Super Smash Bros. Ultimate (SSBU)

Olimar Guide: Matchup Chart and Combos

July 2022 Major Tier List Update!
13.0 Best Character Tier List

Patch Notes and Updates
All Update and Patch Note History
Ver. 13.0.1 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Olimar Guide

This is a guide to using Olimar in Super Smash Bros. Ultimate. Olimar's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Olimar's matchups, counters, and tier list placement can all be found here.

Olimar Tier and Overview

Stats and General Info

Olimar
Olimar Image
Game Series Pikmin
Smash Bros. Debut Super Smash Bros. Brawl
Fighter Number 40
Unlock Order 48
Number of Jumps 2
Weight 79 Units (79/87)
Dash Speed 1.617 (56/87)
Air Speed 0.861 (82/87)
Fast Fall Speed 2.16 (71/87)
Special Attributes None

Tier List Placement

SSBU Olimar Icon A Tier Tier

A character with powerful zoning ability and smash attacks

In Smash Ultimate, Captain Olimar is able to throw Pikmin with Side B and make use of his very powerful and quick up smash. Using neutral B, Olimar can pluck Pikmin, with each type having slightly different attributes. Olimar's Pikmin and zoning allow him to play defensively by baiting and punishing his opponents.

Olimar's primary weaknesses are in his light weight and mediocre recovery. Both of these factors lead to olimar often getting KO'ed early, meaning that playing safely is extremely important.

See Our Tier List Here!

Olimar's Strengths and Weaknesses

Strengths ・Very little lag on Up Smash
・Aerial attacks are disjointed and will win many interactions
・Very powerful attacks
・Access to several kill moves
・Good zoning with Side B
Weaknesses ・Light, and gets KO'ed early
・Relatively easy to edgeguard
・Tether grab is somewhat slow

Olimar Matchup Chart

Matchup Chart

Olimar Image
-2
-1
ChromCloudCorrinFoxGreninjaIkeJokerLinkLucinaMarioMii SwordfighterMin MinPac-ManPeach/DaisyPiranha PlantR.O.B.Rosalina & LumaSephirothShulkSimon/RichterTerryWolfYoshiZelda
0
BowserBylethCaptain FalconDuck HuntFalcoHeroKenLucarioMarthMega ManMr. Game & WatchNessPalutenaPikachuPit/Dark PitRoyRyuSimon/RichterSnakeSonicToon LinkYoung Link
+1
Banjo & KazooieBayonettaBowser Jr.BylethDiddy KongDonkey KongDr. MarioIce ClimbersIncineroarInklingIsabelleJigglypuffKing DededeKing K. RoolKirbyLittle MacLucasMewtwoMii BrawlerMii GunnerPichuPit/Dark PitPokemon TrainerRidleyRobinSheikSteveVillagerWarioWii Fit TrainerZero Suit Samus
+2
GanondorfSamus/Dark Samus

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Olimar.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Good Matchups for Olimar

Olimar's small body and impressive zoning ability gives him a winning or even matchup on the majority of the roster. He can zone out characters like Zero Suit Samus, Diddy, or Wario, and his small body makes him hard to combo.

Olimar Counters

Olimar struggles most against characters with large disjointed projectiles that can beat out his own. Most swordies are difficult more him to approach, and characters like Cloud, Lucina, or Shulk have good frame data and range to beat out his hitboxes and win most exchanges

Olimar Combos and How to Use

Usage Guide

The following video guide was made by DKBill, a Smash Bros. veteran with years of experience in the scene, and tons of tournaments under his belt. If you enjoy his video, be sure and check out the rest of his Youtube content and give him a like and subscribe!

Combo Chart

Bread and Butter Combos
Down Throw→Fair
Nair (do not land the last hit)→Up Tilt
Up Tilt→Up Air
Smash Attack Combos
Up Smash→Jump→Fair
Up Smash→Up Smash

Bread and Butter Combos

Combo 1
Combo 2
Combo 3
Down Throw→Fair
This combo can be used on opponents with lower percents. An easy combo that can deal around 20% in damage. However, when the Blue Pikmin is used that makes throws stronger, this combo won't connect.
Nair (do not land the last hit)→Up Tilt
This combo can be used on opponents with various percents. After landing this combo, look to land an up smash or up air.
Up Tilt→Up Air
This combo can be used on opponents with various percents. An easy combo that can deal around 20% in damage.

Smash Attack Combos Explanation

Combo 4
Combo 5
Up Smash→Jump→Fair
This combo can be used on opponents with lower percents. An easy combo that can deal around 32% in damage.
Up Smash→Up Smash
This combo can be used on opponents with lower percents. An easy combo that can deal around 37% in damage. However, opponents can avoid the second up smash by dodging, so the up smash, jump, and forward air combo is recommended.

