GrizzleDrizz1ed
Smash Apprentice
This is a list that most, if not all of the people (who spoke up) in the Olimar Skype Chat agreed should be changes to Olimar. We believe these are reasonable requests
Olimar Changes:
1. Return Aerial Neutral B to the 3.5 version. (The IASA was increased and it made the move significantly less useful.)
2. Shorten time to Bud/Flower to 10-12 seconds per stage. (Currently it's at 15 seconds per stage. This is a fast paced game and players usually have roughly 20 seconds of "Flower Power." Moving it to 10 or 12 seconds would give us a bit more time.)
3. Have Olimars Tether Recovery be attached as his Z-Air. The little hop is not present. (His Jetpack is incredibly predictable as it's very slow, has a very long landing lag, weak hitboxes, and a very difficult to sweetspot ledge recovery. Adding this option would give us a bit more of an unpredictable edge when getting back. If no to adding the Z-tether recovery option, see #4 below.)
*4. Increase the launch speed of the Up B Jetpack, Reduce the Landing Lag, and increase the Sweetspot size slightly.(As stated above, this recovery is pretty bad. It's better IMO than just having the Tether recovery, but it's pretty rough.)
5. Speed up Olimars Dair to match 3.02. (Or at least be a bit faster. As it is now, it's mostly only useable when they sloppily recover.)
6. Increase Pikmin health a little. (Increasing their health a little bit would promote us being able to have fewer Pikmin in our lineup. Tie this in with a Z-tether recovery and you have each player changing up their play style mid fight, which is always a plus.)
7. Pikmin Toss should deal damage immediately upon latching onto the opponent. (When Pikmin latch, they currently do not do any damage upon impact. This can be rough because we rely on our Pikmin for our moves, and if they can be knocked off, which decreases their health/kills them, and knocks them out of our usability range, it puts us at a disadvantage. While there are many other characters who can spam projectiles that have no value to them (Mario, Samus, Falco, etc) and deal instant damage upon contact while blocking other projectiles and forcing an approach, I feel like we should at least be able to deal damage for successfully connecting with a Pikmin)
8. Yellow Pikmin Usmash should be moved up to match the rest of the Pikmin hitboxes, and then have an increased hitbox when flowered. (I think this was just an oversight. This is the only move where the Yellow hitbox is smaller, and it's wierd cuz it's also lower too, making it possibly the worst Usmash option.)
9. Have Pikmin Toss not be stopped by Fox’s Lasers. (This just sucks super bad for us. It doesn't make any sense that a non KB move would stop a Pikmin.)
*These changes should be made if the Z-Air Tether is not added. Though a slight buff would still be nice.
If anyone disagrees or has any other reasonable suggestions, I'd love to hear them.
Olimar Changes:
1. Return Aerial Neutral B to the 3.5 version. (The IASA was increased and it made the move significantly less useful.)
2. Shorten time to Bud/Flower to 10-12 seconds per stage. (Currently it's at 15 seconds per stage. This is a fast paced game and players usually have roughly 20 seconds of "Flower Power." Moving it to 10 or 12 seconds would give us a bit more time.)
3. Have Olimars Tether Recovery be attached as his Z-Air. The little hop is not present. (His Jetpack is incredibly predictable as it's very slow, has a very long landing lag, weak hitboxes, and a very difficult to sweetspot ledge recovery. Adding this option would give us a bit more of an unpredictable edge when getting back. If no to adding the Z-tether recovery option, see #4 below.)
*4. Increase the launch speed of the Up B Jetpack, Reduce the Landing Lag, and increase the Sweetspot size slightly.(As stated above, this recovery is pretty bad. It's better IMO than just having the Tether recovery, but it's pretty rough.)
5. Speed up Olimars Dair to match 3.02. (Or at least be a bit faster. As it is now, it's mostly only useable when they sloppily recover.)
6. Increase Pikmin health a little. (Increasing their health a little bit would promote us being able to have fewer Pikmin in our lineup. Tie this in with a Z-tether recovery and you have each player changing up their play style mid fight, which is always a plus.)
7. Pikmin Toss should deal damage immediately upon latching onto the opponent. (When Pikmin latch, they currently do not do any damage upon impact. This can be rough because we rely on our Pikmin for our moves, and if they can be knocked off, which decreases their health/kills them, and knocks them out of our usability range, it puts us at a disadvantage. While there are many other characters who can spam projectiles that have no value to them (Mario, Samus, Falco, etc) and deal instant damage upon contact while blocking other projectiles and forcing an approach, I feel like we should at least be able to deal damage for successfully connecting with a Pikmin)
8. Yellow Pikmin Usmash should be moved up to match the rest of the Pikmin hitboxes, and then have an increased hitbox when flowered. (I think this was just an oversight. This is the only move where the Yellow hitbox is smaller, and it's wierd cuz it's also lower too, making it possibly the worst Usmash option.)
9. Have Pikmin Toss not be stopped by Fox’s Lasers. (This just sucks super bad for us. It doesn't make any sense that a non KB move would stop a Pikmin.)
*These changes should be made if the Z-Air Tether is not added. Though a slight buff would still be nice.
If anyone disagrees or has any other reasonable suggestions, I'd love to hear them.