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Data Olimar Frame Data - Project M 3.6 Full

Orange Chris

Smash Rookie
Joined
Feb 3, 2015
Messages
20
Location
Maryland
Frame= 1/60 of a second. It's the smallest unit of time the Wii recognizes.
Angle is the trajectory the attack sends your opponent at. 0° is straight away, 90° is straight up. 361° is called the Sakurai Angle. It is interpreted as 45° unless the opponent is on the ground and the knockback is low.
Base Knockback (BKB) and Knockback Growth (KBG) are used to calculate knockback. Knockback Formula can be found here.
Weight-Dependent Set Knockback (WDSK) means knockback scales with weight, but not with damage.
Hitlag is the freeze frames both players experience when an attack connects. Values in parentheses indicate an electric attack, which means Olimar's opponent receives extra hitlag
Shieldstun is the amount of time the opponent will be stuck in shield after hitlag.
Shield Advantage is how many frames you or your opponent can act before the other. negative values means Olimar's opponent can act first. It is calculated assuming ground attacks hit on the first frame, and that aerial attacks land the frame after hitting, and are L-cancelled.
Slashes ( / ) indicate that the value changes as the pikmin 'evolves' from leaf to bud to flower.
FAF (First Actionable Frame) is the first frame Olimar can act after doing this attack.
Clank is an attack's ability to collide with other attacks. Unless noted otherwise, all Non-Pikmin attacks CAN clank, while all Pikmin attacks CANNOT clank.
Effect is the effect applied to the opponent after getting hit:

Initial|Effect|Gameplay Effect?
N|Normal|No
F|Flame|No
E|Electric|Multiplies victim's hitlag by 1.5x
W|Water|No
Flwr|Flower|Applies a flower to the victim. Flowers can be removed faster by shaking the control stick.
D|Darkness|No
Battlefield is 140 units from ledge to ledge. Its platforms are 27.2 units high.

Name|Olimar's Value|Ranking
Jumpsquat|4 frames| -
Weight|90|19th
Gravity|0.09 units per frames^2|30th
Fall Speed|1.9 units per frame|22nd
Fast Fall Speed|2.2 units per frame|33rd
Jump Height|32 units|31st
Short Hop Height|9.4 units|1st lowest
Wavedash|26.6 units|30th
Run Speed|1.61 units per frame|17th
Leaves, Buds, and Flowers
As Pikmin level up, the damage on their smashes and aerial attacks increases by 1%. This does not affect knockback.

Red: 14 HP
  • Reds usually have the highest damage, but not the most knockback
  • Red get an extra 2 damage on their attacks for every level, instead of just 1
Yellow: 17 HP
  • Yellows have less startup on their smashes and aerials
  • Their hitboxes grow every time they level up
  • Yellows have a higher trajectory when thrown with SideB
  • Most of their moves have the Electric effect, which slightly increases the opponent's hitlag
Blue: 20 HP
  • The longest grab range
  • The strongest throws
  • Unlike other Pikmin, damage on their throws increases as they level up. This DOES affect knockback
White: 10 HP
  • The least HP
  • Whites consistently have the least damage and knockback on all attacks. This makes them great for combos, but bad for killing and breaking CC
  • Whites' Pummel increases by 2% damage for every level
  • When Whites have reached the Flower level, most of their attacks leaves a flower on their opponents that causes damage over time (Similar to the Lip's Stick item). Flowers can be removed faster by wiggling the control stick.
  • Whites do an extra 1% damage for every "Pummel" after a successful Side B
  • If Whites latch on after SideB, and the victim does not hit them off, they cause an explosion which knocks back the victim. The explosion grows in damage and knockback as the Pikmin levels.
Purple: 25 HP
  • The most HP
  • The most knockback on their moves
  • Unlike other Pikmin, their moves grow in knockback as well as damage as Purples level up.
  • The least grab range
  • When thrown with SideB, they do not latch on to opponents. Instead, they knock the opponents back, similar to most projectiles.
Jab 1
FAF: 16
Jab2 Starts as soon as: 12

