Sorry if this is the wrong place for this, but does anyone have tips for Olimar vs Ness?
It seems like his PK fires always catch onto my desynced Pikmin and give him a lot of field control. Also can you give me some anti-juggling tips (not just against Ness, but in general) as Olimar? I can't figure out what to do to get back onto the ground sometimes unless I just aim for the edge and try to get back on there, but that's not always a safe choice.
Thanks!
After fighting (and losing) matches against some Ness players on For Glory, I have these tips for you:
- Don't get grabbed. It sounds like an obvious tip, but this is much more important against Ness because he has a lot of options he can use when he grabs you, depending on your percentage:
At low percentages, he'll Dthrow you and follow up with one or two Fairs, usually guaranteed.
At mid percentages, he'll Uthrow and juggle you with PK Thunder.
At around 90-100%, he can Bthrow you for a KO.
Because of this, it might be ideal to not use your shield too frequently, as that will just prompt Ness into grabbing you. Keep this in mind if he approaches you with dash attack, as that might just condition you to shield in response to Ness's dash. I can't stress this enough: don't get grabbed.
- Don't underestimate the range of his Fsmash. The bat's hitbox is larger than its actual size makes it to be, and since all of your smashes are projectiles, you need to be cautious when approaching if the Ness player likes to swing the bat a lot. At long range, reflecting thrown Pikmin isn't too much to worry about since they don't do much damage initially and can be recalled by Down B, but be wary of throwing purples.
- PK Thunder can be cancelled by Dair (maybe only with yellows? can't remember), but it isn't too reliable since Ness can manipulate the direction in any way he wants. As for avoiding the juggling, I'm having trouble with it myself, so I can't offer advice on that.
- If you escape the juggling from PK Thunder, be extremely cautious in punishing him while he's vulnerable, as he can direct Thunder into himself and smash you for probably a KO. Bait out the Thunder charge attack by getting close to him, then shield or jump above him. That should allow you to punish with a grab or a sourspot Fsmash.
- Dash attack has a lot of priority and hits 3 times, so shield or do a retreating short hop depending on the situation.
- Fair and Usmash(?) also has a lot of priority, so be careful when you're chasing Ness in the air for aerial followups or if you're recovering from Thunder juggling, respectively.
- PK Fire has only 2 trajectories: straight along the ground, and a downward angle in the air. If you're close enough to punish, short hop over grounded PK Fire. If not, red Fsmash or red Side B will ignite PK Fire early, like Myran said.
- Don't get grabbed.
These might be inaccurate because I don't have much experience with this matchup yet, but this is what I experienced and thought about.