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Hey all;
Been lurking here for a couple o' months, and as I'll hopefully be taking my play online soon (been playing soley in a university dorm since the game's release), I decided to jump into the discussion.
My biggest problem with Oli right now is one opposite to that described in OP's discussion of camping: that is a situation when I'm at min percents and my ranged-attacking opponent is ready to be KO'd.
My usual opponents know my char well enough now to ignore latchers above 100%, and to sheild when I charge in with a purple but counter attack when I come with a blue. I try to switch things up (grab and Uthrow with purps, s-hop Fair blues) but it rarely confirms a kill, and the costs I take in Ice-blocks or Lasers or Falco Shines is depressing. Usually I only complete when I can mind-game them into a weak air posistion or nail a lucky Dsmash.
So I guess my question is pretty simple: knowing that your opponent is scared enough to allow you your organisation time, but smart enough to counter your basic offences, how do you approach 90%+s with Oli?
http://smashboards.com/showthread.php?t=164450For Dangr - post a link to the thread and i'll post in there when I get a chance - but for now - I can imagine how incredibly tedious that it would be to test all three...but i'm assuming the point of the study is to check at what damage you can get a kill with on a clean usmash?...in that case, if someone misses the sweetspot then they have made the mistake, so I would go for sweetspot, b/c the goal would be to find the lowest damage possible to get a kill.
This is probably shameless self-promotion, but at my core, I'm a very very aggressive player - the marth forums have people hating me b/c I refuse to play the wait and react game...If you watch the vids I have posted, every throw that I make is an attempt to set up something else. Now about a week ago, I only threw white and purple pikmin, but I have evolved my game to be able to be aggressive, but throwing as often as possible.don't ask me why i'm still up haha but.....
to shrinkray21
i see wht u mean........however with the chuck approach....you have to play and in a sense things have to fall into place or else your be on the wrong pikmin.... with the whistle approach, you can continue to play as you normally would and know that your just one whistle away from doing your throw, and then you can attempt your hyphen smash and know that if that fails.... you are one whistle away from attempting it again. although at the same time....i am an aggressive olimar player, so that could have something to do with me disliking the wait and chuck approach lol
Holy cow...Sweetspot 29 Damage! Are you sure?hey y'all. i mentioned this on my KO% thread, but no-one seems to be commenting. i've been testing olimar's upsmash % kills and realized about half way through testing on battlefield that upsmash has a sweet spot, normal spot, and low spot for doing damage and knockback. sweet spot is RIGHT next to olimar. normal is having a little space between the two, and low is far from olimar, but still within the hitbox. idk which to test. it's very tedious work to get the normal hit instead if a sweet spotted hit. Do i test both? or all three?
here's the damage i got w/ all three w/ a purple pikmen.
sweet spot- 29
normal- 16
low- 12
____
On topic:
i searched for this, but didn't find it:
when doing my testing i found out that if your opponent starts a smash attack and u interupt it w/ another faster smash attack, and u hit, then your opponents knockback will be greatky increased. Is this new or have i just been oblivious to the whole thing? I'm very sure it's not DI btw.
I couldn't short hop very well with C. Short hopping is extremely easy and consistent with Z, though. I couldn't think of any other reasons why jumping with C > jumping with Z, so I made the switch.for Ubemaya
i shield grab, opposed to pressing a+b surprisingly............ the speed is the same.. u can even do this with ur dash, just kinda shield cancel it and press a, but yea, thats how i compensate.......... y did u make ur z jump? c didn't work well for u?
At low percentages I throw out Down Throw to Upsmash to Up+B.down throw is a nice set up for the up+B
You have to read their DI and usually "hyphen smash" (which is a name I hate) or Boost Smash the Upsmash into them.-HollaAtchaBoy
how are you able to up-smash them after? is it gaurenteed? or does it depend on how they DI?
well, i was basing it off of 0% because, thats how i start the match and i get people to 40% = from the jump lol. but, if someone lands on your pikmin as you pikmin throw, they will get grabbed, so after d-throw, u f-air them so that there stunned and if u ff, u hit the ground before them and can grab and either they just hit the ground and u get them, or they land on the pikmin and u grab them... like for me, after the second one.... i am normally just a tad bit to far for the third grab.... so i was thinking that mayb ei need o di toward them more while i f-air or maybe i need to dash grabI guess it stops working when the d throw throws them higher than your upB which is I think mid-high range it stops working. And I don't think you can do the d-throw fair combo without them getting out of it since if they hit the ground you can't grab someone lying on the ground or they can probably just jump out of it.
After the up b in a freefall, or just if you cancel it on a platform?since shrink brought up the up-b .......... u can also tap shield or smash atk immediately with no lag if you time it right, the easiest way to do it if you don't have the timing is keep tapping shield as you land and your see what i mean