Fino
Smash Master
Hey, just to let all you fellow Olimar players out there, I'm going to be posting character match-ups, strategies and what not, here soon. Testing will take a few days, trying to learn some ins and outs of the other characters, but I plan to post a new match up at least every 3 - 4 days (or earlier if my schedule permits me to do so).
Help is always appreciated, so drop me a PM if you think you have something useful for me.
So, if you would like me to get a character done first, post here... otherwise I will go alphabetically, from Bowser to Zelda.
With NC-Echo’s guide being the most prominent Olimar guide on the forums, I’ve decided to do my character match-ups in his format, with the assumption that most of the information regarding Olimar will be integrated into his guide eventually.
Bowser
Character rating:
Offense-7 Defense-5 Projectile-3
Final smash-7 Throwing ability-8 Speed-1
Description:
The biggest and the heaviest of fighters, Bowser has a slightly different flavor this time around! Too summarize Bowser, he’s a tank. Around half his arsenal can be considered K.O. moves meaning Bowser players have little to worry about when it comes to diminishing returns. A few things to mention about Bowser’s move set is that the Bowser bomb and his fsmash both have super armor, and his infinite jump, which often leads to Bowsercide. Some other things to watch out for include: his uair (strongest vertical killer in the game) and his forward smash (dealing 46% fully charged) being the most powerful, non-final smash, moves in the game. Bowser's main strength lies not only in his power, but his survivability.
Counter:
Basically fighting Bowser shouldn’t be too hard. A good idea is to play the opposite of them. By that I mean, if Bowser is playing a grounded style, charge him with aerials, and if Bowser is playing an aerial game, stay grounded. I say this because Olimar’s aerials out prioritize most of Bowser’s regular move set, while Olimar’s smashes and tilts out prioritize most of his aerials (exceptions being the Bowser bomb and his dair which can be easily dodged and grabbed out of).
Meanwhile, to rack up damage on Bowser, flee and spam pikmin throw. This is especially effective due to Bowser’s lack of speed and will keep him at bay, if not distracted, for awhile.
To counter Bowser’s survivability aspect, play near the edge. A good tactic here is throwing him off and then spiking him (really easy to pull off and Bowser can be spiked at 60%). Bowser may have incredibly good horizontal recovery, but his vertical is atrocious. The only thing to beware of here is Bowsercide, and in the event of him being a stock higher than you, it’s advisable to stay in the center of the stage.
Spam: from what I’ve seen, Bowser’s spam moves include his infinite jump, fortress (his B^), and shield grabbing. His infinite jump is performed by SH, doing his b over and then jumping at the beginning of the animation. It’s said that it can increase Bowser’s maneuverability; however, I’ve never actually encountered someone using it solely for that purpose. It’s typically used for mind games, to pull off quick aerials, and for Bowsercide (see http://www.youtube.com/watch?v=p1wx0bz_6FQ ) , but it’s somewhat easily stopped by an fsmash. Unfortunately his fortress is something you just have to avoid. The only counter I’ve found for it is to Nair the top part of his shell, so it’s purely situational. Fortunately Bowser’s grab range has been severely shortened, however still dangerous, isn’t as bad as it was in melee.
Tips: Don’t get directly above him, all his move will out prioritize your dair or nair. That and his uair is incredibly dangerous, but can be seen from a mile away, so just DI away from him when you’re in the air. Bowser is incredibly slow, so exploit this by moving all around the stage and strike when the opportunity lends itself.
Overall, difficulty against Bowser: 4/10
Special thanks to:
WGWOLVERINE
KevinM
Lucario
Character rating:
Offense-7 Defense-9 Projectile-8
Final smash-4 Throwing ability-6 Speed-6
Description:
It’s the Aura pokemon Lucario! The ‘replacement’ of mewtwo however, offers up a different style of play. First of all knowing the essence of Lucario will help you in your battles. As most (hopefully) know, he gains damage the higher his percent. While this can be seen as an advantage it makes it incredibly hard to string along combos as the % damage and knock back are constantly changing throughout the duration of the game. His ranged attacks are the one’s that take the most time, so for the most part their goal is to come up close range, and then sparingly use a couple of ranged attacks to get’cha. His B^ is laughable (not so much as Olimar’s is though), by that I mean it doesn’t do any damage, lots of lag, and can be easily knocked out of. Just watch out if he’s using it to hug the edge. The aura sphere (B charged) is, although a relied on tactic for some, typically used for edge guarding. The thing to watch out for the most is his down smash, as this is a heavily relied on KO move.
Some other things you might or might not want to keep tabs on for lucario.
The REAL Multipliers are:
0% - x1.0
50% - ~x1.25(1.23)
100% - ~x1.50(1.53)
150% - ~x1.75 (1.84)
200% - x2.00
And it caps out there.
