Olimar

83 moves21 changed by HDR62 vanillainternal pikmin
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5383°25 fixed-8416–0top
4383°25 fixed-81top
4-53Sakurai25 / 30-82top
43Sakurai25 / 30-83top
5383°25 fixed-71top
53Sakurai25 / 30-73top
hdr‡
Jab
4-5345°40 / 80-10418–0top
4-5445°40 / 80-91top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-10768°30 / 50-24838–0trans
11-14475°45 / 125-220trans

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Forward Tilt
11-1411Sakurai40 / 107-121132–0, 1top
11-1213Sakurai40 / 107-112top
hdr◆‡
Up Tilt
7-14895°85 / 50-20734–0, 1head, s_antenna3
7-14770°85 / 45-212s_antenna5_null
hdr
Down Tilt
6-127.570°55 / 85-16629–0, 1head

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
vanilla➔
Forward Smash
no hitboxes1144––
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
vanilla➔
Up Smash
no hitboxes1240––
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
vanilla➔
Down Smash
no hitboxes1039––

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡¶
Neutral Air
7-11575°40 / 100-474681-6, 36–0, 1, 2handr, shoulderr, head
12-204.562°40 / 100-40, 1, 2handr, shoulderr, head
21-26450°40 / 100-40, 1, 2handr, shoulderr, head
hdr‡¶
Forward Air
5-8555°62 / 70-552991-4, 31–0, 1handr, shoulderr
hdr
Back Air
9-14635°50 / 120-7935121-5, 30–0, 1handr, shoulderr
hdr‡¶
Up Air
7-18595°52 / 90-573391-6, 31–0, 1handr, shoulderr
hdr
Down Air
9-135270°25 / 100-8936121-6, 32–0, 1handr, shoulderr
14-244270°25 / 100-80, 1handr, shoulderr

Special Attacks

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr➔
Neutral Special
spawns pikmin116––
hdr
Neutral Special
9-14280°20 / 223-16929–0top
hdr
Neutral Special
15-20280°20 / 223-101529–0top
hdr
Side Special
no hitboxes–29––
hdr
Side Special
no hitboxes–29––
vanilla•
Up Special
no hitboxes–30––
vanilla•
Up Special
no hitboxes–2014–
SpecialAirHiWait1 vanilla•
Up Special
no hitboxes––14–
SpecialAirHiEnd vanilla•
Up Special
no hitboxes–2014–
SpecialAirHiLanding1 vanilla
Up Special
no hitboxes–20––
hdr
Down Special
no hitboxes–18––
hdr
Down Special
no hitboxes–18––

Grabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
Catch vanilla
Grab
no hitboxes–42––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11Sakurai30 / 100–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
CatchDash vanilla
Dash Grab
no hitboxes–50––
CatchTurn vanilla
Pivot Grab
no hitboxes–45––

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla¶⇢
Forward Throw
1-345.6Sakurai65 / 60–1435210–
1-347Sakurai65 / 60–0–
1-3411.9Sakurai65 / 60–0–
1-347Sakurai65 / 60–0–
1-347Sakurai65 / 60–0–
vanilla¶⇢
Back Throw
1-397.245°50 / 60–2040200–
1-39945°50 / 60–0–
1-3915.345°50 / 60–0–
1-39945°50 / 60–0–
1-39945°50 / 60–0–
vanilla¶⇢
Up Throw
1-485.485°81 / 80–2149280–
1-48785°81 / 79–0–
1-4812.585°83 / 66–0–
1-48785°82 / 77–0–
1-48785°83 / 76–0–
vanilla¶⇢
Down Throw
1-495.660°60 / 60–3050200–
1-49760°60 / 60–0–
1-4911.960°60 / 60–0–
1-49760°60 / 60–0–
1-49760°60 / 60–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5810–
hdr•
Air Dodge
intangible 4–26–5810–
vanilla
Ledge Attack
19-21945°90 / 20-301956–0top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–31––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–31––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–30––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Pikmin

21 moves

These are Olimar's own moves, carried out by a Pikmin — a separate agent, which is where the hitboxes are. The sections above hold what Olimar does with no Pikmin to throw. Frames and the recovery columns are Olimar's, since that is who is standing in the move. Damage, angle and knockback growth are scaled per color: the cells show the whole range, and hovering or tapping one names which Pikmin sits where in it.

