Olimar vs Byleth

Byleth Matchup (Olimar)

Olimar vs Byleth

In Olimar vs Byleth, the key is denying tipper spacing with Pikmin toss pressure and converting openings into vertical kills.

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Matchup Summary (Win Condition and Game Plan)

Byleth’s spear, axe, and bow all hit hard at range, so if Olimar stops at a fixed distance he often gets clipped through both his body and his Pikmin by the long weapon hitboxes. Taking forward tilt, fair, bair, and charged bow at the same rhythm usually means losing stage while Pikmin management is still broken.
However, Byleth’s mobility and close-range speed are limited, so it is realistic for Olimar to stop the first step with Pikmin toss and then keep juggles going with aerials and up tilt. Rather than contesting the tipper spacing directly, Olimar does better by whiff punishing the end of the weapon swing, creating one close-range opening, and chasing the landing before Byleth can reset the range.
The frame table also shows jab 1-3, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, all smash attacks, up air, down air, side B, grounded up B, and the heavier neutral B timings are all punishable by grab, OOS nair, OOS fair, OOS uair, OOS dair, up smash, or OOS bair. It is more stable to take those guaranteed punishes over and over than to force retaliation on shallow fair or bair.
Kills should stay centered on up smash, up air, and ledge traps after up tilt or Pikmin toss, with ledge coverage aimed at grounded up B landings and neutral getup options. Olimar’s own defense is not especially thick, so the precision of the punish after one blocked heavy swing matters more than trying to brawl for the stock in center stage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldOlimar OOS Candidate MovesBarely Missed Moves
Jab 14-15
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Jab 24-17
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Jab 35-22
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Rapid Jab11**
Rapid Jab Finisher6-40
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Forward Tilt8-15
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up Tilt9-15
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down Tilt13-14
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Dash Attack9-26/-23
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Forward Smash23-31/-27 || -32/-28 || -32/-28
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up Smash13-22
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down Smash19/29-40/-30
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Neutral Air6…-11/-11/-9
  • None
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • OOS Uair (+2)
  • OOS Dair (+3)
  • Up Smash (+3)
Forward Air12-7/-6
  • None
Back Air13-9/-8
  • None
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • OOS Uair (+3)
Up Air10…-12/-11
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (+1)
  • Up Smash (+1)
  • OOS Bair (+2)
Down Air22-21
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Neutral B45/114-8/-21
  • None
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • OOS Uair (+3)
Side BGround: 20 || Air: 21Ground: -20/-34 || Air: -16/-35
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up B9(ground) || 10(air)-35(ground) || **(air)
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down B62**
Grab6
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Use Pikmin toss to stop the first advance and do not wait at a fixed range where Byleth can keep rebuilding tipper spacing for free.
  • After blocking jab 1-3, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, any smash attack, up air, down air, side B, grounded up B, or the heavier neutral B timings, punish with grab, OOS nair, OOS fair, OOS uair, OOS dair, up smash, or OOS bair.
  • Do not overforce shield punishes on shallow fair or bair. Track the landing or retreat route instead and funnel the next touch into up tilt, up air, and up smash.
  • If Pikmin order breaks, rebuild first and only then resume pressure so white and purple Pikmin still matter when the next opening appears.
  • At ledge, stay onstage and finish the stock by covering grounded up B returns, regrab timing, and getup choices with up air, up smash, and grab.

Actions to Avoid

  • Do not hold a fixed range and let forward tilt, fair, bair, and bow repeatedly dictate the whole pace.
  • Do not throw shield punishes at every shallow fair or bair and give Byleth the space to rebuild tipper range after your punish misses.
  • Do not rush back in immediately after losing Pikmin order and take direct body hits while your pressure tools are still weakened.
  • Do not chase too deep offstage and turn Byleth’s up B reversal or meteor threat into a problem for your own landing and recovery.

Reference Links

Related Pages