GunBlaze
Smash Lord
And the longest grab range in THE GAMEblue in brawl also had the strongest throws i believe
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And the longest grab range in THE GAMEblue in brawl also had the strongest throws i believe
I am so hyped for Olimar, I'm so excited to discover all the goodies he has to offer. It is kind of cool that they added that water effect to the blue pikmin, even though it doesn't have anything to do with water properties.
Olimar for Bruce Lee tier.WATAH PIKMIN!?
Red: Combos/ Elemental: Fireso to break them down...
Purple: Kills
White: Raw damage
Yellow: Range
Red: Combos
Blue: "Balanced"?
Red: Combos/ Elemental: Fire
Yellow: Long Range/ Elemental: Electricity
Blue: Balanced, Throws/ Elemental: Water
White: Explosive/ Elemental: Poison
Purple: High Damage & Knockback/ Elemental: Null
This is just what I got from streams so if someone wants to edit my list go ahead.
Water is an actual element in Brawl.Water isn`t a Elemental in smash. There is only Fire, Poison, Ice, Shadow, Null, Stun, and Electricity.
EDIT: Updated List
really? what exactly does it do?
But water doesn`t do anything, it doesn`t even put a visual effect on the opponent.Read the link
But water doesn`t do anything, it doesn`t even put a visual effect on the opponent.
I haven't noticed this, but I'll look for it tomorrow. I'll have to keep in mind that blue pikmin have the best grab range. It's a nice little tidbit.The splash that comes out of characters when hit by a water attack is.
I have been saying this since 2008.you know what they should do for olimar, its so simple, they should make his little antena light bulb thing flash the color of the current pikimin he has so the user doesn''t have to run around to see what pikmin he has at the moment. so after every move that changes his pikmin his light bulb flashes.
Pikmin seemed to survive more than they should, but that isn't news as much as it is a constant. Yellow Pikmin with a flower survived Ganon's Dair. It was pretty rad.
Thunderstomp is an electric attack. Yellow Pikmin are inmune to electric attacks ever since vBrawl.
He's got pretty good spacing, but his wavedash is pretty poor, and his grab is a bit slower than it was so WD grabbing would only be situationally useful. WD Fsmash on the other hand is a good idea. I don't know about ultimate onstage edgeguarder, but he's definitely excellent in that regard.I have been saying this since 2008.
Did you ever try something like dashdance-->dash forward-->wavedash back-->grab?
Or any sort of wavedash-->grab?
Or even wavedash-->fsmash?
He has so many good spacing tools that his out-of-wavedash game should be good. I suppose this is nerfed by his bad wavedash.
And he's teh ultimate onstage edgeguarder, correct? He's sounding pretty Marth-esque the more I think about it.
Do all of the elements of each pikmin hit each character equally? And does down b just put your first color pikmin to the back?
I'm not sure if this has been asked yet, but have you noticed in the 3.0 trailer that Olimar's blue Pikmin sent C.Falcon straight down around 1:34 (Olimar's intro)? Is that a real mechanic from what you played, or am I just seeing things?
Will Olimar have a Pikmin 3 alt? That would be awesome.
Also, new FSmash seems to have more start lag.
Guess Wavedashing into it won't be as cheap as I thought.
Also, how long is his Wavedash anyway?
Darn. Ah well. I'll just be short hopping all game anyway.All of his smashes and grab have considerably more lag, his Usmash being the only exception to this in that it feels exactly like vBrawls.
WD backwards into Fsmash will be great for spacing but punishable if they expect it.
Damn short, but usable.
Darn. Ah well. I'll just be short hopping all game anyway.
Just be careful. Being in the air inherently limits your options and for Olimar specifically leaves him without his incredible reach as his aerials are for comboing rather than spacing. Short hop cautiously, and fear being offstage. A lot of characters get spikes for free on our recovery.
Speaking of recovery, how far does Pluck boost? Like Cape?
And how many times can you use it? Once?
It functions exactly like cape for recovery movement. Gives you the same lift and distance the first time and tapers off to being near useless every time after. The only real boon to our recovery is that the tether is an active attack all the way to the ledge. Like when Ivysaur edgegrabs it just edgegrabs because it's just a tether. It can't swat because it's not active at any point once it decides it's grabbing the ledge. Olimar's is active the whole way up and will righteously smite anyone who is not invincible on the ledge.
Right, but it can put us in bad situations. Olimar pulls himself up from his tether slow enough that many characters can ledgedrop spike.Don't forget that tether can't be edgehogged.