Trophy Description
A veteran spaceship pilot for Hocotate Freight, Captain Olimar partners with Pikmin in Smash Bros. to help him in battle. Olimar is much stronger when he’s got Pikmin with him, so keep them plucked and good to go. Pikmin abilities are based on their color—learn what each is best at!
Statistics
Maximum Number of Jumps: 2
Can Wall Jump: No
Can Wall Cling: No
Can Crawl: No
Alternate Colors
Pikmin Attributes
Red—Deal good DAMAGE and have good knockback.
Yellow—Deal average DAMAGE but have good range and hitbox size. Immune to electric attacks while able to deal those attacks, allowing for combos.
Blue—The most durable of Pikmin, these have more health. Average DAMAGE but great for throws.
White—Least durable but deal a lot of poison DAMAGE, making them good when thrown or during pummels. Can be thrown the farthest.
Purple—Usually the most damaging Pikmin. Use it for Smash attacks or throw it at opponents to knock them away.
Smash Attacks
SIDE SMASH
Olimar throws a Pikmin forward at the opponent.
| PIKMIN DAMAGES | |
|---|---|
|
|
7.2%~17.4% |
|
|
6~14.5% |
|
|
6~14.5% |
|
|
4.8~11.6% |
|
|
8.4~20.3% |
DOWN SMASH
Olimar sends out a Pikmin to either side of him. This uses the next two Pikmin you have queued up, making it useful for a quick Pikmin shuffle as well.
| PIKMIN DAMAGES | |
|---|---|
|
|
10.8~13.2% |
|
|
9~11% |
|
|
9~11% |
|
|
7.2~8.8% |
|
|
12.6~15.4% |
UP SMASH
Olimar swings a Pikmin upward to launch opponents upward.
| PIKMIN DAMAGES | |
|---|---|
|
|
12~15.6% |
|
|
10~13% |
|
|
10~13% |
|
|
8~10.4% |
|
|
14~18.2% |
Basic Attacks
Standing Attack DAMAGE 3~4%, 3~4%
Olimar punches forward twice for a two-hit combo.
Side Tilt DAMAGE 11%
Olimar winds up and then leans forward for a big punch.
Up Tilt DAMAGE 0.6~4% MAX DAMAGE 7.6% : 7 Hits
Olimar jumps and extends both arms as he spins through the air. This attack hits multiple times.
Down Tilt DAMAGE 6%
A head-first slide attack at the opponent’s feet.
Dash Attack DAMAGE 4~7% MAX DAMAGE 11% : 2 Hits
A running cartwheel attack.
Edge Attack
Olimar hurls himself back up to the stage as he punches forward.
Air Attacks
Neutral Air Attack DAMAGE 1.5~2% MAX DAMAGE 8% : 5 Hits
This jumping spiral attack is Olimar’s only air attack that doesn’t involve or require a Pikmin.
Up Air Attack
Olimar swings a Pikmin above his head. On contact, this knocks opponents vertically away.
| PIKMIN DAMAGES | |
|---|---|
|
|
10.8% |
|
|
9% |
|
|
9% |
|
|
7.2% |
|
|
12.6% |
Down Air Attack
Olimar strikes downward with a Pikmin.
| PIKMIN DAMAGES | |
|---|---|
|
|
10.8% |
|
|
9% |
|
|
9% |
|
|
7.2% |
|
|
12.6% |
Forward Air Attack
Olimar swings a Pikmin in a downward arc to strike anyone in front of him.
| PIKMIN DAMAGES | |
|---|---|
|
|
10.2% |
|
|
8.5% |
|
|
8.5% |
|
|
6.8% |
|
|
11.9% |
Back Air Attack
Olimar swings a Pikmin horizontally behind him to hit opponents away.
| PIKMIN DAMAGES | |
|---|---|
|
|
13% |
|
|
10.8% |
|
|
10.8% |
|
|
8.6% |
|
|
15.1% |
Special Attacks
Pikmin Pluck (Neutral Special) DAMAGE 0%
Olimar plucks Pikmin out of the ground in the following order: red, yellow, blue, white, purple. You can have a maximum of three Pikmin at any given time, and you must be on the ground for this to succeed. Doing this in the air only leaves you vulnerable.
