You can find 3.02's data here.

Olimar's Frame Data
[intro paragraph.]
[COLLAPSE="Current Requests"]
Stage IDs | Kaeldiar | Figuring it out
Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1 / Standard Terms [TRMS]( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
Section 4: Credits [CRDT]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 3: Sticker & Moveset Attributes [STCK]2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 4: Credits [CRDT]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Mewtwo's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +14 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Mewtwo lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Mewtwo can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Mewtwo will take no damage.
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FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Mewtwo's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +14 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Mewtwo lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Mewtwo can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Mewtwo will take no damage.
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Section 2 / Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
Jab 1 | 4-7 | 16 | 3 | -8
Jab 2 | 4-6 | 18 | 5 | -9
Dash Attack | 5-6, 7-14 | 31 | 7, 4 | -20
Ftilt | 9-18 | 38 | 10 | -22
Utilt | 7-10 | 28 | 8 | -14
Dtilt | 6-12 | 31 | 6 | -19
Fsmash (R) | 15-20, 21-27, 28-34 | 48 | 15/16/17, 12, 9 |
Fsmash (Y) | 11-15, 16- | 48 | 13/14/15, 9, 6 |
Fsmash (B) | 15-20, 21-27, 28-34 | 48 | 14/15/16, 11, 6 |
Fsmash (W) | 15-20, 21-27, 28-34 | 48 | 9/10/11, 6, 3 |
Fsmash (P) | 15-20, 21-25, 26-33 | 48 | 17/19/21, 16, 13 |
Usmash (R) | 8-11, 12-18 | 37 | 13/14/15, 10 |
Usmash (Y) | 7-13, 14-18 | 37 | 14/15/16, 10 |
Usmash (B) | 8-13, 14-18 | 37 | 15/16/17, 11 |
Usmash (W) | 8-13, 14-18 | 37 | 10/11/12, 5 |
Usmash (P) | 8-11, 12-18 | 37 | 16/18/20, 13 |
Dsmash (R) | 10-13 | 45 | 13/14/15 |
Dsmash (Y) | 10-13, 14-18 | 45 | 11/12/13, 8 |
Dsmash (B) | 10-13, 14-18 | 45 | 12/13/14, 9 |
Dsmash (W) | 10-13, 14-18 | 45 | 7/8/9, 4 |
Dsmash (P) | 10-12, 13-15 | 45 | 13/15/17, 10 |
Grabs | Hitbox Active | FAF | Base Dmg. | Notes
Standing Grab | 11-25 | 36 | - |
Dash Grab | 11-25 | 41 | - |
Pivot Grab | 11-25 | 41 | - |
Grab Pummel | 10-26 | 22 | 2-7 |
Throws | Weight Dependant? | Notes
Fthrow | No | -
Bthrow | No | -
Uthrow | No | -
Dthrow | No | -
Miscellaneous | Intangibility | Duration | {colsp=7}Notes
Spotdodge | 3-18 | 28 |
Forward Roll | 4-19 | 33 |
Back Roll | 4-19 | 33 |
Shielddrop | - | 15 |
Up Taunt | - | 80 |
Side Taunt | - | 90 |
Down Taunt | - | 90 |
2.2 Aerial Moves [AERL]
Nair | 3-4, 6-7, 9-10, 12-13, 15-17 | 40 | 2 | 15/7 | 1-2, 32-39
Fair | 7-10 (-) | 31 | (13/14/15), (10/11/12), (12/13/14), (6/7/8), (13/15/17) | 16/8 | 1-5
Bair | 10-14 (-)| 38 | (11-12/12-13/13-14), (9-11/10-12/11-13), (10-13/11-14/12-15), (7/8/9), (10-14/12-16/14-18) | 16/8 |1-5
Uair | 8-11, 12-20 (-)| 35 | (12/13/15) 9, (9/10/11) 8, (11/12/13) 8, (5/6/7) 7, (14/16/18) 10 | 20/10 | 1-5
Dair | 16-18, 19-20 (-)| 33 | (15/16/17) 10, (13/14/15) 6, (14/15/16) 8, (9/10/11) 4, (15/17/19) 11 | 25/12 | 1-5, 32
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Empty Landing | {colsp=5}Notes
| 4 | 30 | 55 | 4 |
Miscellaneous | Intangibility | {colsp=8}Notes
Airdodge | 4-29 | - | {colsp=8}
2.3 Specials [SPCL]
Pikmin Pluck | - | 11 | - | - | Pikmin appears: Frame 1
Pikmin Throw | - | 25 | - | - | Pikmin attach: Frame 9
Pikmin Throw (P) | 9 | 25 | 10 | -4 |
Pikmin Order | - | 12 | - | - | Pikmin respond: Frame 7
2.4 Ledge Moves [LDGE]
Ledge Attack <100% | 17-21, 22-23 | 1-15 | 56 | 8 | -33
Ledge Attack >100% | 39-43 | 1-43 | 70 | 10 | -24
Miscellaneous | Intangibility | FAF | {colsp=7} Notes
Ledge Grab |
Ledge Climb <100% | 1-30 | 35
Ledge Climb >100% | 1-55 | 60
Ledge Roll <100% | 1-29 | 50
Ledge Roll >100% | 1-65 | 80
Ledge Jump <100% | 1-15 | 16
Ledge Jump >100% | 1-19 | 20
2.5 Tech & Trip Moves [TCHM]
Get Up Attack (Back) | 15-17, 25-27 | 1-27 | 50 | 6 | -20
Get Up Attack (Stomach) | 16-18, 27-29 | 1-29 | 50 | 6 | -18
Trip Attack | 12-13, 24-25 | 1-8 | 50 | 5 |
Miscellaneous | Intangibility | FAF | {colsp=7}Notes
Tech | 1-20 | 27 | Universal.
Tech Roll | 1-20 | 41 | Universal.
Stand (Back & Stomach) | 1-22 | 30 |
Get Up Roll Forward (Back) | 1-22 | 36 |
Get Up Roll Backward (Back) | 1-22 | 36 |
Get Up Roll Forward (Stomach) | 1-22 | 36 |
Get Up Roll Backward (Stomach) | 1-22 | 36 |
Trip | 1-6 | 30
Trip Get Up | 1-17 | 22
Trip Roll Forward | 1-10 | 29
Trip Roll Backward | 1-10 | 29
2.6 Item Moves [ITMM]
Forward Toss (Ground & Air) | 8 | 25
Back Toss (Ground & Air) | 11 | 26 | Reverses your direction on frame 4.
Up Toss (Ground & Air) | 12 | 24
Down Toss (Ground & Air) | 7 | 21 | Hitbox does not come out while grounded.
Dash Toss | 5 | 38
Section 4 / Sticker & Moveset Attributes [STCK]
Jab 1 - Head/Normal
Headbutt.
Jab 2 - Head/Normal
Another Headbutt.
Dash Attack - Body/Normal
Body hitboxes. Probably because Olimar uses his entire body to attack.
Ftilt - Foot/Normal
This move is actually really cute imo.
Utilt - Spin/Normal
Olimar doesn't spin, so I guess they forgot to change it.
Dtilt - Head/Normal
This move is a pseudo-crawl!
All Pikmin Attacks - Pikmin/Element|Pikmin/Normal
Basically if they're flowered they'll usually use their respective element. Other than that it's usually normal except for some circumstances like Side B's loop hit and late hits of Red Pikmin.
Nair - Spin/Normal
Surprise!
Section 4 / Credits [CRDT]