Olimar vs Sephiroth

Sephiroth Matchup (Olimar)

Olimar vs Sephiroth

Olimar vs Sephiroth is a matchup where you cannot freeze at Masamune tipper range, but must stop the startup with Pikmin toss and convert Sephiroth's light weight into close-range pressure and vertical kills.

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Matchup Summary (Win Condition and Game Plan)

Sephiroth controls space very well with Masamune’s extreme reach plus Flare and Shadow Flare, so the longer Olimar stands directly in front of tipper range, the more both his body and his Pikmin lineup get chipped on the way to the ledge.
Even single tags from forward tilt, fair, or bair can scramble both the captain and the lineup, and once Winged Form activates, Sephiroth’s movement becomes much harder to contain if you are already on the defensive.
The upside is that Sephiroth is light and not especially durable in close-range scramble situations. If white and purple Pikmin tosses can make him stop once, Olimar can convert that stopped point into close pressure and real kills. As the table shows, Jab 1-3, up tilt, down tilt, dash attack, every smash attack, back air, up air, down air, Neutral B, Side B, Up B (1)(2), and Down B (1) are all punishable by grab (10f), OOS Nair (10f), OOS Fair (10f), OOS Uair (11f), and Up Smash (12f).
However, tipper forward tilt is usually safe, while neutral air and forward air are also poor places to force a shield punish. Swinging immediately after every long sword touch just hands the next turn back to Sephiroth. When there is no real punish, step back, cover the next landing, retreat, or post-Shadow-Flare movement instead, and win on the second beat.
The win condition is to avoid a prolonged tipper trade, get inside once, and keep the juggle plus ledge trap running from there. Deep offstage chases are less stable because of Up B angle changes and Scintilla, so it is better to narrow the return route from the ledge and cash out Sephiroth’s light weight with up smash and up air.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldOlimar OOS Candidate MovesBarely Missed Moves
Jab 15-19 [-19]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Jab 25-25 [-24]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Jab 37-23 [-22]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Forward Tilt14-15/-11/-14 [-13/-8/-12]
  • None
  • Grab (+2)
  • OOS Fair (+2)
  • OOS Nair (+2)
  • OOS Uair (+3)
Up Tilt10/13-32/-21/-19/-18 [-31/-18/-16/-14]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down Tilt9-25
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Dash Attack14-20(-22) [-16(-19)]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Forward Smash24-33/-29/-32 [-31/-26/-30]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up Smash23(-29/-31 front)/(-23/-25/-24 back) [(-26/-29/-30)/(-21/-23/-25)]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down Smash (1)21-20/-22 [-17/-20]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down Smash (2)21-24 [-22]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Neutral Air9-5 [-4]
  • None
Forward Air13-10 [-9]
  • None
  • Grab (+1)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • OOS Uair (+2)
  • OOS Dair (+3)
  • Up Smash (+3)
Back Air15-11 [-10]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (+1)
  • OOS Dair (+2)
  • Up Smash (+2)
  • OOS Bair (+3)
Up Air16-17 [-17]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down Air19Normal: -27 [-25] | Landing: -19 [-18]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Neutral B41-28
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Side B16—42-17 — -15
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up B (1)25-27 [-26]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Up B (2)36-63 — -61/-47 [-62 — -60/-45]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down B (1)38-25 [-25]
  • Grab (10f)
  • OOS Fair (10f)
  • OOS Nair (10f)
  • OOS Uair (11f)
  • OOS Dair (12f)
  • Up Smash (12f)
  • OOS Bair (13f)
Down B (2)7**
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not stand at Masamune tipper range. Use white and purple Pikmin tosses to interrupt startup and charge timing, then enter with fair, up tilt, or up smash.
  • Punish Jab 1-3, up tilt, down tilt, dash attack, every smash attack, back air, up air, down air, Neutral B, Side B, Up B (1)(2), and Down B (1) with grab (10f), OOS Nair (10f), OOS Fair (10f), OOS Uair (11f), and Up Smash (12f) whenever they are blocked.
  • Treat tipper forward tilt, neutral air, and forward air as second-beat situations. Back up, then cover the landing, retreat, or post-Shadow-Flare movement.
  • Once you get in, press the close-range rotation advantage and keep the juggle going until the stock can be finished by up smash or up air.
  • Favor ledge traps with Pikmin toss, fair, and up smash over deep offstage chases so Winged Form and Scintilla do not flip the situation.

Actions to Avoid

  • Freezing in front of Sephiroth’s tipper range and playing straight into forward tilt, fair, and Shadow Flare control.
  • Swinging after every blocked tipper forward tilt, neutral air, or forward air and giving the next long sword hit away.
  • Panicking while Shadow Flare is attached and running forward into both the delayed explosion and the next sword button.
  • Chasing too deep offstage and letting Up B angle changes or Scintilla reverse your stage position.
  • Continuing the same Pikmin-toss tempo after Winged Form appears and letting the movement boost reclaim space for free.

Reference Links

Related Pages