A surprisingly expressive character, Olimar can opt for a very defenive gameplan with tools like Side-B, FAir, his tether-like Grab, and Fsmash, letting him wall out opponents with relative ease. Olimar also sees heavy use of Upsmash and Jab to scrap and whiff punish any opponents for getting to comfortable near him, allowing for a more punish-based gameplan.
Accompanied with no shortage of obscure tech, Olimar is a very strange character in a game of strange characters. Players looking for a unique and complex "grappler, zoner, swordie, hybrid character" (Quote from Dabuz, 2022) will fall in love with Olimar and his Pikmin.
Olimar is a normals based hybrid zoner who uses his Pikmin to control space, and setup tricky whiff punishes. | |
Pros | Cons |
|
|
Red | Reds deal 40% more damage and Knockback on smash attacks and aerials, but do 80% less damage and knockback on throws. They have 6 HP, deal 2% latch damage, and they're immune to fire-based attacks. Red Pikmin are primarily used as a good stand-in when you need a little bit more range, but also want to maintain a good bit of power. They're also used to extend the percent range of grab combos. |
Yellow | Yellows have 50% larger hitboxes on all attacks. They also deal slightly more hitstun than the other Pikmin. When thrown, the arc they travel is shorter, and higher. They have 6 HP, deal 2% latch damage, and they're immune to electric attacks. Yellow Pikmin are the MVPs of not letting you ever touch Olimar. Their extended range allows them to keep Olimar even safer, as well as unlock some new options, such as their role in 2-framing opponents with Dsmash. Their travel arc when thrown also allows then to be used almost as an anti-air latch, being able to latch onto opponents on platforms at their peak. |
Blue | Blues deal 70% more damage and knockback on throws. They have 8 HP, deal 2% latch damage, and they're immune to water. Blue pikmin are primarily used for killing, or just as a stand-in for the roles the other types play as a mix-up. Blue Upthrow Is widely considered one of (if not the) best kill throws in the game. Killing most of the cast below 140% with correct DI. |
White | Whites Deal 80% less damage and knockback on smash attacks and aerials. Having them in Olimar's lineup extends his grab range, and their toss is the longest and fast among the Pikmin. They have 5 HP and deal 4.7% latch damage. These guys are one of two reasons Olimar has one of the best damage outputs in the game. if Olimar manages to get a normal BnB combo with one of these on his opponent, they can expect to take a minimum of around 70%. The choice between killing a white Pikmin that's latched onto you, or focusing on Olimar is one of Olimar's strongest win conditions. |
Purple | Purples are the glue of Olimar's kit. They deal 60% more damage and knockback on smash attacks and aerials, but have shortened range on all smash attacks, and decrease the range of Olimar's grab when their in his lineup. Purples also do not latch. Instead, they deal 6% and knock the opponent away. successfully connecting a purple Side-B at low percents can lead to a ton of damage from tech chases. and at high percents, can simply be used to condition the opponent until their strong knockback is used