40-
Olimar

Last Updated:
February 12th, 2021

Notes on the Young Link vs Olimar MU

Attributes

Air Acceleration: 0.08 (#31)

Air Speed: 0.861 (#81)

Fall Speed: 1.35/2.16 (#70)

Dash Speed: 1.606 (#84)

Run Speed: 1.617 (#56)

Walk Speed: 0.945 (#60)

Weight: 79 (#78)

Wall Jump: No

Wall Cling: No

Crawl: No

Jumps: 2

Win Conditions

Olimar's Win Conditions:
Whiff Punish Young Link's projectile game and get in. Abuse Purple Pikmin to force tech chases in the corner,
juggles, strong edgeguards, and boxing situations, all of which Young Link struggles to answer.

Young Link’s Win Conditions:
Win the projectile war with Young Link’s hitstun projectiles, while Olimar only has one. Effectively remove Purple Pikmin on the floor with DSmash/FTilt/Boomerang. Fight at a comfortable range with projectiles and shield pressure him, abusing his poor out of shield game. Keep him trapped in the corner, as he isn’t fast.

Out of Shield

*Note: Moves with different shield safeties are due to different Pikmin frames advantages, and the Pikmin will be listed in the order and color of (Red/Yellow/Blue/White/Purple).


Jab1 (-10) & Jab2 (-8):
NAir (Frame 7)

FTilt (-10):
NAir (Frame 7)

UTilt (-17):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)


DTilt (-17):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)


Dash Attack (-21):
GSA (Frame 9)
USmash (Frame 10)


FSmash (
-13/-11/-16/-18/-10):
GSA (Frame 9)
Grab (Frame 16)
(Red, Yellow and Purple are safe at max spacing)

USmash (
-10/-8/-13/-15/-8):
NAir (Frame 7)
GSA (Frame 9)


DSmash (
-13/-11/-16/17/-11):
NAir (Frame 7)
(All Pikmin are safe at max spacing)

NAir (-11):
NAir (Frame 7)
GSA (Frame 9)


FAir (
-4/-5/-5/-6/-4):
Unpunishable
(All Pikmin are safe on shield)


BAir (
-4/-5/-5/-5/-3):
Unpunishable
(All Pikmin are safe on shield)


UAir (
-13/-14/-14/-15/-14):
GSA (Frame 9)
USmash (Frame 10)


DAir (
-13/-14/-14/-15/-13):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)


Pikmin Pluck (--):
--

Pikmin Toss (
-6):
Unpunishable
(Purple is safe on shield, the rest don't have shieldstun)


Winged Pikmin (--):
--

Pikmin Order (--):
--

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: USmash, Aerials, Tilts, Pikmin Throw, Whistle.


  • Kill Moves: BAir, UAir, FAir, DAir, Smash Attacks.


  • Kill Confirms: NAir Dragdown > USmash.


  • Olimar doesn’t have great out of shield options, alongside a Frame 12 Grab. His only out of shield option is really USmash, meaning we can shield pressure really well. Not only that, he’s a slow character, meaning if he chooses to run away, he won’t get far.


  • Jab2 is completely safe on Olimar's shield. All he can do is disengage.


  • UTilt, FTilt and NAir are best for removing Pikmin. Don’t become vulnerable when removing Pikmin, though, as he’ll just take stage control.


  • Remove Purple Pikmin on the floor so that Olimar doesn’t regain them. FTilt, Boomerang, and DSmash are best at removing Pikmin on the floor. Don’t let Olimar get away with having two Purple Pikmin.


  • Keep an eye on Olimar’s Pikmin lineup at all times.


  • Pulling a Bomb can ease approaching in the MU, as ZAC NAir might blow up Pikmin, and net a free shield pressure situation.


  • Boomerang blocks Pikmin and is great for controlling neutral vs a slow character.


  • Remember that only Purple Pikmin cause hitstun from Pikmin Throw. Get projectiles past the Pikmin and to Olimar, or to create openings for shield pressure.


  • Once the lead is taken, play with it and use mostly, if not all, safe moves. Olimar will struggle to get in, since he’s slow and can throw projectiles.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing

(How do I escape this situation?):


  • Olimar can box with his disjointed Pikmin aerials (FAir and BAir).


  • Bait and kill the Purple Pikmin if he throws them.


  • Shield pressure to escape, or win a frame data interaction, or jump over Olimar since he can’t chase down well.


  • When Olimar has a Blue Pikmin at kill percents, be wary of shielding in the corner, as he’ll be looking for a Grab.


Platform Pressure

(What tools do they have? How can we escape this pressure?):


  • Olimar’s Pikmin attacks are disjointed, which makes it hard to contest his platform pressure.


  • One option is to catch Olimar below the platform by landing with shield pressure.


  • It’s more consistent to go high and then land away from Olimar, or retreat to ledge.


Landing

(How do they cover it? What are my best options?):


  • Olimar can pressure vertically with UAirs, which do a ton of damage and launch well. He can combo into them from USmash.


  • He can contest landings to the side with BAir. We can’t trade with Pikmin aerials.


  • Avoid them with an airdodge or drifting away horizontally, there is a good chance DAir won’t win a trade with UAir.


  • He can directly catch landings from afar with Purple Pikmin, NAir them or fast fall shield.