Here’s is a chart that Nodrak posted on the Lucario boards showing the kill % from the double team attack
http://smashboards.com/showthread.php?t=160153
Counter:
Lucario shouldn’t give you a whole lot of trouble, but can be frustrating sometimes. The most important thing in this battle is spacing, spacing, and spacing. Your range is the biggest advantage you have here. Most of the combos he will do involve his jab as a start up, as that’s his quickest move, and has a lot of hit stun. Know his range, and be sure to keep just out of it. Good thing for you is Lucario players typically have the melee mentality, and by that I mean its charge and attack. With their move set of tai-chi type karate, they don’t really have much of a choice. Essentially shield grabbing is a way to make them think out their movements a little more. From all Lucario players I know, once you shield grab, they get a little dicey. Pay attention to his damage meter. At the beginning when he has little % don’t be chucking around pikmin. Exploit this moment, for he can’t really do much. After you get him to about 50% then you just hurl on the pain with your pikmin. One move that seems to get on everyone’s nerves is his force palm, and my simple solution to this is fair. You should concentrate on your range, and if you notice he’s using force palm an awful lot, start using more aerials. It’s recommended though you don’t try to mainly attack from the air, because as soon as you’re popped up above his head you’re going to either air dodge or use your whistle armor to get back grounded. Keeping low to the ground is ideal in this battle. For edge guarding against him, it’s really easy to knock him out of his B^. The start up lag is painfully long, and it can be interrupted in the middle. Either fair or bair him if you know a B^ is coming, as he’s a helpless when using it. For his aura sphere, try not to let him charge it up (obvious), but really it’s inevitable. When he has one charged up he’ll either try to use it close range, or as an edge guarding tactic. (If you’re playing a lucario that’s using it across the stage, and still having trouble perhaps it’s time to practice a little more . I say this because the aura sphere is really small.) When he has it charged, just rule of thumb, keep pikmin in between you two at all times. The pikmin will negate his attack. Also relying on your fsmash a little more will help as it’s more reliable to cancel out the sphere than throw (since yellows will lob over the ball it’s always best to fsmash the ball rather than throwing). When you’re in KO range, expect him to spam his dsmash. It’s his best KO move (fairly comparable to Olimar’s dsmash, just for reference). Olimar’s dsmash comes out JUST a smidge before his does, so this is fairly good, but it out ranges a fair and cancels with your fsmash (depending on when it’s used) and shield grabbing is of some use, depending on your next pikmin on line, only because you get pushed back by it. It’s not too tough to counter, but just expect it to come.
Overall difficultly 6/10
Special thanks to:
Infi-tan
Trebor-Nella
Nodrak
Soboo
*Sorry, this one was rushed as I fell behind, so pardon grammar and what not, and also the lack of neatness and organization as the last one*
Other strategies or things you have would be greatly appreciated as this will be a continuous work in progress as new strategies with characters have yet to be discovered.
~Fino
Help is always appreciated, so drop me a PM if you think you have something useful for me.
So, if you would like me to get a character done first, post here... otherwise I will go alphabetically, from Bowser to Zelda.
With NC-Echo’s guide being the most prominent Olimar guide on the forums, I’ve decided to do my character match-ups in his format, with the assumption that most of the information regarding Olimar will be integrated into his guide eventually.
Bowser
Character rating:
Offense-7 Defense-5 Projectile-3
Final smash-7 Throwing ability-8 Speed-1
Description:
The biggest and the heaviest of fighters, Bowser has a slightly different flavor this time around! Too summarize Bowser, he’s a tank. Around half his arsenal can be considered K.O. moves meaning Bowser players have little to worry about when it comes to diminishing returns. A few things to mention about Bowser’s move set is that the Bowser bomb and his fsmash both have super armor, and his infinite jump, which often leads to Bowsercide. Some other things to watch out for include: his uair (strongest vertical killer in the game) and his forward smash (dealing 46% fully charged) being the most powerful, non-final smash, moves in the game. Bowser's main strength lies not only in his power, but his survivability.
Counter:
Basically fighting Bowser shouldn’t be too hard. A good idea is to play the opposite of them. By that I mean, if Bowser is playing a grounded style, charge him with aerials, and if Bowser is playing an aerial game, stay grounded. I say this because Olimar’s aerials out prioritize most of Bowser’s regular move set, while Olimar’s smashes and tilts out prioritize most of his aerials (exceptions being the Bowser bomb and his dair which can be easily dodged and grabbed out of).
Meanwhile, to rack up damage on Bowser, flee and spam pikmin throw. This is especially effective due to Bowser’s lack of speed and will keep him at bay, if not distracted, for awhile.
To counter Bowser’s survivability aspect, play near the edge. A good tactic here is throwing him off and then spiking him (really easy to pull off and Bowser can be spiked at 60%). Bowser may have incredibly good horizontal recovery, but his vertical is atrocious. The only thing to beware of here is Bowsercide, and in the event of him being a stock higher than you, it’s advisable to stay in the center of the stage.