Hitbox|Duration|Damage|Angle|BKB|WDSK|KBG|Hitlag|Shieldstun|Shield Advantage
Main|4-7|3|20|10|10|80|4|3|-9
Antenna|8-10|2|361|0|0|0|3|2|-6
Jab2
FAF: 18

Hitbox|Duration|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Advantage
Main|4-6|5|361|40|100|4|3|-11
Antenna|4-6|5|361|0|0|4|3|-11
FAF: 31

Hitbox|Duration|Damage|Shield DMG|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Advantage
0|5-8|7|0|65|50|100|5|5|-21
1,2|5-8|7|1|65|50|100|5|5|-21
Late|9-14|4|0|65|20|100|4|3|-19
Utilt
FAF: 27
Head Intangible frames 1-10

Duration|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Advantage
7-10|8|100|50|90|5|5|-15
Ftilt
FAF: 38

Duration|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Advantage
9-18|10|361|40|100|6|6|-23
Dtilt
FAF: 30

Hitbox|Duration|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Advantage
Main|6-12|6|80|50|115|5|4|-20
Antenna|16-22|2|361|0|0|3|2|-12
FAF: 43, 42
Early: 8-12, 7-12

Color|Damage|Shield DMG|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |14/16/18|0|85|40|109/97/87|7/8/9|8/9/10|-27/-26/-25|N/N/F
Yellow |11/12/13|4|85|30|113/106/100|6/7/(7,10)|6/7/7|-28/-27/-27|N/N/E
Blue |12/13/14|0|85|30|107/100/94|7|7/7/8|-28/-28/-27|N/N/W
White |7/8/9|0|85|50|120/109/100|5/5/6|5/5/6|-30/-30/-29|N/N/Flwr
Purple |14/15/16|0|85|50|109/107/105|7/8/8|8/8/9|-27/-27/-26|N
Late: 13-18, 13-17

Color|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |10|60|50|90|6|6|-24|F
Yellow |10|60|50|90|6|6|-24|N
Blue |9|60|50|90|6|6|-24|N
White |5|60|50|90|4|4|-26|N
Purple |10|60|40|100|6|6|-24|N
FAF: 48, 44

Early: 15-19, 11-15

Color|Damage|Shield DMG|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |16/18/20|0|361|20|100/90/82|8/9/9|9/10/10|-24/-23/-23|N/N/F
Yellow |13/14/15|4|361|20|89/84/80|7/7/(8,12)|7/8/8|-26/-25/-25|N/N/E
Blue |14/15/16|0|361|20|106/100/95|7/8/8|8/8/9|-25/-24/-24|N/N/W
White |9/10/11|0|361|10/20/30|104/91/80|6|6|-27|N/N/Flwr
Purple |16/17/18|0|361|50|92/91/90|8/8/9|9/9/10|-24/-24/-23|N
Middle: 20-21, 16-17

Color|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |12|361|20|90|7|7|-21|F
Yellow |9|361|20|90|6|6|-22|N
Blue |11|361|20|90|6|6|-22|N
White |6|361|15|80|5|4|-24|N
Purple |16|361|20|70|8|9|-19|N
Late: 22+, 18+

Color|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |9|361|20|90|6|6|-20|F
Yellow |6|361|20|90|5|4|-22|N
Blue |6|361|20|90|5|4|-22|N
White |3|361|15|80|4|3|-23|N
Purple |13|361|20|70|7|7|-19|N
FAF: 45
Early: 10-13