Smash Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr↦
Forward Smash
11-1413.6–20.4varies33 / varies-12 to -101144–0, 1head1
15-199.6–14.4varies33 / varies-13 to -120, 1head1
20-295.6–8.4varies33 / varies-13 to -120, 1head1
hdr↦
Up Smash
12-1314.4–21.6varies50 / varies-6 to -41240–0, 1top
14-2111.2–16.8varies50 / varies-8 to -60, 1top
hdr↦
Down Smash
10-1210.4–15.6varies32 / varies-12 to -111039–0, 1head1
13-178–12varies25 / varies-12 to -110, 1head1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Neutral Air
6-105.6–8.4varies38 / varies-3 to -264680, 1, 2head2, head1, waist
11-194.8–7.2varies38 / varies-4 to -30, 1, 2head2, head1, waist
20-254–6varies38 / varies-4 to -30, 1, 2head2, head1, waist
hdr
Forward Air
5-96.4–9.6varies60 / varies-4 to -252990, 1head2
56.4–9.6varies60 / varies-4 to -22, 3head1, waist
6-98.8–13.2varies60 / varies-3 to 02, 3head1, waist
hdr
Back Air
8-149.6–14.4varies30 / varies-5 to -3835120head1
8-149.6–14.4varies22 / varies-5 to -31head1
hdr
Up Air
7-176.4–9.6varies43 / varies-4 to -273390, 1, 2, 3head2, head1, waist
hdr
Down Air
9-128–12varies32 / varies-6 to -4936120head1
13-234.8–7.2varies40 / varies-8 to -70head1

Special Attacks

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Red
1-1190Sakurai0 / 0–1––0top
hdr
SpSRemved
1-53.84–5.76varies65 / varies–1––0waist
hdr
SplwAirRespond
1-53.84–5.76varies65 / varies–1––0waist
hdr
Blue
1-1190Sakurai0 / 0–1––0top
hdr
Purple
1-119844°20 / 100–1––0, 1top
hdr
White
1-1190Sakurai0 / 0–1––0top
hdr
Yellow
1-1190Sakurai0 / 0–1––0top

Grabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Grab
4-15––– / ––450–0grab
4-282.4–3.6Sakurai40 / 100–0–

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1-336.8–13varies75 / varies–1435210–
hdr
Back Throw
1-374–7.5varies84 / varies–2040200–
hdr
Up Throw
1-206.4–12varies60 / varies–2149280–
hdr
Down Throw
220.8–1.2varies50 / varies–3050200top
22-294–7.5varies84 / varies–0–

Other

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
SpSGrabAttack
17-181.6–2.4Sakurai0 / 0–17––0top

Attributes

Weight & Size

Weight
83
Jostle Weight
3.9
Shield Radius
10.3

Ground Movement

Walk Speed
0.925
Walk Accel (mul)
0.0892
Walk Accel (add)
0.105
Initial Dash
1.56
Run Speed
1.625
Run Accel (mul)
0.05
Run Accel (add)
0.02
Traction
0.075

Jumps

Jumpsquat
4
Jump Initial Y
11.9763
Full Hop Height
33.5
Short Hop Height
11.69
Air Jump Height
33.5
Jump Count
2
Horizontal Jump Speed
1.315

Air Movement

Air Speed
1.11
Air Accel (add)
0.02
Air Accel (mul)
0.03
Air Friction
0.02
Gravity
0.09
Fall Speed
1.9

Landing Lag

Nair
8
Fair
9
Bair
12
Uair
9
Dair
12
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (55 -> 60 frames).Up Tilt
  • HDR replaces the animation (54 -> 43 frames).Neutral Air
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 2, Forward Tilt, Up Tilt, Neutral Air, Forward Air, Up Air
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Air, Forward Air, Back Air, Up Air, Down Air, Forward Throw, Back Throw, Up Throw, Down Throw
✕HDR removes this move’s hitboxes.
  • CliffEscape
➔Damage comes from a spawned article, listed under Projectiles & Articles.
  • Damage comes from Pikmin, fired on frame 11 — see Pikmin below.Forward Smash
  • Damage comes from Pikmin, fired on frame 12 — see Pikmin below.Up Smash
  • Damage comes from Pikmin, fired on frame 10 — see Pikmin below.Down Smash
  • Damage comes from Pikmin — see Pikmin below.Neutral Special (Start)
⇢The throw is carried out by an article, so its release frame is that article’s, counted from the start of the article’s own script rather than the fighter’s.
  • Released by Pikmin, which carries out this throw — frame 14 of its own script.Forward Throw
  • Released by Pikmin, which carries out this throw — frame 20 of its own script.Back Throw
  • Released by Pikmin, which carries out this throw — frame 21 of its own script.Up Throw
  • Released by Pikmin, which carries out this throw — frame 30 of its own script.Down Throw
↦Frames are counted from the move that fires this article, not from the article’s own script. It is fired partway through that move, so its first frame is that frame of the move, not frame 1.
  • Frames are counted from Forward Smash, which fires this Pikmin on frame 11 — this script's own frame 1.Pikmin: AttackS4SJump
  • Frames are counted from Up Smash, which fires this Pikmin on frame 12 — this script's own frame 1.Pikmin: Up Smash
  • Frames are counted from Down Smash, which fires this Pikmin on frame 10 — this script's own frame 1.Pikmin: Down Smash
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Up Special, Up Special (Air), Up Special (Air, End), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Landing lag is 14 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air), Up Special (Air, Wait1), Up Special (Air, End)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Up Special (Air, Wait1), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.