, the lengthy pluck time is a major drawback that seriously hampers Olimar's playstyle especially against fast characters. In particular, it can completely kill off any momentum Olimar had after getting KO'd, since you can't pluck a full set of 3 Pikmin from respawn invulnerability. Take extra care of your Pikmin when running this move to minimize the amount of times you're forced to use it.
Explosive Pluck Plucking Pikmin causes an explosion to spring from the ground, but the Pikmin have less health. This custom move is rather awkward, since its only selling point is the explosion, which it sacrifices both speed and Pikmin defense to gain. However, it does have its uses in specific situations. The explosion has a nice radius, and it is quite good for striking foes rolling toward you or hanging from the ledge. An explosive Purple pluck also has KO potential, giving Olimar yet another option to finish off opponents. While the weaker Pikmin will significantly lower the damage output of Pikmin Throw and forces you to replace Pikmin more often, it also gives you plenty of opportunities to trigger the explosion from plucking. Nevertheless, this move is only worth considering if you are absolutely positive you'll be using the explosion often, as the tradeoffs are not worth it otherwise.
(Left lstick or Right lstick)+B button (Left nunchuk or Right nunchuk)+B button (Left dpad or Right dpad)+1 button Pikmin Throw Olimar tosses Pikmin forward. With the exception of purples, if they land on an opponent, they will latch on and deal damage with no knockback until killed or shaken off. Purple Pikmin simply knocks foes away instead. In the Wii U version, thrown Pikmin can bring items to Olimar. This is Olimar's main keepaway tool and a major contributor to his impressive damage output. The Pikmin travel fast and fly in arcs, making them pretty hard to avoid, and they can deal a significant amount of damage once they latch on. While foes can try to shake them off, it gives you an opening to press your attack while their attention is divided. Meanwhile, throwing Purple Pikmin is a great way to zone foes out, since it is hard to avoid and will knock approaching foes back a safe distance. Lastly, Pikmin Throw is an easy way to get rid of any unwanted Pikmin colors by just tossing them offstage.
(Left lstick or Right lstick)+B button (Left control or Right control)+B button (Left cpad or Right cpad)+B button
Sticky Pikmin Throw When Pikmin latches on an opponent, they are harder to shake off but do less damage per hit. The range of this move is also slightly lower than Sticky Pikmin Throw. Compared to the default Pikmin Throw, this move deals slightly more damage since it the Pikmin will be latched on longer, resulting in a net increase in damage output despite the lowered damage of each individual hit. You do need to work around its reduced range, as it is Olimar's primary projectile, but it is otherwise a solid alternative to the default.
Tackle Pikmin Throw All Pikmin behave like Purple Pikmin, in that they knock opponents back instead of latching on. This variant turns Pikmin Throw from a high damage nuisance into a nearly unapproachable barrage of Pikmin. It's a spammable, high-speed projectile with an arcing trajectory, a feature most characters can only dream of having. Even though they're not as strong as Purple Pikmin, the other Pikmin types can still be very hard to get past, and it can virtually shut down less mobile characters. It is also deadly for edgeguarding, since it is tricky to avoid any Pikmin that is tossed off the stage. The Pikmin's ability to soak up enemy projectiles even gives Olimar an edge in projectile wars. The main weakness of this attack is simply projectile absorbers and reflectors as they can counter the tackling Pikmin, whereas latching Pikmin can bypass these effects. Overall, Tackle Pikmin Throw drastically alters Olimar's playstyle, but it is definitely a worthwhile choice.
Up lstick+B button Up nunchuk+B button Up dpad+1 button Winged Pikmin Two Winged Pikmin carry Olimar and his normal Pikmin up. Olimar can freely move left and right while being carried. The height travelled is reduced the more Pikmin Olimar has with him. The Winged Pikmin have limited stamina, so consecutive use will diminish its effectiveness. Olimar will usually be put into a helpless freefall after the move, but her can cancel it with a normal attack near the end. This move is Olimar's recovery move and serves no purpose other than that. As a recovery move, it provides plenty of maneuverability to get around edgeguarders and a lot of distance to let you return to the stage. If you can't grab the ledge mid-move, it is advisable to cancel it with an attack to defend yourself. You can toss Pikmin away to increase this move's effectiveness, although I you manage to toss them on to the stage, you won't be losing anything while gaining the height boost.
