olimar

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Data for Olimar's Pikmin attacks is listed in order of Red/Yellow/Blue/White/Purple.

Ground Attacks

Jab 1
4
19
--
Transitions to Jab 2 as early as frame 7
3.0 / 4.0
8/9
4/5
Early/Late
-11/-10
4(5)
Jab 2
4
17
--
--
3.0/4.0
5/5
4/5
Close/Far
-9/-8
4—5
Forward Tilt
15
35
--
--
11.0
8
10
--
-10
15—17
Up Tilt
6/8/10/12/14/16
38
--
--
0.6/4.0
4/5
2/5
Multi/Final
-17
6/8/10/12/14/16
Down Tilt
6
29
--
--
6.0
6
6
--
-17
6—12
Dash Attack
8/11
37
--
--
7.0 / 4.0
7/5
-/5
--
-21
8—10/11—14
Forward Smash (Early)
11
39
--
Charge hold is frame 6. Olimar does not suffer hitlag from this attack. But Pikmin do.
20.3/14.5/14.5/11.6/23.2
12/15/10/9/14
6/5/5/4/7
--
-13/-11/-16/-18/-10
11—12
Forward Smash (Late)
13
39
--
--
14.0/10.0/10.0/8.0/16.0
10/12/8/7/10
5/4/4/3/5
--
-14/-13/-17/-19/-14
13—19
Forward Smash (Later)
20
39
--
--
8.4/6.0/6.0/4.8/9.6
7/9/6/6/8
3/3/3/3/4
--
-12/-10/-13/-13/-10
20—29
Up Smash (Close)
12
39
--
Charge hold is frame 4. Olimar does not suffer hitlag from this attack. But Pikmin do.
18.2/13.0/13.0/10.4/20.8
11/14/9/8/13
6/5/5/4/6
--
-10/-8/-13/-15/-8
12—16
Up Smash (Far)
12
39
--
--
14.0/10.0/10.0/8.0/16.0
10/12/8/7/10
5/4/4/3/5
--
-12/-11/-15/-17/-12
12—13
Up Smash (Late)
17
39
--
--
15.4/11.0/11.0/8.8/17.6
10/13/8/7/11
5/4/4/4/6
--
-8/-6/-11/-12/-6
17—22
Down Smash (Early)
10
38
--
Charge hold is frame 6. Olimar does not suffer hitlag from this attack. But Pikmin do.
15.4/11.0/11.0/8.8/17.6
10/13/8/7/11
5/4/4/4/6
--
-13/-11/-16/-17/-11
10—13
Down Smash (Late)
14
38
--
--
12.6/9.0/9.0/7.2/14.4
9/11/7/7/9
4/4/4/3/5
--
-11/-9/-13/-14/-10
14—18

Aerial Attacks

Neutral Air
7/11/15/19/23
53
13
Autocancels on frame 1-2 and 34 onward
1.5/2.0
4/4
2/2
Multi/Final
-11/-11
7—8/11—12/15—16/19—20/23—24
Forward Air
7
42
9
Autocancels on frame 1-5 and 31 onward
11.9/8.5/8.5/6.8/13.6
9/11/8/7/9
5/4/4/3/5
--
-4/-5/-5/-6/-4
7—9
Back Air
10
48
9
Autocancels on frame 1-5 and 36 onward
15.1/10.8/10.8/8.6/17.2
10/13/8/7/11
5/4/4/4/6
--
-4/-5/-5/-5/-3
10—13
Up Air
8
34
18
Autocancels on frame 1-5 and 31 onward
12.6/9.0/9.0/7.2/14.4
9/11/7/7/10
5/4/4/3/5
--
-13/-14/-14/-15/-13
8—15
Down Air
9
51
18
Autocancels on frame 1-5 and 31 onward
12.6/9.0/9.0/7.2/14.4
9/11/7/7/10
5/4/4/3/5
--
-13/-14/-14/-15/-13
9—10

Special Attacks

Neutral B (Pikmin Pluck)
--
8
--
32 frame failure animation when your squad is full.
--
--
--
--
--
1
Side B (Pikmin Throw)
9
24
--
A latched pikmin hits on frame 18, then every 36 frames after that (counting Pikmin's hitlag)
Purple: 6.0
Purple: 6
Purple: 3
--
Purple: -6
9—127(9—107)
Up B (Winged Pikmin)
--
--
30/19
30 landing lag if the pikmin let go of you. Frame 30 is the earliest you can cancel the move.
--
--
--
--
--
--
Down B (Pikmin Order/Whistle)
2 (Start of Super Armor)
17
--
Super armor on frame 2-7
--
--
--
--
--
2—7 (armor)

Grabs / Throws

Grab
12
41/47/56
--
Total frames depends on having one/two/three pikmin
--
Dash Grab
12
49/57/68
--
Total frames depends on having one/two/three pikmin
--
Pivot Grab
12
44/51/60
--
Total frames depends on having one/two/three pikmin
--
Pummel
1
16
--
Total frames includes 11 frames of hitlag
1.0
Forward Throw
18
35
--
--
5.6/7.0/11.9/7.0/7.0
Backward Throw
21
39
--
--
7.2/9.0/15.3/9.0/9.0
Up Throw
21/22
49
--
--
6.4/8.0/13.5/8.0/8.0
Down Throw
23/31
41
--
--
6.6/8.0/12.9/7.8/8.6

Dodges / Rolls

Spot Dodge
20/25
--
Invulnerable on frame 3-17
Forward Roll
29
--
Invulnerable on frame 4-15
Backward Roll
34
--
Invulnerable on frame 5-16
Neutral Air Dodge
57
10
Invulnerable on frame 3-29
Air Dodge, Down
78
11-19
Invulnerable on frame 3-21
Air Dodge, Diagonally Down
87
11-19
Invulnerable on frame 3-21
Air Dodge, Left/Right
96
11-19
Invulnerable on frame 3-21
Air Dodge, Diagonally Up
118
11-19
Invulnerable on frame 3-21
Air Dodge, Up
132
11-19
Invulnerable on frame 3-21

Misc Info

Weight — 79
Gravity — 0.068
Walk Speed — 0.945
Run Speed — 1.617
Initial Dash — 1.606
Air Speed — 0.861
Total Air Acceleration — 0.08
SH / FH / SHFF / FHFF Frames — 43 / 59 / 30 / 41
Fall Speed / Fast Fall Speed — 1.35 / 2.16
Out of Shield, Neutral Air or Forward Air — 10 frames
Out of Shield, Up Air — 11 frames
Out of Shield, Down Air or Up Smash — 12 frames
Shield Grab (Grab, post-Shieldstun) — 16 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)