A complete summary of Olimar’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.
Stats & Spirit Effects
In terms of stats, using either a balanced spread (2100 / 2100) or a defensive one (0 / 4200) are fine options that work well with Olimar. His recovery is potent enough to outlast most opponents; however, characters who are comfortable off-stage (Lucas and Piranha Plant, among others) will be able to intercept him.
Olimar is noticeably weaker in the Spirits metagame, as no setup perfectly fits his playstyle. Armor Knight and Move Speed ↑ is always a safe choice, but it worsens Olimar’s already-poor off-stage game.
An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.
Olimar Figure Players should be trained opposite to how the character is played competitively: aggressive and active on the battlefield. Constantly chase the FP and attack it with aerial moves and smash attacks. Olimar is one of the easiest (and consequently, most boring) fighters to train, as a good Olimar generally only uses its C-stick, analog stick, and neutral special moves. Here is a complete breakdown of Olimar’s moveset and which attacks to focus on during training:
- Neutral attack: Not a terrible move, but it also isn’t very useful. Use it sparingly, as there are better options available.
- Forward tilt: Almost entirely useless. Don’t bother teaching this move.
- Up tilt: Low damage and speed. Don’t teach this one, either.
- Down tilt: Olimar needs to avoid attacks that don’t involve Pikmin, and down tilt is one of them. Don’t teach it.
- Dash attack: Can be used sparingly to force the opponent into the air. It’s the only non-Pikmin move that should be used in any capacity.
- Forward smash: Spam it to no end against grounded opponents. It is rarely punished properly by opposing Figure Players; in fact, the AI may not even be able to detect it to dodge or block.
- Up smash: Spam this one against aerial opponents, and then follow up with aerials of your own. Rarely punished properly by opposing FPs.
- Down smash (Pikmin Left/Right Dash): Not worth the risk, as the AI can turn around and use its stronger forward smash just as quickly.
- Neutral aerial (Tornado Attack): Generally useless. Don’t bother.
- Forward aerial: Swat enemies away with forward aerials. Can be used out of a short hop to great effect.
- Back aerial: Slightly more damaging than forward aerial, but also harder to land. Use both forward and back aerials as needed.
- Up aerial: Fast with a powerful lingering hitbox. Definitely a good move to teach.
- Down aerial: A fantastic meteor smash that can close stocks early. Spike opponents or just get free damage: this move is one of Olimar’s best.
- Forward throw: Deals damage based on the colors of Olimar’s Pikmin, but only serves to create distance. Don’t prioritize this one.
- Back throw: If used with three Blue Pikmin, it is the strongest throw in the game (in terms of damage). Despite this, it’s a bit lacking in KO potential. Focus on down throw instead.
- Up throw: Once again, it only serves to create distance. Not a move to focus on.
- Down throw: Olimar’s go-to throw. It can combo into an aerial attack, so use it frequently.
- Neutral special (Pikmin Pluck): Not required to teach, as Olimar’s AI already knows how to pluck Pikmin.
- Side special (Pikmin Throw): Avoid Pikmin Throw at all costs, as the AI will start overusing it.
- Up special (Winged Pikmin): Grants solid distance, but is rather unsafe. Only use it to recover.
- Down special (Pikmin Order): Using Pikmin Throw is not recommended, thus Pikmin Order has no use.
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