Up lstick+B button Up control+B button Up cpad+B button
Winged Pikmin Jump The Winged Pikmin simply launches Olimar up a set distance and vertical trajectory while blowing nearby foes away. It goes about the total distance of a normal Winged Pikmin recovery, but at a much higher speed. However, this comes at a tradeoff with the default's maneuverability and unpredictability, as Winged Pikmin Jump launches Olimar on an easy-to-intercept upward path. Granted, the Winged Pikmin don't get tired from repeated use, but you shouldn't have to use Winged Pikmin multiple times within a short timeframe anyway. Lastly, the wind effect is hardly noticeable, making this move virtually useless when compared to the original Pikmin Jump.
Mighty Winged Pikmin The Winged Pikmin carries Olimar the same distance regardless of his number of Pikmin, but recovery distance is overall reduced. This variant does have clear and obvious situations where it is better than the default Winged Pikmin, but the effects are simply not significant enough. The move travels about as fast and as high as normal Winged Pikmin while carrying two Pikmin, a feat that is easily replicated with a quick Pikmin Throw before using the default Up Special. The advantage is there, but it is just not worthwhile to create a new custom set or to switch between Up Specials just for its minor benefit, so you won't be missing out if you ignore this move altogether.
Down lstick+B button Down nunchuk+B button Down dpad+1 button Pikmin Order Olimar calls his Pikmin back, separating them by color and shifting the next Pikmin in line. There is a brief period of super armor at the start of the move when Olimar will not flinch or take knockback. Since it can't affect other opponents, this move is purely for utility. The Pikmin sorting function of the whistle is pretty redundant, as Olimar can just cycle through Pikmin manually with a random attack at about the same speed. However, the ability to call Pikmin back is quite valuable, since you can rescue Pikmin even when they've been tossed offstage. The super armor state at the start is also very useful for defensive purposes, as it can let Olimar sponge KO moves with good timing and increase his survivability.
Down lstick+B button Down control+B button Down cpad+B button
Order Tackle Olimar's whistle takes longer, but recalled Pikmin deal minor damage and knockback when returning. This variant is unwieldy to use, but it can be an unpredictable trick up your sleeve. Order Tackle lets you disrupt any opponent with your Pikmin latched on them, as it instantly causes them to flinch when you call the Pikmin back. It is also very useful when using Tackle Pikmin Throw, or if you just throw Pikmin a lot. The Pikmin will be land all over the stage, so calling them back will result in projectiles flying toward you from a variety of odd angles. The longer duration of Order Tackle makes it not as spammable, but it is nevertheless a neat alternative to Pikmin Order.
Dizzy Whistle Olimar's whistle takes longer, but it will flip foes around if they're within the visible whistle range. This move is useless. Its only supposed advantage is a silly gimmick that your opponent might fall for maybe only once or twice during the match. It takes longer and doesn't grant Olimar any super armor, so it is effectively a total downgrade to the normal Pikmin Order. Pass this move up if you have it.

Taunts

Control Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Up dpad 1 button Up dpad+A button Olimar jumps and cheers.
Up dpad Up dpad Up dpad
(Left dpad or Right dpad) 1 button+2 button A button Olimar rolls around on the ground.
(Left dpad or Right dpad) (Left dpad or Right dpad) (Left dpad or Right dpad)
Down dpad 2 button Down dpad+A button Olimar swings his head round a bit.
Down dpad Down dpad Down dpad

Final Smash - End of Day[edit]

Olimar gets into his spaceship and escapes into space as night falls, burying grounded foes and launching aerial foes upward during takeoff. After he leaves, fighters left below will be mauled by a group of vicious Bulborbs and taking tons of damage. The final smash ends with Olimar crashing back to the ground, resulting in a massive explosion. This is one of the hardest final smashes to avoid, as barring very high platforms or multiple jumps, it is virtually impossible to dodge the Bulborb assault. The eventual crash is also extremely powerful, especially after taking so much damage from the Bulborbs, but foes can still evade the powerful explosion. Try to bury your opponents when initiating the attack, since you 'll have an easier time landing the whole final smash and KOing them.