Offstage

(How Do I Escape This Position And What Do I Look Out For?):


  • Olimar can use Purple Pikmin to edgeguard from onstage. Mix up timing on jumps, or even airdodge through it.


  • He can also hit edgeguard with FAir or a DAir spike.


  • Watch for Olimar using his Winged Pikmin to position himself for an edgeguard.


Ledge:


  • Watch out for his usage of BAir/FAir at ledge in an attempt to catch getup/jumps/roll.


  • He can space his Pikmin Throw in a way that Purple Pikmin will hit ledge, as well as late Fsmash.


  • Mix up timings and options to escape Olimar at ledge. He can cover options safely with disjoints, so Young Link can’t contest them easily head on.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Olimar can use his Pikmin Order as a Frame 2 combo breaker, due to the move's armor.


  • Don’t give up stage control. Olimar is a really slow character, so he’ll struggle to move in the corner if he has no space to work with. Rack up damage and pressure safely.


  • He doesn’t fall fast either, but he is small to hit. Use Bombs to limit vertical drift (throwing next to Olimar but not hitting him) and Boomerang horizontally to catch landings.


  • Trap his landings with DTilt/FAir/NAir shield pressure and Grab.


  • Avoid shrugging off Pikmin if it means giving Olimar stage control/time to act.


Offstage:

  • Olimar doesn’t have a hitbox on his Winged Pikmin. Combine that with his slow airspeed, and it’s easy to force him to ledge.


  • Use Boomerang/Bomb to frame trap airdodges, and then punish. Just chucking projectiles will only add percent.


  • Olimar can mix up his recovery by using Winged Pikmin to land on a platform on stage. If he does this, call it out with an UAir.


  • Olimar’s low airspeed, slow dash and run speed but decent roll means that he’ll be more inclined to use ledge roll since it’s his safest option.


  • Olimar could double jump FAir, UAir, or Pikmin Throw Purple from the ledge.


  • Be wary of Purple Pikmin, as Olimar could use them to get back to neutral.


  • Abuse the stage control to corner Olimar, since he can’t move fast.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: N/A

Note: Easy, No spacing needed.

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • FD DTilt > ASA %s: 103, 96


  • FD FThrow @ Ledge %s: 160, 140


  • FD Milkshake %s: 92-106, 82-104


  • Olimar Kill Throws: UThrow with Blue Pikmin.


  • Deku Shield can block Olimar’s Pikmin attacks, including Smash Attacks.


  • NAir can clank with Pikmin.


  • After 2 FTilts, Purple Pikmin will no longer die due to staling. Swap to Boomerang/DSmash.


  • Late NAir clanks with Olimar USmash.


Pikmin Differences (from Olimar Discord):


Red


  • 6 HP


  • 1.4x damage multiplier and stronger knockback on smashes and aerials.


  • 0.8x damage multiplier and weaker knockback on throws.


  • Attacks are fire-based, and immune to fire-based attacks.


Yellow


  • 6 HP


  • 50% larger hitboxes on smashes and aerials.


  • Flies in a vertically higher arc when used with Pikmin Throw.


  • Attacks are electricity-based, inducing longer hitlag.


  • Immune to electricity-based attacks.


Blue


  • 8 HP


  • 1.7x damage multiplier and much stronger knockback on throws.


  • Immune to water-based attacks.


White


  • 5 HP


  • 4.7% base tick damage on latch with Pikmin Throw, compared to the normal 2%.


  • Longer Grab range.


  • 0.8x damage multiplier and weaker knockback on smashes and aerials.


  • Flies at a faster horizontal speed when used with Pikmin Throw, resulting in more distance covered.


Purple


  • 11 HP


  • When used with Pikmin Throw, acts as a projectile that can beat out other projectiles and collides into the opponent for 6% base damage.


  • 1.6x damage multiplier and much stronger knockback on smashes and aerials.


  • Shorter range on FSmash, DSmash, Grabs.


  • Shorter active hitbox duration on FSmash and DSmash.


  • Shorter active hitbox frames when used with Pikmin Throw.

Stages

  • Battlefield:
    Terrible. Olimar gets a ton out of this stage combo-wise, and we struggle to land. This really exaggerates his advantage state and forces us to ledge a lot more.


  • Final Destination:
    Indifferent. Young Link and Olimar have similar traits on this stage. They struggle to land a bit more without platforms, but their projectiles can also catch landings easier, since the opponent has no platforms to work with.


  • Smashville:
    Good. Easy to find shield pressure situations here vs Olimar and projectile pressure is strong. Budget Firespikes galore!


  • Town & City:
    Terrible. Olimar not only lives much longer on this stage, but he can really easily camp the side platforms. This also lets him cycle Pikmin easily.


  • Lylat Cruise:
    Great. This stage gives more strength to Young Link's projectiles, and Olimar can’t pressure horizontally as well as he normally does.


  • Pokémon Stadium 2:
    Indifferent. Olimar can still cycle through his Pikmin here, but he can be pressured. Overall neutral stage for both players, the zones are small so getting back to the ledge isn’t as hard.


  • Kalos Pokémon League:
    Great. Olimar can’t extend juggles, and can’t cover all the airspace provided. The side platforms can be used to retreat and camp.


  • Yoshi’s Story:
    Indifferent. More airspace between platforms makes landing easier, as well as wall jumps help at the ledge. Killing Olimar is easier here, too.