for a devastating kill. Purples are so strong, and such a good win condition, that many players have based their entire playstyle around them. One such player being Myran, with his famed "Myran Zone." A state entered once 2 purples are active in his lineup. In this form, Myran is capable of killing you in just 3 hits. (See: Marss Vs. Myran at Genesis 8) Purples are widely regarded as Olimar's strongest assest, and some have even gone to say the strongest character in the game is a good Olimar player with 2 purples. |
All Move Images below uses Blue Pikmin
Normal Moves
Jab 1
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Helmet Hitbox | 3.0 | 4 | 20 | 361 | -11 | N/A |
Fist Hitbox, Early | 3.0 | 4-5 | 20 | 180/361 | -11 to -10 | N/A |
Fist Hitbox, Clean | 4.0 | 5 | 20 | 180/361 | -9 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Helmet Hitbox | 30 | 25 | N/A | N/A | 4 | ||||||||
Fist Hitbox, Early | 30 | 25 | N/A | N/A | 4 | ||||||||
Fist Hitbox, Clean | 25 | 15 | N/A | N/A | 5 |
Jab 2
after Jab 1
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
3.0/4.0Arm/Fist | 4-5 | 18 | 45 | -9 to -8/-8 to -7 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
40 | 80 | N/A | N/A | 4/5 |
Forward Tilt
/ +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 15-17 | 36 | 361 | -10 to -8 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
35 | 97 | N/A | N/A | 10 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihits, Side Hitboxes | 0.6 | 6/8/10/12 | 39 | 120 | NaN | N/A |
Multihits, Upper Hitboxes | 0.6 | 6/8/10/12 | 39 | 92 | NaN | N/A |
Final Hit | 4.0 | 16 | 39 | 90 | -17 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits, Side Hitboxes | 50 FKB | 100 | N/A | N/A | 2 | ||||||||
Multihits, Upper Hitboxes | 20 FKB | 100 | N/A | N/A | 2 | ||||||||
Final Hit | 50 | 120 | N/A | N/A | 5 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.0 | 6-12 | 30 | 80 | -17 to -11 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 115 | N/A | N/A | 6 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 7.0 | 8-10 | 38 | 68 | -22 to -20 | N/A |
Hit 2 | 4.0 | 11-14 | 38 | 75 | -21 to -18 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 30 | 50 | N/A | N/A | 7 | ||||||||
Hit 2 | 90 | 50 | N/A | N/A | 5 |
Smash Attacks
Forward Smash
/ +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Red | 20.299999/14.0/8.4 | N/A | 40 | 361 | NaN13/10/7/NaN13/10/7/NaN13/10/7 | N/A |
Yellow | 14.5/10.0/6.0 | N/A | 40 | 361 | NaN16/12/9/NaN16/12/9/NaN16/12/9 | N/A |
Blue | 14.5/10.0/6.0 | N/A | 40 | 361 | NaN10/8/6/NaN10/8/6/NaN10/8/6 | N/A |
Purple | 23.200001/16.0/9.6 | N/A | 40 | 361 | NaN15/11/8/NaN15/11/8/NaN15/11/8 | N/A |
White | 11.6/8.0/4.8 | N/A | 40 | 361 | NaN9/7/5/NaN9/7/5 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Red | 33 | 75 | N/A | N/A | 6/5/3 | ||||||||
Yellow | 33 | 94 | N/A | N/A | 5/4/3 | ||||||||
Blue | 33 | 94 | N/A | N/A | 5/4/3 | ||||||||
Purple | 33 | 75 | N/A | N/A | 7/5/4 | ||||||||
White | 33 | 94 | N/A | N/A | 4/3 |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Red, Inner Sweetspot Hitbox | 18.200001 | 12-16 | 40 | 83 | -9 to -5 | N/A |
Red, Outer Sourspot Hitbox | 14.0 | 12-13 | 40 | 94 | -12 to -11 | N/A |
Red, Late Hit | 15.4 | 17-22 | 40 | 60 | -6 to -1 | N/A |
