Neutral Attack / Special | Press the attack or special button only without using the Circle Pad. |
Side Attack / Special | Hold the circle pad to the left or right then press the attack / special buttons |
Down Attack / Special | Hold the circle pad down and press the attack / special buttons |
Up Attack / Special | Hold the circle pad up and press the attack / special buttons |
Up/ Side / Down Smash | Hold the circle pad to the corresponding direction and press the attack button at the same time. Smash attacks can be charged. It can be released prematurely or the character will release it after charging the move enough. |
Dash Attack | Tap left or right to dash then press the attack button. |
Air Attacks | Similar to basic attacks and specials, most characters perform different air attacks by using similar button and circle pad combinations. |
Recovery | This is the recommended move to get back to the edge of the stage ledge if ever you get blown off but not KO'd |
Final Smash | After successfully destroying a Smash Ball, press and hold the special button to unleash your character's Final Smash attack. |
Basic Attacks
A couple of basic punches
A straight jab
A spinning jump
A downward strike using one of his Pikmins.
Dash Attacks
Olimar rolls on the ground.
Smash Attacks
Olimar throws a Pikmin in front of him
Olimar throws a Pikmin upward
Olimar throws a couple of Pikmins on both sides.
Special Attacks
Olimar plucks a Pikmin from the ground. Doing this in the air won't do anything and will leave you vulnerable. Olimar can only have three Pikmins at a time. He can pluck Pikmins in the following order: red, yellow, blue, white, purple.
Pikmin Throw (Side Special)
Olimar throws the Pikmin behind him to the opponent. Each color Pikmin have different effects. Some of them will latch on the opponent, dealing small damage over time while the Purple one hits hard like a Smash. The higher your target's damage percentage, the longer the Pikmin will stay attached. If all your current summoned Pikmins can attach to an opponent, you can throw them all to the target and all three of them will attach and deal damage over time.
A couple of winged Pikmins will carry Olimar up.The more Pikmins he has, the heavier he'll be.
Olimar whistles and orders the Pikmin to rearrange themselves.
Air Attacks
Olimar spins in mid-air
A standard downward punch
A standard upward swing aimed at the back.
Olimar grabs a Pikmin and swings it in the air, overhead.
Olimar swings a Pikmin downward.
Final Smash
Olimar enters a rocket and blasts off. While he's in space, Bulborbs will appear on the ground and damage all your opponents. He'll crash land back to the ground and anyone caught in the impact area will be damaged. You can control the rocket's direction a bit as it plummets back to the ground.
Recovery
Olimar's only recovery move is his Up Special (Winged Pikmin) which allows him to safely return to the stage, thanks to the Pikmin's pull. However, he'll be heavier with all three Pikmins with him. This will prevent the flying Pikmins from lifting Olimar up. You can throw the Pikmins off stage before you use this move but only if the situation allows you to do it. Olimar has no horizontal recovery moves and his double-jump can only cover default distance.
Gameplay
Olimar is a small, lightweight character that can't do much damage by himself. His gameplay relies heavily in using his trusted Pikmin minions. These plant-like creatures have different colors and different effects:
Red: These Pikmins have average damage and knockback. They have the fire attribute.
Yellow: These Pikmins can latch on their targets and continuously deal lightning damage until they get removed.
Blue: These Pikmins have more health over the others and can deal average damage as well.
White: These Pikmins can latch on their targets and continuously deal poison damage until they get removed.
Purple: This Pikmin is considered the best in terms of damage and knockback power.
Olimar doesn't have any projectile moves so throwing his Pikmin is the closest thing he has for a ranged attack. Thrown Pikmins can either attach themselves on the target or hit the target and return to Olimar instantly. A Pikmin is lost if it is thrown outside the stage or been repelled by enemy attack. Olimar's basic attacks lack the effective range to deal considerable damage. His Smash attacks can be quite useful though so you'll have to rely on those more often.