Color|Damage|Shield DMG|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |14/16/18|1|35|30|87/77/69|7/8/9|8/9/10|-27/-26/-25|N/N/F
Yellow |11/12/13|4|35|30|113/106/100|6/7/(7,10)|6/7/7|-29/-28/-28|N/N/E
Blue |12/13/14|1|35|30|93/87/82|7|7/7/8|-28/-28/-27|N/N/W
White |7/8/9|0|35|30|120/109/100|5/5/6|5/5/6|-30/-30/|N/N/Flwr
Purple |14/15/16|0|35|50|87/87/86|7/8/8|8/8/9|-27/-27/-26|N
Late: 14-19

Color|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |10|35|22|95|6|6|-25|N
Yellow |8|35|10|100|5|5|-26|N
Blue |9|35|30|100|6|6|-25|N
White |4|35|10|100|4|3|-28|N
Purple |10|28|10|100|6|6|-25|N
FAF: 40
Landing Lag: 15, 7
Autocancel: <3, 31>
Linking Hits: 3-4,6-7,9-10,12-13

Hitbox|Damage|Angle|BKB|WDSK|KBG|Hitlag|Shieldstun|Shield Adv.
Lower|2|90|40|0|30|3|2|-5
Back|2|130|30|0|30|3|2|-5
Forward|2|130|30|0|80|3|2|-5
Top|2|270|30|7|100|3|2|-5
Final: 15-17

Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.
2|70|50|150|3|2|-5
FAF: 34, 31
Active Hitboxes: 7-10, 4-7
Landing Lag: 16, 8
Autocancel: <6, 30> <3, 27>

Color|Damage|Shield DMG|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |13/15/17|0|361|25|110/97/87|7/8/8|7/8/9|-1/0/+1|N/N/F
Yellow |10/11/12|4|361|30|102/95/89|6/6/(7,10)|6/6/7|-2/-2/-1|N/N/E
Blue |12/13/14|1|361|25|99/93/88|7|7/7/8|-1/-1/0|N/N/W
White |6/7/8|0|361|20|122/110/100|5|4/5/5|-4/-3/-3|N/N/Flwr
Purple |13/14/15|0|361|55|97/94/91|7/7/8|8/8/9|0/0/+1|N
FAF: 38, 34
Active: 10-13, 6-9
Landing Lag: 16, 8
Autocancel: <6, 37> <3, 34>

Color|Damage|Shield DMG|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |15/17/19|0|40|10|109/97/88|8/8/9|8/9/10|0/+1/+2|N/N/F
Yellow |12/13/14|4|40|30|94/88/83|7/7/(7,10)|7/7/8|-1/-1/0|N/N/E
Blue |14/15/16|1|40|0|105/99/94|7/8/8|8/8/9|0/0/+1|N/N/W
White |8/9/10|0|40|20|109/100/93|5/6/6|5/6/6|-3/-2/-2|N/N/Flwr
Purple |15/16/17|0|40|55|88/86/84|8|8/8/9|0/0/+1|N
FAF: 38, 35
Landing Lag: 20, 10
Autocancel: <6, 37> <3, 34>
Early: 8-11, 5-8

Color|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |13/15/17|80|40|100/88/79|7/8/8|7/8/9|-3/-2/-1|N/N/F
Yellow |9/10/11|80|30|92/86/80|6/6/(6,9)|6|-4|N/N/E
Blue |11/12/13|80|40|107/100/93|6/7/7|6/7/7|-4/-3/-3|N/N/W
White |5/6/7|80|20|124/111/100|4/5/5|4/4/5|-6/-6/-5|N/N/Flwr
Purple |13/14/15|80|50|97/94/92|7/7/8|7/8/8|-3/-2/-2|N
Late: 12-20, 9-17

Color|Damage|Shield DMG|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |7|0|87|30|100|5|5|-5|N
Yellow |8|0|87|30|90|5|5|-5|N
Blue |6|0|80|20|100|5|4|-6|N
White |3|0|80|20|100|4|3|-7|N
Purple |8|2|90|30|90|5|5|-5|N
FAF: 37, 33
Landing Lag: 25, 12
Autocancel: <6, 34> <3, 31>
Early: 16-18, 12-14