Olimar Frame Data and Moveset

Best Out of Shield Options

Move Frames
Neutral Air 10 Frames
Forward Air 10 Frames
Up Air 11 Frames
Up Smash 12 Frames
Shield Grab 16 Frames

Olimar's quickest out of shield options are 10 frames, so he will not be able to punish safely spaced moves that come into contact with his shield. While nair and fair are his quickest options, up smash is typically his best out of shield punish. It comes out in 12 frames, and will hit opponents on either side of him, as well as above him, but don't try to use it against a character that is too far away.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
3.6 4
Jab 1 (Late Hit) 4.8 5
Jab 2 3.6/4.8 4

Jab

Olimar has a 2-hit jab that comes out fast. If you only throw out the first jab, your opponent can counterattack, so be sure to throw out both jabs when the first connects. It can combo into down tilt at low percents.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
8.4 8
Dash Attack (Hit 2) 4.8 11
Forward Tilt
(← or → + A)
13.2 15
Up Tilt (Hits 1-5)
(↑ + A)
0.72 6/8/10/12/14
Up Tilt (Hit 6)
(↑ + A)
4.8 16
Down Tilt
(↓ + A)
7.2 6

Dash Attack

Dash attack can cross through shields and comes out fast. It can combo into an aerial from 0% to 10%.

Forward Tilt

Up tilt comes out slowly. It is just as fast as forward smash, making forward smash a better move to use in most cases. However, this attack can still be used when Olimar has no Pikmin.

Up Tilt

Up tilt comes out fast and has a front and back hitbox, but short range. Use it as a get-off-me attack at close range.

Down Tilt

Down tilt has good range, but comes out slow, making it unsafe on shields. It is a great combo starter and can lead into a numerous things including another down tilt (for fast fallers), up tilt, smash attacks, and aerials. It can also be used to edgeguard due to its hitbox going below the ledge.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash (Red Pikmin)
(Smash ← or → + A)
29.2 11
Forward Smash (Blue or Yellow Pikmin) 20.8 11
Forward Smash (White Pikmin) 16.7 11
Forward Smash
(Purple Pikmin)
33.4 11
Forward Smash
(Late Hit 1/Red Pikmin)
20.1 15
Forward Smash
(Late Hit 1/Blue or Yellow Pikmin)
14.4 15
Forward Smash
(Late Hit 1/White Pikmin)
11.5 15
Forward Smash
(Late Hit 1/Purple Pikmin)
23 15
Forward Smash
(Late Hit 2/Red Pikmin)
12 21
Forward Smash
(Late Hit 2/Blue or Yellow Pikmin)
8.6 21
Forward Smash
(Late Hit 2/White Pikmin)
6.9 21
Forward Smash
(Late Hit 2/Purple Pikmin)
13.8 21
Up Smash (Close/Red Pikmin)
(Smash ↑ + A)
26.2 12
Up Smash (Close/Blue or Yellow Pikmin) 18.7 12
Up Smash (Close/White Pikmin) 14.9 12
Up Smash (Close/Purple Pikmin) 23 12
Up Smash (Far/Red Pikmin)
(Smash ↑ + A)
20.1 12
Up Smash (Far/Blue or Yellow Pikmin) 14.4 12
Up Smash (Far/White Pikmin) 11.5 12
Up Smash (Far/Purple Pikmin) 23 12
Up Smash (Late/Red Pikmin)
(Smash ↑ + A)
22.1 17
Up Smash (Late/Blue or Yellow Pikmin) 15.8 17
Up Smash (Late/White Pikmin) 12.6 17
Up Smash (Late/Purple Pikmin) 25.3 17
Down Smash (Red Pikmin)
(Smash ↑ + A)
22.1 10
Down Smash (Blue or Yellow Pikmin) 15.8 10
Down Smash (White Pikmin) 12.6 10
Down Smash (Purple Pikmin) 25.3 10
Down Smash (Late Hit/Red Pikmin)
(Smash ↑ + A)
18 14
Down Smash (Late Hit/Blue or Yellow Pikmin) 12.9 14
Down Smash (Late Hit/White Pikmin) 10.3 14
Down Smash (Late Hit/Purple Pikmin) 20.7 14

Foward Smash

Olimar's foward smash has great range. Because Olimar actually throws a Pikmin, this attack can be reflected.

Damage
Purple>Red>Yellow=Blue>White
Knockback
Purple>Red>Yellow=Blue>White
Range
Red=Yellow=Blue=White>Purple

Up Smash

Up smash has fast start up with very little end lag. This move is excellent for starting combos. Any aerial can be used out of up smash at lower percents. A chain of up airs can be particularly effective following an up smash. Its low end lag makes it suited for an out of shield option or for punishing landings.

