Damageīair is Olimar's strongest aerial and also has very little end lag. It can combo after down throw and is safe to use on shield if spaced correctly. It has low end lag as well, making it a great attack to use. Forward Airįair is a triple threat of fast start up frames, good reach, and good damage. Nair hits for -11 on shield, making it unsafe. It is one of the few moves where Olimar does not need a Pikmin to attack. (← or → Opposite of the direction you are facing + A while airborne)Ī quick move that can be used as a get-off-me attack in the air or when landing. (Hold ← or → in the direction you are facing + A while airborne) Damageĭown smash has long range, but it can be relflected just like other smash attacks, so be careful if your opponent has one of these. Its low end lag makes it suited for an out of shield option or for punishing landings. A chain of up airs can be particularly effective following an up smash. Any aerial can be used out of up smash at lower percents. This move is excellent for starting combos. Up smash has fast start up with very little end lag. Because Olimar actually throws a Pikmin, this attack can be reflected. It can also be used to edgeguard due to its hitbox going below the ledge.ĭown Smash (Late Hit/Blue or Yellow Pikmin) It is a great combo starter and can lead into a numerous things including another down tilt (for fast fallers), up tilt, smash attacks, and aerials. Down Tiltĭown tilt has good range, but comes out slow, making it unsafe on shields. Use it as a get-off-me attack at close range. Up tilt comes out fast and has a front and back hitbox, but short range. However, this attack can still be used when Olimar has no Pikmin. It is just as fast as forward smash, making forward smash a better move to use in most cases. It can combo into an aerial from 0% to 10%. Dash Attack / Tiltsĭash attack can cross through shields and comes out fast. It can combo into down tilt at low percents. If you only throw out the first jab, your opponent can counterattack, so be sure to throw out both jabs when the first connects. Olimar has a 2-hit jab that comes out fast. It comes out in 12 frames, and will hit opponents on either side of him, as well as above him, but don't try to use it against a character that is too far away. While nair and fair are his quickest options, up smash is typically his best out of shield punish. Olimar's quickest out of shield options are 10 frames, so he will not be able to punish safely spaced moves that come into contact with his shield. Olimar Frame Data and Moveset Best Out of Shield Options Move If you enjoy his video, be sure and check out the rest of his Youtube content and give him a like and subscribe! Combo Chart Bread and Butter Combos veteran with years of experience in the scene, and tons of tournaments under his belt. The following video guide was made by DKBill, a Smash Bros.
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Most swordies are difficult more him to approach, and characters like Cloud, Lucina, or Shulk have good frame data and range to beat out his hitboxes and win most exchanges Olimar Combos and How to Use Usage Guide Olimar struggles most against characters with large disjointed projectiles that can beat out his own. He can zone out characters like Zero Suit Samus, Diddy, or Wario, and his small body makes him hard to combo. Olimar's small body and impressive zoning ability gives him a winning or even matchup on the majority of the roster.