Matchup Summary (Win Condition and Game Plan)
Young Link’s arrow, boomerang, and bomb cycle is fast enough that Olimar often loses the pace first if he only throws Pikmin from the same frontal height and tries to win a raw projectile exchange. Young Link also gets to convert that pace into nair, fair, and bair pressure once the Pikmin line is broken.
But Olimar does not need to accept that exact game. Once Pikmin Toss creates a forced stop point, Olimar can still reach it well with fair, uair, and up smash, and Young Link’s light weight plus shorter range keep those hits meaningful. As the table shows, Jab 1, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Dash Attack, every smash attack, dair, Neutral B, and Up B (1) all offer real punishes through Grab (10f), OOS Nair/Fair (10f), OOS Uair (11f), or Up Smash (12f).
At the same time, Jab 2, down tilt, nair, fair, bair, uair, zair, and Side B are mostly not real in-place punish spots, so mashing after every touch just sends the game back into more projectiles and retreat landings. Olimar has to take the guaranteed hits cleanly and cover the next movement beat when the immediate answer is not there.
The win condition is to use white and purple Pikmin Toss plus fair to hit the point where Young Link pauses after boomerang or bomb, launch him first, and keep the vertical advantage going with up smash and uair until he reaches the ledge. Stocks are more stable through vertical traps and ledgetraps than through center-stage brawling.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Olimar OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -10 |
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| Jab 2 | 6 | -7 |
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| Jab 3 | 6 | -25 |
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| Rapid Jab | 3/5/7 | — | ||
| Rapid Jab Finisher | 4 | -37 |
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| Forward Tilt | 10 | -12/-13 |
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| Up Tilt | 9 | -14 |
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| Down Tilt | 8 | -7/-8/-10 |
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| Dash Attack | 8 | -16 |
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| Forward Smash (1) | 15 | -27 |
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| Forward Smash (2) | 11 | -30 |
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| Up Smash | 10/25/41 | -22 |
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| Down Smash | 9/21 | -31/-33/-20/-21 |
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| Neutral Air | 4 | -2/-3 |
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| Forward Air | 14/24 | -3/-2 |
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| Back Air | 6/18 | -3/-3 |
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| Up Air | 5 | -9 |
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| Down Air | 13 | Bounce: ** | Fast Fall: -11/-12 |
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| Z Air | 9 | -3 |
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| Neutral B | 14—47 | -16 to -10 |
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| Side B | 27 | -8 to -4 |
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| Up B (1) | 9… | -17 |
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| Up B (2) | 8/12/16/19/22/26/31/39/47 | — | ||
| Down B | 17 | — | ||
| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- Use Pikmin Toss to create a stop point for Young Link’s dash, low jump, or post-projectile pause rather than only for chip damage. Once that point is fixed, meet it with fair, uair, or a grounded burst.
- After blocking Jab 1, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Dash Attack, any smash attack, dair, Neutral B, or Up B (1), always cash out with Grab (10f), OOS Nair (10f), OOS Fair (10f), OOS Uair (11f), or Up Smash (12f) and do not let Young Link restart his cycle for free.
- Do not force in-place punishes on Jab 2, down tilt, nair, fair, bair, uair, zair, or Side B. Track the retreat landing or next projectile startup instead and place uair, fair, or Pikmin Toss on that second beat.
- When carrying white or purple Pikmin, do not overprotect them forever. Spend them on the stop points and anti-airs that actually begin advantage, then reset spacing before trying to rebuild formation.
- Prefer vertical and ledge kill routes over deep offstage chases. Keep dropping Young Link from above into up smash, uair, and ledge fair rather than overextending into bomb recovery reversals.
Actions to Avoid
- Repeating Pikmin Toss from the same frontal height and letting arrow, boomerang, and bomb erase it while Young Link walks forward behind the cycle.
- Swinging the fastest option after every blocked Jab 2, down tilt, nair, fair, bair, uair, or zair and handing Young Link free retreat space because the punish never truly existed.
- Trying to rebuild the Pikmin lineup immediately after getting disrupted and letting Young Link extend pressure before Olimar has actually reset the space.
- Chasing too far offstage and giving up a stronger ledgetrap while bomb recovery or Up B turns the position around.