Hardy Pikmin Pluck DAMAGE 0%
These Pikmin have much more durability than regular Pikmin; they are roughly ten times as durable as their regular counterparts. It takes longer for Olimar to pluck them from the ground, and they move a bit slower, making it easier for them to get separated from Olimar.
Explosive Pluck
These Pikmin explode when plucked, damaging opponents and launching them in different directions. Generally, these Pikmin have lower durability and die off much faster.
| PIKMIN DAMAGES | |
|---|---|
|
|
8% |
|
|
8% |
|
|
8% |
|
|
5% |
|
|
10% |
Pikmin Throw (Side Special)
| PIKMIN DAMAGES | MAX DAMAGE | |
|---|---|---|
|
|
1.3% |
10.4% : 8 Hits |
|
|
1.3% |
10.4% : 8 Hits |
|
|
1.3% |
10.4% : 8 Hits |
|
|
2.6% |
20.8% : 8 Hits |
|
|
6.5% |
6.5% : 1 Hit |
Olimar throws the lead Pikmin at the opponent. Most Pikmin latch on to deal DAMAGE, but the purple one only hits hard on impact. The lower your opponent’s percentage, the longer the Pikmin can stay latched on.
Sticky Pikmin Throw
| PIKMIN DAMAGES | MAX DAMAGE | |
|---|---|---|
|
|
1% |
16% : 16 Hits |
|
|
1% |
16% : 16 Hits |
|
|
1% |
16% : 16 Hits |
|
|
2% |
32% : 16 Hits |
|
|
5% |
5% : 1 Hit |
This variant makes the Pikmin much harder to shake off. Theydeal less DAMAGE when they hit; however, because they cling on longer, the maximum DAMAGE possible is much higher. The purple Pikmin is an exception, as it deals less DAMAGE and does not cling to the opponent.
Tackle Pikmin Throw
All Pikmin follow the purple Pikmin’s lead and don’t latch on to the opponent. Instead, all of them will just hit the opponent to deal DAMAGE and knock them away.
| PIKMIN DAMAGES | |
|---|---|
|
|
5% |
|
|
5% |
|
|
5% |
|
|
3% |
|
|
8% |
Winged Pikmin (Up Special) DAMAGE 0%
Winged Pikmin arrive to carry Olimar up to safety. The more Pikmin with Olimar, though, the heavier he is to carry. You can control the direction they fly. Olimar can cancel the flight by using one of his aerial attacks.
Winged Pikmin Jump DAMAGE 0%
Winged Pikmin pull Olimar up so quickly that a blast of wind knocks nearby opponents away. It is much quicker than the regular version, but you can’t move horizontally as much.
Mighty Winged Pikmin DAMAGE 0%
With this variation, it doesn’tmatter how many Pikmin you have tagging along with Olimar; you get to roughly the same height and movement with 1 Pikmin or 3 Pikmin. The downside to this is that the flight time, height, and movement speeds are all reduced from the regular version.
Pikmin Order (Down Special) DAMAGE 0%
Olimar blows his whistle to re-order his Pikmin or to recall them quickly. Use this to make sure your Pikmin are in the order you expect them to be. Olimar’s body has super armor as he bends backward to make this call.
Order Tackle
| PIKMIN DAMAGES | MAX DAMAGE | |
|---|---|---|
|
|
1~3% |
4% : 2 Hits |
|
|
1~3% |
4% : 2 Hits |
|
|
1~3% |
4% : 2 Hits |
|
|
2~3% |
5% : 2 Hits |
|
|
5% |
10% : 2 Hit |
Pikmin returning to Olimar deals DAMAGE to opponents. Olimar is left vulnerable after this call, as it takes longer to recover.