Color|Damage|Shield DMG|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |15/17/19|1/0/1|270|30|112/101/91|8/8/9|8/9/10|-4/-3/-2|N/N/F
Yellow |13/14/15|4|270|30|119/112/106|7/7/(8,12)|7/8/8|-5/-4/-4|N/N/E
Blue |14/15/16|0|270|30|112/106/101|7/8/8|8/8/9|-4/-4/-3|N/N/W
White |9/10/11|0|270|20|115/107/100|6|6|-6|N/N/Flwr
Purple |15/16/17|0|270|60|100/98/96|8|8/8/9|-4/-4/-3|N
Late: 19-20, 15-16

Color|Damage|Angle|BKB|KBG|Hitlag|Shieldstun|Shield Adv.|Effect
Red |9|270|10|92|6|6|-6|F
Yellow |8|361|10|70|5|5|-7|N
Blue |8|270|10|92|5|5|-7|N
White |4|361|10|70|4|3|-9|N
Purple |11|361|20|70|6|6|-6|N
Grab Ranges longest to shortest: Blue>White>Red/Yellow>Purple
Dash grab starts one frame sooner than JC grab, but has 9 more frames of endlag.

Name|Duration|FAF
Standing|9-23|44
Dash|9-23|54
Pivot|9-23|54
Pummel does 2/4/6 damage with white pikmin, 2 damage with all others.
All 4 of Olimar's Throws are Weight-dependent.
Ex: to find the release frame for Up-throwing Bowser, take the frame (28) and multiply it by Bowser's weight over 100(1.18) and round up. So Bowser releases on frame 33.04->frame 34.

Throw|Release|FAF
Forward|13|37
Back|13|41
Up|28|47
Down|22|41

Throw|Color|DMG|Angle|BKB|KBG|Effect
Forward| Red |6|361|70|70|F
| Yellow |7|45|60|50|E
| Blue |12/14/16|45|30|100/89/81|N
| White |6|361|60|50|D
| Purple |7|361|80|75|N
Back| Red |7|45|70|70|F
| Yellow |9|45|48|52|E
| Blue |12/14/16|45|30|110/98/89|N
| White |7|45|48|52|N
| Purple |9|45|80|60|N
Up| Red |7|85|80|75|F
| Yellow |9|85|55|92|E
| Blue |12/14/16|85|55|96/87/80|N
| White |6|85|55|105|D
| Purple |10|85|55|95|N
Down| Red |6|70|85|75|F
| Yellow |8|70|66|69|E
| Blue |9|70|70|60|N
| White |5|70|60|105|D
| Purple |7|70|60|100|N
Dthrow's Hitbox: 15-20

Color|DMG|Effect|
Red |1|F
Yellow |1|E
Blue |1/3/5|N
White |1|D
Purple |1|N
FAF: 25
Pikmin Release on Frame: 9
Every Pikmin has a hitbox while flying, for the purpose of clanking. This does not hurt enemies that the pikmin latches onto.

Color|DMG
Red |9
Yellow |7
Blue |4
White |6
Purple

DMG|Angle|BKB|KBG|Hitlag|Shieldstun
10|361|0|100|6|6
Side B Pummel: Pikmin attack every 20 frames.

Color|DMG|Effect
Red |2/3/4|Flame
Yellow |2/3/4|Electric
Blue |2/3/4|Normal
White |3/4/5|Flower
White Explosion

DMG|Angle|BKB|KBG|Hitlag|Shieldstun
6/7/8|90|16/32/50|50/64/80|5|4/5/5
How long Pikmin stay attached for:
Every frame the pikmin check the victim's damage and how many times it has attacked

Damage|Will let go if it has attacked __ times
0-59%|9
60-89%|8
90-109%|7
110-129%|6
130-169%|5
170-189%|4
190-199%|3
200+%|2
Landing FAF: 31
Ledgegrab on Frame: 58