Yellow, Inner Sweetspot Hitbox | 13.0 | 12-16 | 40 | 83 | -7 to -3 | N/A |
Yellow, Outer Sourspot Hitbox | 10.0 | 12-13 | 40 | 94 | -11 to -10 | N/A |
Yellow, Late Hit | 11.0 | 17-22 | 40 | 60 | -5 to 0 | N/A |
Blue, Inner Sweetspot | 13.0 | 12-16 | 40 | 83 | -13 to -9 | N/A |
Blue, Outer Sourspot | 10.0 | 12-13 | 40 | 94 | -15 to -14 | N/A |
Blue, Late Hit | 11.0 | 17-22 | 40 | 60 | -10 to -5 | N/A |
Purple, Inner Sweetspot | 20.799999 | 12-16 | 40 | 83 | -8 to -4 | N/A |
Purple, Outer Sourspot | 16.0 | 12-13 | 40 | 94 | -11 to -10 | N/A |
Purple, Late Hit | 17.6 | 17-22 | 40 | 60 | -4 to 1 | N/A |
White, Inner Sweetspot | 10.4 | 12-16 | 40 | 83 | -15 to -11 | N/A |
White, Outer Sourspot | 8.0 | 12-13 | 40 | 94 | -17 to -16 | N/A |
White, Late Hit | 8.8 | 17-22 | 40 | 60 | -11 to -6 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Red, Inner Sweetspot Hitbox | 50 | 72 | N/A | N/A | 6 | ||||||||
Red, Outer Sourspot Hitbox | 50 | 64 | N/A | N/A | 5 | ||||||||
Red, Late Hit | 50 | 68 | N/A | N/A | 5 | ||||||||
Yellow, Inner Sweetspot Hitbox | 50 | 91 | N/A | N/A | 5 | ||||||||
Yellow, Outer Sourspot Hitbox | 50 | 81 | N/A | N/A | 4 | ||||||||
Yellow, Late Hit | 50 | 85 | N/A | N/A | 4 | ||||||||
Blue, Inner Sweetspot | 50 | 91 | N/A | N/A | 5 | ||||||||
Blue, Outer Sourspot | 50 | 81 | N/A | N/A | 4 | ||||||||
Blue, Late Hit | 50 | 85 | N/A | N/A | 4 | ||||||||
Purple, Inner Sweetspot | 50 | 72 | N/A | N/A | 6 | ||||||||
Purple, Outer Sourspot | 50 | 64 | N/A | N/A | 5 | ||||||||
Purple, Late Hit | 50 | 68 | N/A | N/A | 6 | ||||||||
White, Inner Sweetspot | 50 | 91 | N/A | N/A | 4 | ||||||||
White, Outer Sourspot | 50 | 81 | N/A | N/A | 3 | ||||||||
White, Late Hit | 50 | 85 | N/A | N/A | 4 |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Red, Clean | 15.4 | 10-13 | 39 | 28 | -12 to -9 | N/A |
Red, Late | 12.6 | 14-18 | 39 | 28 | -11 to -7 | N/A |
Yellow, Clean | 11.0 | 10-13 | 39 | 28 | -11 to -8 | N/A |
Yellow, Late | 9.0 | 14-18 | 39 | 28 | -8 to -4 | N/A |
Blue, Clean | 11.0 | 10-13 | 39 | 28 | -16 to -13 | N/A |
Blue, Late | 9.0 | 14-18 | 39 | 28 | -13 to -9 | N/A |
Purple, Clean | 17.6 | 10-13 | 39 | 28 | -10 to -7 | N/A |
Purple, Late | 14.4 | 14-15 | 39 | 28 | -9 to -8 | N/A |
White, Clean | 8.8 | 10-13 | 39 | 28 | -17 to -14 | N/A |
White, Late | 7.2 | 14-18 | 39 | 28 | -15 to -11 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Red, Clean | 32 | 71 | N/A | N/A | 5 | ||||||||
Red, Late | 25 | 71 | N/A | N/A | 4 | ||||||||
Yellow, Clean | 32 | 89 | N/A | N/A | 4 | ||||||||
Yellow, Late | 25 | 89 | N/A | N/A | 4 | ||||||||
Blue, Clean | 32 | 89 | N/A | N/A | 4 | ||||||||
Blue, Late | 25 | 89 | N/A | N/A | 4 | ||||||||
Purple, Clean | 32 | 64 | N/A | N/A | 6 | ||||||||
Purple, Late | 25 | 64 | N/A | N/A | 5 | ||||||||
White, Clean | 32 | 89 | N/A | N/A | 4 | ||||||||
White, Late | 25 | 89 | N/A | N/A | 3 |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihits, Top+Left Hitbox | 1.5 | 7 - 8/11 - 12/15 - 16 | 54 | 90/130 | -11 | N/A |
Multihits, Bottom+Right Hitbox | 1.5 | 7 - 8/11 - 12/15 - 16 | 54 | 130/270 | -11 | N/A |
Final Hit | 2.0 | 23-24 | 54 | 70 | -11 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits, Top+Left Hitbox | 40/30 | 30 | 13 | 1-2, 34+ | 2 | ||||||||