Damage
Purple>Red>Yellow=Blue>White
Knockback
Purple>Red>Yellow=Blue>White
Range
Red=Yellow=Blue=White>Purple

Down Smash

Down smash has long range, but it can be relflected just like other smash attacks, so be careful if your opponent has one of these.

Damage
Purple>Red>Yellow=Blue>White
Knockback
Purple>Red>Yellow=Blue>White
Range
Red=Yellow=Blue=White>Purple

Aerials

1v1 Damage (%) Startup Frames
Neutral Air (Hits 1-4)
(A + no direction while airborne)
1.8 7/11/15/19
Neutral Air (Hit 5)
(A + no direction while airborne)
2.4 23
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
10.2 7
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
12.96 10
Up Air 1
(↑ + A While Airborne)
10.8 8
Down Air
(↓ + A While Airborne)
10.8 9

Neutral Air

A quick move that can be used as a get-off-me attack in the air or when landing. It is one of the few moves where Olimar does not need a Pikmin to attack. Nair hits for -11 on shield, making it unsafe.

Forward Air

Fair is a triple threat of fast start up frames, good reach, and good damage. It has low end lag as well, making it a great attack to use. It can combo after down throw and is safe to use on shield if spaced correctly.

Damage
Purple>Red>Yellow=Blue>White
Knockback
Purple>Red>Yellow=Blue>White
Range
Red=Yellow=Blue=White>Purple

Back Air

Bair is Olimar's strongest aerial and also has very little end lag. This makes it great for combos and also safe on shield if correctly spaced. It has higher start up frames compared to Olimar's other aerials, but it also works as a KO move at higher percents.

Damage
Purple>Red>Yellow=Blue>White
Knockback
Purple>Red>Yellow=Blue>White
Range
Red=Yellow=Blue=White>Purple

Up Air

Up air is a powerful aerial attack with good range. Its long hitbox and using the Pikmin as the hitbox makes it difficult out-space, and it perfect for juggling opponents trying to land. This move can combo into other aerials, but has long landing lag.

Damage
Purple>Red>Yellow=Blue>White
Knockback
Purple>Red>Yellow=Blue>White
Range
Red=Yellow=Blue=White>Purple

Down Air

Olimar's dair is a strong aerial attack with a long lasting hitbox. This allows it to be used for two frame punishes at the ledge. Its long disjointed hitbox allows it to snuff out other moves and is great for landing. However, this move has long landing lag and is punishable if used on shield.

Damage
Purple>Red>Yellow=Blue>White
Knockback
Purple>Red>Yellow=Blue>White
Range
Red=Yellow=Blue=White>Purple

Specials

1v1 Damage (%) Startup Frames
Neutral Special
(B)
- 1
Side Special
(Red Pikmin)
(← or → + B)
2.4 18
Side Special
(Blue or Yellow Pikmin)
2.4 18
Side Special
(White Pikmin)
5.64 18
Side Special
(Purple Pikmin)
7.2 18
Up Special
(↑ + B)
- -
Down Special
(↓ + B)
- -

Neutral Special (Pikmin Pluck)

This attack plucks Pikmin out of the ground to join Olimar's party. The order in which Pikmin are plucked is decided as Red, Yellow, Blue, White, and Purple.

Pikmin Strengths Weaknesses
Red Pikmin ・High Damage (Base Damage x1.4)
・Resistant to fire attacks
・Weak Throw Damage (Base Damage x0.8)
・Weak throw knockback
Yellow Pikmin ・Wide Attack Range (Base Length x1.5)
・Resistnat to electric attacks
None
Blue Pikmin Strong Throw Damage (Base Damage x1.7)
High Throw Knockback
None
White Pikmin ・Long Grab Reach
・High Side Special Damage (Base Damage x2)
・Fast Movement
・Low Attack Damage (Base Damage x0.8)
・Weak Knockback
Purple Pikmin ・High Damage (Base Damage x1.6)
・High Attack Knockback
・Can knock opponents back with side special
・High Stamina
・Short Attack Reach

Side Special (Pikmin Throw)

Side special throw Pikmin at your opponent. They will stick to your opponent and deal damage over a certain amount of time. The higher your opponent's damage is, the less time the Pikmin will hang on. If your opponent attacks, they can throw the Pikmin off your kill them. Purple Pikmin will not latch on but instead deal damage and knockback like a normal item throw.

