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Overview

Olimar
Weight:79
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~29F intangible (Neutral)
3~21F intangible (Directional)
Fastest OOS:NAir (10F) FAir (10F)
Overview
Olimar Is a very unique and competitively rare character, known for his unique style of zoning, and damage. His neutral is primarily ruled by the chip damage of latched Pikmin, creating uncomfortable situations for the opponent. Olimar does this all while selectively keeping and sacrificing specific Pikmin colors in his lineup to optimize gameplay.

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.

Summary
Olimar is a normals based hybrid zoner who uses his Pikmin to control space, and setup tricky whiff punishes.
Pros Cons
  • Tiny Hurtbox: Olimar's small stature allows him to duck under and low profile attacks that would normally hit the upper body of fighters, This can also make certain combos fail to hit him. The most famous example being Kazuya's Dthrow > Electric Wind God Fist. Olimar is canonically the size of a penny, after all
  • Damage output: Fighting primarily with his smash attacks, Olimar's combos already do a good chunk of damage. However, Olimar's Pikmin Toss (Side-B) adds an extra kick, nearly doubling the amount of damage he can get from a good neutral win.
  • Wall of living plants: Side-B Has both low startup and endlag, allowing Olimar to put out more hitboxes at once than most top tiers can. This can make characters without a good option to break through Pikmin, like Sheik, struggle to even touch the Hocotatian.
  • Scrap and scrambles: Despite his true power coming from his zoning, Olimar can outscrap a good number of characters. Leading to some pretty scary close quarters situations should Olimar attempt to force it against specific characters. Notably being able to "out-scrap" Joker, but falling short against characters like Fox
  • Strong reversals from disadvantage: Olimar's Down-B (Whistle/Pikmin Call) Not only recalls all pikmin to him, but grants him a bit of armor. This can allow Olimar to flip the situation in his favor if his opponent's combos aren't air-tight
  • Light as a Pikmin: Self explanatory
  • Sub-par Landing: Olimar's air speed and acceleration are very poor, and his fastfall speed isn't anything to write home about at either. Accompanied with the worst Nair in the game, landing on stage after a juggle is extremely difficult.
  • Poor ledge options: Olimar's damage output is balanced by a lack of reliable options from ledge without a Purple Pikmin (more on them later)
  • The anti-air problem: Pikmin have very low priority, no matter what move their used for. This allows most falling aerials to simply go through Olimar's Upsmash, his best combo starter. Among Olimar mains, this move is considered one of his best, but is also considered to be the worst anti-air moves in the entire game.
  • Consistency and Execution: Olimar's Pikmin are the unfortunate victims of having so pretty weird AI. This can make controlling them, and staying focused with Olimar a bit harder then other characters. While Olimar isn't a very hard character either, the micromanagement of his lineup Can be very hard to understand how to fully optimize. Top Olimar rep Myran once stated that the character is like a perpetually turning gear, but if that gear stops for even a second, the entire machine of Oliamr may fall apart. This makes Olimar a strong, yet unforgiving character. Understanding Pikmin management is one thing, but mastering the flow of the mechanic is something else altogether.
Pikmin
Pikmins are the little plant aliens that have come to help Olimar fight. Here you can find all important properties of each color, and their primary uses in Olimar's gameplan. However, it's important to note that each Pikmin can serve any purpose, and using them for more than what's generally considered "optimal" can be a very easy way to keep your opponent guessing.



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,

No results
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.


No results
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


Navigation

To edit frame data, edit values in SSBU/Olimar/Data.
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