Spam: from what I’ve seen, Bowser’s spam moves include his infinite jump, fortress (his B^), and shield grabbing. His infinite jump is performed by SH, doing his b over and then jumping at the beginning of the animation. It’s said that it can increase Bowser’s maneuverability; however, I’ve never actually encountered someone using it solely for that purpose. It’s typically used for mind games, to pull off quick aerials, and for Bowsercide (see http://www.youtube.com/watch?v=p1wx0bz_6FQ ) , but it’s somewhat easily stopped by an fsmash. Unfortunately his fortress is something you just have to avoid. The only counter I’ve found for it is to Nair the top part of his shell, so it’s purely situational. Fortunately Bowser’s grab range has been severely shortened, however still dangerous, isn’t as bad as it was in melee.
Tips: Don’t get directly above him, all his move will out prioritize your dair or nair. That and his uair is incredibly dangerous, but can be seen from a mile away, so just DI away from him when you’re in the air. Bowser is incredibly slow, so exploit this by moving all around the stage and strike when the opportunity lends itself.
Overall, difficulty against Bowser: 4/10
Special thanks to:
WGWOLVERINE
KevinM
Lucario
Character rating:
Offense-7 Defense-9 Projectile-8
Final smash-4 Throwing ability-6 Speed-6
Description:
It’s the Aura pokemon Lucario! The ‘replacement’ of mewtwo however, offers up a different style of play. First of all knowing the essence of Lucario will help you in your battles. As most (hopefully) know, he gains damage the higher his percent. While this can be seen as an advantage it makes it incredibly hard to string along combos as the % damage and knock back are constantly changing throughout the duration of the game. His ranged attacks are the one’s that take the most time, so for the most part their goal is to come up close range, and then sparingly use a couple of ranged attacks to get’cha. His B^ is laughable (not so much as Olimar’s is though), by that I mean it doesn’t do any damage, lots of lag, and can be easily knocked out of. Just watch out if he’s using it to hug the edge. The aura sphere (B charged) is, although a relied on tactic for some, typically used for edge guarding. The thing to watch out for the most is his down smash, as this is a heavily relied on KO move.
Some other things you might or might not want to keep tabs on for lucario.
The REAL Multipliers are:
0% - x1.0
50% - ~x1.25(1.23)
100% - ~x1.50(1.53)
150% - ~x1.75 (1.84)
200% - x2.00
And it caps out there.
Here’s is a chart that Nodrak posted on the Lucario boards showing the kill % from the double team attack
http://smashboards.com/showthread.php?t=160153
Counter:
Lucario shouldn’t give you a whole lot of trouble, but can be frustrating sometimes. The most important thing in this battle is spacing, spacing, and spacing. Your range is the biggest advantage you have here. Most of the combos he will do involve his jab as a start up, as that’s his quickest move, and has a lot of hit stun. Know his range, and be sure to keep just out of it. Good thing for you is Lucario players typically have the melee mentality, and by that I mean its charge and attack. With their move set of tai-chi type karate, they don’t really have much of a choice. Essentially shield grabbing is a way to make them think out their movements a little more. From all Lucario players I know, once you shield grab, they get a little dicey. Pay attention to his damage meter. At the beginning when he has little % don’t be chucking around pikmin. Exploit this moment, for he can’t really do much. After you get him to about 50% then you just hurl on the pain with your pikmin. One move that seems to get on everyone’s nerves is his force palm, and my simple solution to this is fair. You should concentrate on your range, and if you notice he’s using force palm an awful lot, start using more aerials. It’s recommended though you don’t try to mainly attack from the air, because as soon as you’re popped up above his head you’re going to either air dodge or use your whistle armor to get back grounded. Keeping low to the ground is ideal in this battle. For edge guarding against him, it’s really easy to knock him out of his B^. The start up lag is painfully long, and it can be interrupted in the middle. Either fair or bair him if you know a B^ is coming, as he’s a helpless when using it. For his aura sphere, try not to let him charge it up (obvious), but really it’s inevitable. When he has one charged up he’ll either try to use it close range, or as an edge guarding tactic. (If you’re playing a lucario that’s using it across the stage, and still having trouble perhaps it’s time to practice a little more . I say this because the aura sphere is really small.) When he has it charged, just rule of thumb, keep pikmin in between you two at all times. The pikmin will negate his attack. Also relying on your fsmash a little more will help as it’s more reliable to cancel out the sphere than throw (since yellows will lob over the ball it’s always best to fsmash the ball rather than throwing). When you’re in KO range, expect him to spam his dsmash. It’s his best KO move (fairly comparable to Olimar’s dsmash, just for reference). Olimar’s dsmash comes out JUST a smidge before his does, so this is fairly good, but it out ranges a fair and cancels with your fsmash (depending on when it’s used) and shield grabbing is of some use, depending on your next pikmin on line, only because you get pushed back by it. It’s not too tough to counter, but just expect it to come.
Overall difficultly 6/10
Special thanks to:
Infi-tan
Trebor-Nella
Nodrak
Soboo
*Sorry, this one was rushed as I fell behind, so pardon grammar and what not, and also the lack of neatness and organization as the last one*
Other strategies or things you have would be greatly appreciated as this will be a continuous work in progress as new strategies with characters have yet to be discovered.
~Fino