Matchup Summary (Win Condition and Game Plan)
This matchup swings hard on whether Olimar can keep Terry at the outer range, because Terry’s Jab, Down Tilt, and Nair convert into explosive damage and kills, but Terry’s burst range and recovery routes are much easier to map out.
Olimar should use white and purple Pikmin Toss to stop grounded advance and short hops early, then re-touch with Fair, Uair, and Up Tilt instead of turtling in shield and letting the close-range starter happen at all.
The table shows clean punishes on Jab 2-3, Up Tilt, Dash Attack, every smash attack, Neutral B, and Down B with Grab (10f), OOS Fair (10f), OOS Nair (10f), OOS Uair (11f), or Up Smash (12f), while Jab 1, Down Tilt, Nair, Fair, Bair, and Uair are mostly poor immediate punish spots, so spacing them out and trapping the landing is more stable than shielding repeatedly.
For kills, it is more repeatable to narrow Terry’s high recovery and ledge-jump routes with ledge Pikmin Toss, Up Smash, and Uair than to overchase offstage, and once GO is active Olimar should keep the center clear of close-range coin-flips and make Terry move first.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Olimar OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -6 |
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| Jab 2 | 3/4 | -19/-17 |
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| Jab 3 | 7 | -19 |
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| Forward Tilt | 8 | -8/-7 |
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| Up Tilt | 7 | -12 |
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| Down Tilt | 6 | -6 |
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| Dash Attack | 10 | -18/-15 |
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| Forward Smash | 18 | -20 |
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| Up Smash | 10 | -20 / -18 |
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| Down Smash | 8 | -23 |
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| Neutral Air | 4 | -4 |
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| Forward Air | 7 | -7/-8 |
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| Back Air | 11 | -5/-6 |
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| Up Air | 7 | -3 |
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| Down Air | 12 | -10 |
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| Neutral B | 18 (21) | -22 (-21) |
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| Up B | 10/12/15/20/25 | ** | ||
| Down B | Weak: 6/9/29 | Strong: 6/9/35 | -19 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Show white and purple Pikmin Toss immediately to stop Terry’s walk-ins and short hops, and do not let Jab or Down Tilt start for free.
- After blocking Jab 2-3, Up Tilt, Dash Attack, any smash attack, Power Wave, or Power Dunk, answer with Grab (10f), OOS Fair (10f), OOS Nair (10f), OOS Uair (11f), or Up Smash (12f).
- Do not force a direct punish on Jab 1, Down Tilt, Nair, or Fair every time; back off, reposition, and place Pikmin Toss so the second touch belongs to Olimar.
- Once Terry is at ledge, prioritize ledge Pikmin Toss, Up Smash, and Uair over deep chases, and cover Rising Tackle plus Terry’s limited horizontal recovery routes from above.
- Once GO is online, cut down on center-stage scrambles and neutral getups, force movement from farther out, then finish with blue-Pikmin threat, Up Smash, or Uair.
Actions to Avoid
- Do not hold shield directly in front of Terry and let the special-cancel pressure from Jab 1, Down Tilt, and Nair continue for free.
- Do not rush back into close range right after the Pikmin lineup breaks, especially when purple and white are both unavailable.
- Do not chase too deep offstage and turn Olimar’s own recovery into the weaker point against Rising Tackle or Terry’s aerial swing-outs.
- Do not panic your landing or ledge option above 100% and drift straight into GO threat with spot dodge or slow panic buttons.
- Do not try to force the punish after one blocked Down Tilt or Nair and get caught by the cancel mix.