Olimar vs Charizard

Charizard Matchup (Olimar)

Olimar vs Charizard

Olimar vs Charizard is most stable when Olimar skews Charizard's jump and Flamethrower spacing with Pikmin Toss, then turns Charizard's heavy landing and huge Side B lag into ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

Olimar wants to keep leading the interaction with Pikmin Toss, Fair, Uair, and Up Smash so Charizard’s large hurtbox and heavy landing stay under constant pressure instead of becoming a close-range brawl.
Charizard’s jab sequence, Forward Tilt, Up Tilt, Forward Air, Back Air, Neutral B, and Side B all leave meaningful shield punish windows in the table, and Side B plus Neutral B in particular should become Grab (10f) or OOS aerial punishes that carry to the ledge.
If the game turns into repeated point-blank scrambles, Olimar starts losing hard to Neutral Air, Up Smash, Up Throw, and Up B reversals, so Pikmin plucks and forced approaches have to be timed without standing in front of Charizard for too long.
It is more stable to finish stocks by trapping landings with blue-Pikmin Grab, Up Smash, and Uair, then forcing Flare Blitz or Back Air decisions at the ledge, than by overcommitting offstage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldOlimar OOS Candidate MovesBarely Missed Moves
Jab 14-14
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Jab 25-16
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Jab 37-20
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Forward Tilt12-18/-15
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up Tilt9-16
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down Tilt9-11
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (+1)
  • Up Smash (+1)
  • OOS Bair (+2)
Dash Attack10-12
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (+1)
Forward Smash22-36/-37
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up Smash6/14-24
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down Smash14-35
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Neutral Air8-6/-5
  • None
Forward Air8-14/-14
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Back Air14-16/-15/-14
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up Air12-8
  • None
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • OOS Uair (+3)
Down Air18-16/-17
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Neutral B19/26/33/40-24
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Side B23-52/-66
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up B9…
Down B
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Use white- and purple-led Pikmin Toss to displace Charizard’s forward movement and Flamethrower spacing first, forcing either jump or shield.
  • After blocking the jab sequence, Forward Tilt, Up Tilt, Forward Air, Back Air, Neutral B, or Side B, immediately choose the punish that reaches from Grab (10f), OOS Nair (10f), OOS Fair (10f), and OOS Uair (11f).
  • Once Charizard is airborne, stay underneath with the threat of Uair and Up Smash, make the panic landing or Down Air come first, and then cover the next landing spot again.
  • At the ledge, use Pikmin Toss and positioning to shut down neutral getup and jump, then convert the forced Flare Blitz or Back Air into the stock.
  • When a blue Pikmin is available, preserve the grab threat so the stock ends through Up Throw or extended ledge pressure before Charizard’s weight drags the game back out.

Actions to Avoid

  • Staying in close quarters after the Pikmin lineup is broken and scrapping directly into Neutral Air, Up Smash, and Up Throw.
  • Holding shield in front of Flamethrower for too long and losing both shield health and stage position at once.
  • Blocking Side B or Forward Air but delaying the punish and giving Charizard more chances to swing the heavy hit again.
  • Chasing too deep offstage into Up B armor or reverse Back Air and letting Olimar’s lower survivability become the bigger risk.

Reference Links

Related Pages