Multihits, Bottom+Right Hitbox | 30/7 FKB | 80/100 | 13 | 1-2, 34+ | 2 | ||||||||
Final Hit | 50 | 150 | 13 | 1-2, 34+ | 2 |
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Red | 11.9 | 7-9 | 43 | 361 | -24 to -22 | N/A |
Yellow | 8.5 | 7-9 | 43 | 361 | -27 to -25 | N/A |
Blue | 8.5 | 7-9 | 43 | 361 | -27 to -25 | N/A |
Purple | 13.6 | 7-9 | 43 | 361 | -23 to -21 | N/A |
White | 6.8 | 7-9 | 43 | 361 | -28 to -26 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Red | 32 | 72 | N/A | 1-5, 31+ | 11 | ||||||||
Yellow | 32 | 90 | N/A | 1-5, 31+ | 8 | ||||||||
Blue | 32 | 90 | N/A | 1-5, 31+ | 8 | ||||||||
Purple | 32 | 72 | N/A | 1-5, 31+ | 12 | ||||||||
White | 32 | 90 | N/A | 1-5, 31+ | 7 |
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Red | 15.12 | 10-13 | 49 | 40 | -24 to -21 | N/A |
Yellow | 10.8 | 10-13 | 49 | 40 | -28 to -25 | N/A |
Blue | 10.8 | 10-13 | 49 | 40 | -28 to -25 | N/A |
Purple | 17.280001 | 10-13 | 49 | 40 | -23 to -20 | N/A |
White | 8.64 | 10-13 | 49 | 40 | -30 to -27 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Red | 30 | 78 | N/A | 1-5, 36+ | 14 | ||||||||
Yellow | 30 | 98 | N/A | 1-5, 36+ | 10 | ||||||||
Blue | 30 | 98 | N/A | 1-5, 36+ | 10 | ||||||||
Purple | 30 | 78 | N/A | 1-5, 36+ | 15 | ||||||||
White | 30 | 98 | N/A | 1-5, 36+ | 8 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Red | 12.6 | 8-15 | 35 | 95 | -14 to -7 | N/A |
Yellow | 9.0 | 8-15 | 35 | 95 | -17 to -10 | N/A |
Blue | 9.0 | 8-15 | 35 | 95 | -17 to -10 | N/A |
Purple | 14.4 | 8-15 | 35 | 95 | -13 to -6 | N/A |
White | 7.2 | 8-15 | 35 | 95 | -19 to -12 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Red | 50 | 73 | N/A | 1-5, 31+ | 12 | ||||||||
Yellow | 50 | 92 | N/A | 1-5, 31+ | 9 | ||||||||
Blue | 50 | 92 | N/A | 1-5, 31+ | 9 | ||||||||
Purple | 50 | 73 | N/A | 1-5, 31+ | 13 | ||||||||
White | 50 | 92 | N/A | 1-5, 31+ | 7 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Red, Sweetspot | 12.6 | 9-10 | 52 | 270 | -30 to -29 | N/A |
Red, Sourspot | 12.6 | 9-16 | 52 | 50 | -30 to -23 | N/A |
Yellow, Sweetspot | 9.0 | 9-10 | 52 | 270 | -33 to -32 | N/A |
Yellow, Sourspot | 9.0 | 9-16 | 52 | 50 | -33 to -26 | N/A |
Blue, Sweetspot | 9.0 | 9-10 | 52 | 270 | -33 to -32 | N/A |
Blue, Sourspot | 9.0 | 9-16 | 52 | 50 | -33 to -26 | N/A |
Purple, Sweetspot | 14.4 | 9-10 | 52 | 270 | -29 to -28 | N/A |
Purple, Sourspot | 14.4 | 9-16 | 52 | 50 | -29 to -22 | N/A |
White, Sweetspot | 7.2 | 9-10 | 52 | 270 | -35 to -34 | N/A |
White, Sourspot | 7.2 | 9-16 | 52 | 50 | -35 to -28 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Red, Sweetspot | 10 | 79 | N/A | N/A | 12 | ||||||||
Red, Sourspot | 30 | 79 | N/A | N/A | 12 | ||||||||
Yellow, Sweetspot | 10 | 99 | N/A | N/A | 9 | ||||||||
Yellow, Sourspot | 30 | 99 | N/A | N/A | 9 | ||||||||
Blue, Sweetspot | 10 | 99 | N/A | N/A | 9 | ||||||||
Blue, Sourspot | 30 | 99 | N/A | N/A | 9 | ||||||||
Purple, Sweetspot | 10 | 79 | N/A | N/A | 13 | ||||||||
Purple, Sourspot | 30 | 79 | N/A | N/A | 13 | ||||||||
White, Sweetspot | 10 | 99 | N/A | N/A | 7 | ||||||||
White, Sourspot | 30 | 99 | N/A | N/A | 7 |
Special Moves
Pikmin Pluck
with empty Pikmin squad space
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
- | 1 | 832 Full Squad | N/A | N/A | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A |
