Olimar

83 moves21 changed by HDR62 vanillainternal pikmin
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5383°25 fixed-84160top
4383°25 fixed-81top
4-53Sakurai25 / 30-82top
43Sakurai25 / 30-83top
5383°25 fixed-71top
53Sakurai25 / 30-73top
hdr
Jab
4-5345°40 / 80-104180top
4-5445°40 / 80-91top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
8-10768°30 / 50-248380trans
11-14475°45 / 125-220trans

Tilt Attacks

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
11-1212.5Sakurai40 / 111-1211320top
11-1412.5Sakurai40 / 111-121top
hdr◆‡
Up Tilt
7-14895°85 / 50-207340, 1head, s_antenna3
7-14770°85 / 45-212s_antenna5_null
hdr
Down Tilt
6-127.570°55 / 85-166290, 1head

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
vanilla
Forward Smash
no hitboxes1144
AttackHi4Charge vanilla
Up Smash
no hitboxes61
vanilla
Up Smash
no hitboxes1240
AttackLw4Charge vanilla
Down Smash
no hitboxes61
vanilla
Down Smash
no hitboxes1039

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr◆‡¶
Neutral Air
5-9575°40 / 100-354471-4, 34–0, 1, 2handr, shoulderr, head
10-184.562°40 / 100-30, 1, 2handr, shoulderr, head
19-24450°40 / 100-30, 1, 2handr, shoulderr, head
hdr‡¶
Forward Air
5-8555°62 / 70-352971-4, 31–0, 1handr, shoulderr
hdr
Back Air
9-14635°50 / 120-393581-5, 30–0, 1handr, shoulderr
hdr‡¶
Up Air
7-18595°52 / 90-6733101-6, 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 / 223-169290top
hdr
Neutral Special
15-20280°20 / 223-1015290top
hdr
Side Special
no hitboxes29
hdr
Side Special
no hitboxes29
vanilla
Up Special
no hitboxes30
vanilla
Up Special
no hitboxes2014
SpecialAirHiWait1 vanilla
Up Special
no hitboxes14
SpecialAirHiEnd vanilla
Up Special
no hitboxes2014
SpecialAirHiLanding1 vanilla
Up Special
no hitboxes20
hdr
Down Special
no hitboxes18
hdr
Down Special
no hitboxes18

Grabs

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
Catch vanilla
Grab
no hitboxes42
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11Sakurai30 / 100-181220top
CatchCut vanilla
Grab
no hitboxes30
CatchDash vanilla
Dash Grab
no hitboxes50
CatchTurn vanilla
Pivot Grab
no hitboxes45

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla¶⇢
Forward Throw
1-345.6Sakurai65 / 601435210
1-347Sakurai65 / 600
1-3411.9Sakurai65 / 600
1-347Sakurai65 / 600
1-347Sakurai65 / 600
vanilla¶⇢
Back Throw
1-397.245°50 / 602040200
1-39945°50 / 600
1-3915.345°50 / 600
1-39945°50 / 600
1-39945°50 / 600
vanilla¶⇢
Up Throw
1-485.485°81 / 802149280
1-48785°81 / 790
1-4812.585°83 / 660
1-48785°82 / 770
1-48785°83 / 760
vanilla¶⇢
Down Throw
1-495.660°60 / 603050200
1-49760°60 / 600
1-4911.960°60 / 600
1-49760°60 / 600
1-49760°60 / 600

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
19-21945°90 / 20-3019560top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
20-21748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
20-21748°80 / 48-240top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes30

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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 -1011440, 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 -412400, 1top
14-2111.2–16.8varies50 / varies-8 to -60, 1top
hdr
Down Smash
10-1210.4–15.6varies32 / varies-12 to -1110390, 1head1
13-178–12varies25 / varies-12 to -110, 1head1

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Neutral Air
4-85.6–8.4varies38 / varies-2 to -144470, 1, 2, 3head2, head1, waist
9-174.8–7.2varies38 / varies-3 to -20, 1, 2, 3head2, head1, waist
18-234–6varies38 / varies-3 to -20, 1, 2, 3head2, head1, waist
hdr
Forward Air
5-96.4–9.6varies60 / varies-2 to 052970, 1head2
56.4–9.6varies60 / varies-2 to 02, 3head1, waist
6-98.8–13.2varies60 / varies-1 to +22, 3head1, waist
hdr
Back Air
8-149.6–14.4varies30 / varies-1 to +183580head1
8-149.6–14.4varies22 / varies-1 to +11head1
hdr
Up Air
7-176.4–9.6varies43 / varies-5 to -3733100, 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 / 010top
hdr
SpSRemved
1-53.84–5.76varies65 / varies10waist
hdr
SplwAirRespond
1-53.84–5.76varies65 / varies10waist
hdr
Blue
1-1190Sakurai0 / 010top
hdr
Purple
1-119844°20 / 10010, 1top
hdr
White
1-1190Sakurai0 / 010top
hdr
Yellow
1-1190Sakurai0 / 010top

Grabs

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Grab
4-15– / –4500grab
4-282.4–3.6Sakurai40 / 1000

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1-336.8–15.6varies75 / varies1435210
hdr
Back Throw
1-374–9varies84 / varies2040200
hdr
Up Throw
1-206.4–14.4varies60 / varies2149280
hdr
Down Throw
220.8–1.2varies50 / varies-253050200top
22-294–9varies84 / varies0

Other

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
vanilla
SpSGrabAttack
17-181.6–2.4Sakurai0 / 0170top

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
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.6

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
7
Fair
7
Bair
8
Uair
10
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.