Damage
White>Red=Blue>Yellow>Purple
Knockback
Purple>Red=Yellow=Blue=White
Range
White>Red=Yellow=Blue>Purple

Down Special (Pikmin Order)

Down special calls back your Pikmin with a whistle. This move not only calls back Pikmin, but can also rearrange their order and gives Olimar super armor while whistling. This move has very little end lag and can be canceled out of.

Up Special (Winged Pikmin)

Olimar's up special has Winged Pikmin carry him upwards. Just pressing up on the control stick will give you the maximum height obtainable, but if you are carrying more Pikmin, the maximum height will decrease. You can cancel up special into an aerial attack, but afterwards you will fall to the ground.

Weight
Purple≧Red=Yellow=Blue>White

Grab / Throws

1v1 Damage (%) Startup Frames
Pummel 1.2 1
Grab (Normal) - 12
Dash Grab - 12
Pivot Grab - 12
Forward Throw (Hitbox)
(← or → While Grabbing)
8.4 18
Back Throw (Hitbox)
(← or → While Grabbing)
10.8 21
Up Throw (Hitbox)
(↑ While Grabbing)
1.2 21
Up Throw (Throw) 8.4 22
Down Throw (Hitbox)
(↓ While Grabbing)
1.2 23
Down Throw (Throw) 8.4 31

Pikmin Grab

Grabs with Pikmin vary depening on the number of Pikmin and type. When throwing, damage will vary depending on the type of Pikmin and their number, and knockback will vary depening on Pikmin type.

Grab Range
White>Red=Yellow=Blue>Purple

Forward Throw

This throw creates too much space from low percents to combo into anything.

Damage
Blue>Yellow=White=Purple>Red
Knockback
Blue>Yellow=White=Purple>Red

Back Throw

Back throw will throw your opponent behind your back. From low percents this throw creates too much space to combo into anything. However, it is Olimar's most damaging throw. If paired with several Pikmin including a Blue Pikmin in the front, it is the most damaging throw in the game.

Damage
Blue>Yellow=White=Purple>Red
Knockback
Blue>Yellow=White=Purple>Red

Up Throw

Olimar's up throw sends your opponent straight up. When performing up throw, Blue Pikmin will have the strongest damage and knockback, alllowing you to KO foes from 130%.

Damage
Blue>Yellow=White=Purple>Red
Knockback
Blue>Yellow=White=Purple>Red

Down Throw

Olimar's down throw puts your opponent into the air. There is little lag after performing down throw, and it can be used as a combo starter.

Damage
Blue>Yellow=White=Purple>Red
Knockback
Blue>Yellow=White=Purple>Red

Final Smash

Attack How to Use Effect
End of Day Press B after obtaining the Smash Ball Olimar boards the S.S. Dolphin and flies up, dealing damage from offscreen. Afterwards, the Dolphin will come crashing back down, causing massive damage.

Olimar Balance Changes

Version 12.0.0 Balance Patch

Change
Side Smash Attack Increased the amount of time hit detection lasts for the high-damage window.

Version 10.1.0 Balance Patch

Change
Up Special After throwing a Pikmin with a side smash attack or side special, if there are other Pikmin nearby when using up special, an air attack using a Pikmin will occur.

Version 8.0.0 Balance Patch

Change
Final Smash Increased high-damage attack range when exploding.
Increased power of the explosion.

Version 7.0.0 Balance Patch

Change
Other Increased shield size.

Version 4.0.0 Balance Patch

Change
Side Smash Attack Increased the distance for Purple Pikmin.
Increased the amount of time hit detection lasts for Purple Pikmin.

Version 3.1.0 Balance Patch

Change
Basic Movements Olimar is now easier to hit.
Side Smash Attack Reduced the high-damage window.
Increased vulnerability.
Up Smash Attack Increased vulnerability.
Up Special Adjusted the flight time when the move is used repeatedly.

Version 3.0.0 Balance Patch

Change
Side Special Reduced the power against shields.
Side Smash Attack Reduced the power against shields.
The power will now properly increase when charged.
Down Smash Attack The power will now properly increase when charged.
Up Smash Attack The power will now properly increase when charged.

Major Changes From Smash 4

Change
Aerial Attacks Hitboxes are now disjointed. Buff.
Up Smash
(↑ + A)
Total frames significantly reduced. Buff.

How to Unlock Olimar

Unlocking Via Smash Mode
48th Fighter Unlocked
After unlocking Sheik, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 8 times using Mario.
Unlocking via World of Light
Mushroom Platforms

There are three ways to unlock Olimar. Completing any of these, then defeating Olimar when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Olimar Alt Costumes and Skins

Olimar Reveal Trailer

Smash Ultimate Character Guides

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List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

Comment

2 Anonymous5 days

There are 2 byleths

1 Anonymous10 months

luigi is missing

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