CR4SH
Smash Lord
I was going to write this in the LGD, but it began to get so big I figured it deserved a thread of its own. I play a good olimar ALL THE TIME so I figure I know the matchup well enough that I can help you with it.
I play olimar alot alot forever. Like, every time I get to play brawl in person a good olimar is available. He's my doubles partner and good friend and he's a mod here on the boards.
Things to know about olimar:
Your nair goes through all his moves except for the following, any upair, yellow fair, yellow f and u smashes and possibly purple usmash (but I don't think so). Yellow poops on luigi, so watch his line, and keep track of the yellows.
Tornado also plows through most of his moves, but not all of them. Also tornado, when predicted is, is easy to grab so don't get predictable with it. Also, tornado on his shield is not difficult to grab as long as he keeps his shield up. So if you find yourself in that situation, try as hard as you can to tornado away and out of his range as it ends.
Don't save bthrow for kills. If you have him in a grab at mid-high to high %, bthrow him off the stage. Worst case scenario he whistles through an aerial and you tack on ~12% more damage. But what you're really going for here is a gimp, and once you get used to gimping olimar it's really pretty easy. If he's at even higher percents or you're really near the edge fthrow can work even better, it's quicker so less easy to DI, and goes on a more horizontal trajectory to start with.
If olimar is off the edge, I know of two very effective ways to setup a gimp. One, if he's far off and fairly high, full hop off the edge and throw out two fireballs. He falls at the same basic speed you do, so one of them is likely to hit him if you stay lined up with him. If one connects you have enough time to dj at him and fair (dair is often too slow). If he eats the fair, get back to the stage and either simply hog it, or ledge jump (the one jump version) back for the rest of the gimp. If he airdodges through it, you can usually hit him with a bair on the other side, and chase him for a gimp on the other edge.
The other good setup, is if he's low and near sprint off the edge and throw a fair as you leave the stage. If he's in range for this and it hits him, its pretty much game over. If he's even lower, low enough for a dair to hit on the same setup, he's 100% dead if you grab the ledge.
OLIMAR'S GRAB IS SLOW AND HAS NO ARMOR. This means that if you're in front of oli, in range for jab, it's basically a free jab (if you can predict the grab, which he almost always will do). For instance, if you find yourself hitting his shield with your nair you usually have time to fast fall into a buffered jab before the grab comes out. Yes his grab is that slow.
Another way to capitalize on his slow grab is one of my favorite tricks. You can throw out your handy dair to fireball, landing intentionally inside his grab range. Oli will grab you, and begin to pull you close, but your fireball will beat you there. This will break the grab and leave you close to an olimar in fireball stun. Have fun with that.
Jab on oli is a guaranteed shoryu. You don't even have to cancel it, he's that slow. So if you're close enough, go ahead and treat it like streetfighter, it's a real combo.
Olimar's LOVE to grab you at 0% and go for crazy combos. Your best bet in this situation is to DI away and throw out nair as fast as you can. This beats all of his fairs. If he catches on to this he'll be able to wait on the nair and usually (unless you manage to double jump away, which is really difficult to time) grab you on landing. Not really much damage of a follow up, and out of the second grab you can just DI away and jump. So, worst case scenario he grabs you twice.
A good neutral state to be in is short hopping an aerial to bat away the pikmans, and land with a fireball. Olimar has a difficult time dealing with this, and will often get pelted with a few fireballs before making his way out of the situation. Often this ends with you in the fireball grab break scenario, or olimar backed up to the ledge. If you call one shot in this minigame you can get him off the edge and into a really bad situation.
Hmm, anything else? U-Fsmash kills at 78, shoryu kills at 46, which means jab shoryu kills at 43. If you have any more questions feel free to ask. Otherwise I'll probably expand it a bit when I remember more.
I play olimar alot alot forever. Like, every time I get to play brawl in person a good olimar is available. He's my doubles partner and good friend and he's a mod here on the boards.
Things to know about olimar:
Your nair goes through all his moves except for the following, any upair, yellow fair, yellow f and u smashes and possibly purple usmash (but I don't think so). Yellow poops on luigi, so watch his line, and keep track of the yellows.
Tornado also plows through most of his moves, but not all of them. Also tornado, when predicted is, is easy to grab so don't get predictable with it. Also, tornado on his shield is not difficult to grab as long as he keeps his shield up. So if you find yourself in that situation, try as hard as you can to tornado away and out of his range as it ends.
Don't save bthrow for kills. If you have him in a grab at mid-high to high %, bthrow him off the stage. Worst case scenario he whistles through an aerial and you tack on ~12% more damage. But what you're really going for here is a gimp, and once you get used to gimping olimar it's really pretty easy. If he's at even higher percents or you're really near the edge fthrow can work even better, it's quicker so less easy to DI, and goes on a more horizontal trajectory to start with.
If olimar is off the edge, I know of two very effective ways to setup a gimp. One, if he's far off and fairly high, full hop off the edge and throw out two fireballs. He falls at the same basic speed you do, so one of them is likely to hit him if you stay lined up with him. If one connects you have enough time to dj at him and fair (dair is often too slow). If he eats the fair, get back to the stage and either simply hog it, or ledge jump (the one jump version) back for the rest of the gimp. If he airdodges through it, you can usually hit him with a bair on the other side, and chase him for a gimp on the other edge.
The other good setup, is if he's low and near sprint off the edge and throw a fair as you leave the stage. If he's in range for this and it hits him, its pretty much game over. If he's even lower, low enough for a dair to hit on the same setup, he's 100% dead if you grab the ledge.
OLIMAR'S GRAB IS SLOW AND HAS NO ARMOR. This means that if you're in front of oli, in range for jab, it's basically a free jab (if you can predict the grab, which he almost always will do). For instance, if you find yourself hitting his shield with your nair you usually have time to fast fall into a buffered jab before the grab comes out. Yes his grab is that slow.
Another way to capitalize on his slow grab is one of my favorite tricks. You can throw out your handy dair to fireball, landing intentionally inside his grab range. Oli will grab you, and begin to pull you close, but your fireball will beat you there. This will break the grab and leave you close to an olimar in fireball stun. Have fun with that.
Jab on oli is a guaranteed shoryu. You don't even have to cancel it, he's that slow. So if you're close enough, go ahead and treat it like streetfighter, it's a real combo.
Olimar's LOVE to grab you at 0% and go for crazy combos. Your best bet in this situation is to DI away and throw out nair as fast as you can. This beats all of his fairs. If he catches on to this he'll be able to wait on the nair and usually (unless you manage to double jump away, which is really difficult to time) grab you on landing. Not really much damage of a follow up, and out of the second grab you can just DI away and jump. So, worst case scenario he grabs you twice.
A good neutral state to be in is short hopping an aerial to bat away the pikmans, and land with a fireball. Olimar has a difficult time dealing with this, and will often get pelted with a few fireballs before making his way out of the situation. Often this ends with you in the fireball grab break scenario, or olimar backed up to the ledge. If you call one shot in this minigame you can get him off the edge and into a really bad situation.
Hmm, anything else? U-Fsmash kills at 78, shoryu kills at 46, which means jab shoryu kills at 43. If you have any more questions feel free to ask. Otherwise I'll probably expand it a bit when I remember more.