Pikmin Throw
/ + when there is Pikmin
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Purple | 6.0 | 1-24 | 25 | 361 | -14 to 9 | N/A |
Latch, Red | 2.0 | 18-19 | 31 | 361 | -9 to -8 | N/A |
Latch, Yellow | 2.0 | 18-19 | 31 | 361 | -9 to -8 | N/A |
Latch, Blue | 2.0 | 18-19 | 31 | 361 | -9 to -8 | N/A |
Latch, White | 4.7 | 18-19 | 31 | 361 | -7 to -6 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Purple | 60 | 74 | N/A | N/A | 3 | ||||||||
Latch, Red | 0 | 0 | N/A | N/A | 3 | ||||||||
Latch, Yellow | 0 | 0 | N/A | N/A | 3 | ||||||||
Latch, Blue | 0 | 0 | N/A | N/A | 3 | ||||||||
Latch, White | 0 | 0 | N/A | N/A | 5 |
Winged Pikmin
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
- | - | 30Earliest cancel window |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 if Pikmin lets go, else 19 |
Pikmin Order
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
- | - | 17 | - | - | all armor infinite hp 2-7 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | - | 12-23 | 41/47/561/2/3 Pikmin | - | - | N/A |
Dash | - | 12-23 | 49/57/681/2/3 Pikmin | - | - | N/A |
Pivot | - | 12-23 | 44/51/601/2/3 Pikmin | - | - | N/A |
Pummel | 1.0 | 1 | 7 | 361 | -3 | N/A |
- Standing Grab
- Pivot Grab (While Dashing, / > )
- Dash Grab (While Dashing, )
- Pummel (After grabbing, )
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | - | - | N/A | N/A | - | ||||||||
Dash | - | - | N/A | N/A | - | ||||||||
Pivot | - | - | N/A | N/A | - | ||||||||
Pummel | 30 | 100 | N/A | N/A | 2 |
Forward Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.6/7.0/11.9 | 18 | 36 | 361 | N/A | all invincible 1-18 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 60 | N/A | N/A | N/A |
Back Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
7.2/9.0/15.3 | 20 | 40 | 45 | N/A | all invincible 1-20 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 60 | N/A | N/A | N/A |
Up Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.4 | 21 | 50 | 85 | -25 | N/A |
1.0 | 21 | 50 | 90 | N/A | N/A |
1.0 | 21 | 50 | 90 | -26 | N/A |
7.0 | 21 | 50 | 85 | N/A | N/A |
1.0 | 21 | 50 | 90 | -26 | N/A |
12.5 | 21 | 50 | 85 | N/A | N/A |
1.0 | 21 | 50 | 90 | -26 | N/A |
7.0 | 21 | 50 | 85 | N/A | N/A |
1.0 | 21 | 50 | 90 | -26 | N/A |
7.0 | 21 | 50 | 85 | N/A | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
81 | 80 | N/A | N/A | 3 | ||||||||
50 | 200 | N/A | N/A | N/A | ||||||||
50 | 200 | N/A | N/A | 2 | ||||||||
81 | 79 | N/A | N/A | N/A | ||||||||
50 | 200 | N/A | N/A | 2 | ||||||||
83 | 66 | N/A | N/A | N/A | ||||||||
50 | 200 | N/A | N/A | 2 | ||||||||
83 | 76 | N/A | N/A | N/A | ||||||||
50 | 200 | N/A | N/A | 2 | ||||||||
82 | 77 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 19-21 | 56 | 45 | -27 to -25 | all intangible 1-21 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 16-21 | 46 | 48 | -22 to -17 | all intangible 1-21 |
Facing Down | 7.0 | 16-21 | 46 | 48 | -22 to -17 | all intangible 1-21 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 12-25 | 50 | 361 | -31 to -18 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
To edit frame data, edit values in SSBU/Olimar/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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