Dizzy Whistle DAMAGE 0.1~1% MAX DAMAGE 1.1% : 2 Hits
The force of this whistle spins nearby opponents as your Pikmin are recalled. Opponents take a little bit of DAMAGE, but Olimar does not have any super armor in this variation.
Final Smash
End of Day
Olimar blasts off in his rocket before crash-landing it back down into his opponents. While he is up in his rocket, Bulborbs arrive and DAMAGE your opponents as well. When the rocket returns, anyone around the impact area takes DAMAGE. Watch the lens at the bottom of the screen to keep track of where your opponents are so you can guide the rocket to the optimal spot. You can guide the rocket quite a bit, as long as you start moving it early in its descent. Opponents are knocked up and away from the rocket impact. If you activated the Final Smash on top of an enemy, that enemy is buried for the duration of the Final Smash!
Strategy
Nothing is more important to Olimar than having Pikmin plucked and ready to go! Olimar’s tilt attacks, Dash Attack, Edge Attack, Neutral Attack, and Neutral Air Attack are his only attacks that don’t require Pikmin. All of his Smash attacks and other aerial attacks require Pikmin to deal any DAMAGE! With below-average weight and mobility, Olimar needs Pikmin available to keep opponents away. Luckily, plucking Pikmin with Pikmin Pluck is fairly quick. Keep in mind that plucking Pikmin always pulls them in the same order, so memorize that order. Note that whichever Pikmin is in the front of the line is the one you will use for your Pikmin-based attack. The Pikmin do varying amounts of DAMAGE and have different attributes.
Pikmin Throw is Olimar’s main projectile and farthest reaching attack. All Pikmin except the purple one latch onto opponents and deal DAMAGE over time until they are knocked off. The purple one does a single hit that knocks opponents back. The white Pikmin deals the most significant DAMAGE, up to 20%, while red, yellow, and blue deal about 10% maximum. It should be noted that although their DAMAGEs are the same, blue is the most durable of these Pikmin. Winged Pikmin is mainly a recovery tool for Olimar; it also allows him to move horizontally. The more Pikmin you have in line with you, the slower you rise, so try to use Pikmin Throw before activating Winged Pikmin. You can cancel Winged Pikmin with any aerial attack. Pikmin Order is primarily used to recall the Pikmin back to Olimar.
Smash Attacks and aerial attacks are Olimar’s primary method to rack up DAMAGE. For Smash Attacks and aerial attacks, Pikmin deal DAMAGE from highest to lowest in this order: purple, red, a tie between yellow and blue, then white. Most of Olimar’s aerial attacks are quick and, as long as you are using the appropriate Pikmin, can knockback very far. Down Air in particular has good spike effect and Forward Air knocks back horizontally quite well. Using the right Pikmin for the right situation is important. For Smash attacks, use purple. The red, yellow, and blue Pikmin are also useful for Smash Attacks because of their extra range, but they deal a little less DAMAGE. For aerials, use red, purple, or yellow. For throws, use blue or white. And when throwing at opponents, use purple to knockback, white to DAMAGE, or yellow to electrocute. Remember, if all three of your Pikmin are latched on to opponents, you can’t pull anymore, but you can still use your non-Pikmin-based attacks! Without Pikmin, Up Tilt and Neutral Air can be useful to rack up some DAMAGE while Forward Tilt can be good for DAMAGE and knockback.
Recovery
Olimar’s only recovery tool is his Winged Pikmin, which allows him to recover both horizontally and vertically. Once you call the Winged Pikmin, immediately input the direction you want to go or Winged Pikmin allow Olimar to drop farther. How fast Olimar moves, though, is affected by how many Pikmin he has with him. With three Pikmin, Olimar rises very slowly while having none allows him to rise very quickly. If you are very far from the stage, use your Pikmin Throw to get rid of Pikmin before using the Winged Pikmin to recover! This is especially useful when returning to the stage from high above. The thrown Pikmin will keep your opponents occupied, making your recovery a little safer.