Name|Active|DMG|Angle|BKB|KBG|SDI Mult.|Hitlag|Shieldstun
Start|21|10|60|60|70|1x|6|6
Linking|21-40|1|65|70|8|0.5x|1|2
Final|41-44|5|50|60|100|1x|4|4

Special|FAF
Neutral-Successful|11
Neutral-Failed|33
Neutral-Aerial|47
Down|11

Move|Intangible|FAF|Universal?
Roll|4-19|32|Yes
Spotdodge|2-18|28|No
Tech in place|1-20|27|Yes
Tech Roll|1-20|41|Yes

Move|Invulnerable|Hitbox active|FAF
Stand|1-22| -|30
Roll|1-22| -|36
Attack(Face-up)|1-28|15-17, 25-27|50
Attack(Face-down)|1-30|16-18, 27-29|50
Get-up Attack

Name|Damage|Shield Damage|Angle|BKB|KBG|Clank?|Hitlag|Shieldstun|Shield Adv.
1st Hit|6|1|361|80|50|No|5|4|-31
2nd Hit|6|1|361|80|50|No|5|4|-21
<100%

Move|Invulnerable|FAF|Ledge Clears|Hitboxes Active
Attack|1-15|56|43|17-23, 22-23
Stand|1-30|35|35
Roll|1-29|50|41
Jump|1-15|16|16
≥100%

Move|Invulnerable|FAF|Ledge Clears|Hitboxes Active
Attack|1-43|70|51|39-43
Stand|1-55|60|45
Roll|1-65|80|55
Jump|1-19|20|20
Hitboxes

Name|DMG|Shield DMG|Angle|BKB|WDSK|KBG|Clank?|Hitlag|Shieldstun|Shield Adv.
<100-Early|8|1|361|0|110|100|No|5|5|-34
<100-Late|8|1|361|0|110|100|No|5|5|-29
≥100|10|1|361|0|110|100|No|6|6|-25
 
Last edited:

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
Good thread. Did you get all this data by yourself?

Would be cool if you got hitboxes too, just for a more complete resource.

Even cooler if you did all this for Toon Link because he could use a new frame data thread lol.
 

Orange Chris

Smash Rookie
Joined
Feb 3, 2015
Messages
20
Location
Maryland
Yes, got it all through BrawlBox and Debug Mode.

Do you mean hitbox size or gifs? Hitbox size isn't hard, but because Pikmin are articles, any gifs of pikmin attacks would have to be captured in-game. Here's a link to a bunch of gifs but none of them have Pikmin in them. I can embed the important ones if you like.

I'll look into doing Toon Link. Now that Olimar's finally done, I'm just doing the characters that have no frame data, starting with Ivysaur.
 

Latch

Smash Apprentice
Joined
Jan 26, 2012
Messages
150
Location
Estes Park, CO
Can I question the assertion that blue has longer grab range, purple has shorter, and others are the same? The order from the brawl days, which I'm pretty sure is still accurate, is thus:
Blue
White
Red/Yellow
Purple

Is he correct that white = red/yellow grab range?
 

Latch

Smash Apprentice
Joined
Jan 26, 2012
Messages
150
Location
Estes Park, CO
So, I just did some ledgedash frame data testing. Not sure if this has been done before, but it's pretty hype tbh. 13 actionable invincible frames when done perfectly!
Here's the breakdown:

1-8: ledge grab animation
9: let go of ledge
10-11: double jump
12-14: airdodge (airborne)
15-24: landing lag (grounded)
25-37: actionable and invincible!

This is pretty sweet... I think fox gets 15 frames?

That means oli can do invincible jab1 (and jab2!), dash attack, all tilts, usmash & dsmash, yellow fsmash, nair, fair, yellow bair, uair, grab, pikmin toss, spotdodge, and roll.

He can also run to almost the middle of the ps2 side platform.

He can also do a fully invincible pikmin pull with 2 frames to spare (not useful lol).

So pretty good options, though it's obviously difficult.
 
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