Fino
Smash Master
First off... I'm not going to spam another character forum to discuss olimar. It rightfully belongs here. If you want to know what's going on check out the sonic forums discussion on olimar (I believe there's a thread here that links you to it). Go to the part where dangr points out olimar's weaknesses, and then to the part where I call him out on it, and here is his reply for those now tuning in.
*sigh, this is going to be long -_-'
I will be posting my reply in my signature green text so I don't exclude anything and to avoid billions of re-quotes that are annoying.
Also, edge guarding with fairs (not so much dairs) is amazing for olimar. You can quickly SH fair. But of course my opponents have serious issues at avoiding attacks. The most recent one's being anther, stealth raptor, arkive zero, dark peach, affinity, alpha zealot. I'm sure you've at least heard of one of those names. I could be wrong though, you evidently don't know much about the game (reference to jumping to momentum cancel = good idea). That was over harsh, but if this works on some of the BEST players, consistently I might add, then I don't know what you're talking about.
Floaty-ness and slow aerial speed only come into play if you're dumb enough to double jump off the edge (which I do sometimes in friendlies.... epic vids coming soon). Though olimar has great control over his time in the air, he's too slow yes - doesn't mean he's predictable.
if you get someone off the edge my goal is to keep them from coming back, of course. If I kill them, that's great! but if they make it back, I've just racked up some easy damage.
Umm okay, well you said he had nothing to protect him. Nair shield pokes, so shield grabing is a bit of a thread, but not entirely huge. It's not good, but it's something.
~Fino
*sigh, this is going to be long -_-'
I will be posting my reply in my signature green text so I don't exclude anything and to avoid billions of re-quotes that are annoying.
First off - jumping off is "risking a stock" for any character. Say Marth jumps towards you while you're recovering, he goes off the stage for the tippered bair, only to have it whistled, and olimar do a rising dair before marth can attack again. Marth, who has one of the best edge guarding games in brawl, even takes the risk. ALL CHARACTERS TAKE THIS RISK. Jumping off the edge is high risk/ high reward for any character, because it helps you kill them faster, but it also leaves you at the most dis-advantageous spot you can be at. If anything olimar has one of the BEST ledge games because he doesn't even have to leave the stage to still effectively guard.Stabbing at my credibilty, inteligence, and skill won't get you anywhere. I'd like you to point out the posts that gave you the impression that I don't know my character. I can and will back them up if you quote them.
I named all of Olimar's weaknesses that I could think of in that moment. (no matter how small they are)
I loosely define a weakness in Smash as a character trait that is below average among high-mid, high, or top tier characters.
It's not about being "too afraid" to jump off. It's about not being an idiot and risking a stock. What I meant by edgeguarding was going off the stage to keep an opponent from getting back to the stage. If you're still edgeguarding with fairs and dairs often, then your opponents have serious issues avoiding attacks. Olimar's fair and dair have bad priority and most attacks will beat it out. Being floaty makes it easier for opponents to see him coming because he doesn't move very fast aerial wise.
Also, edge guarding with fairs (not so much dairs) is amazing for olimar. You can quickly SH fair. But of course my opponents have serious issues at avoiding attacks. The most recent one's being anther, stealth raptor, arkive zero, dark peach, affinity, alpha zealot. I'm sure you've at least heard of one of those names. I could be wrong though, you evidently don't know much about the game (reference to jumping to momentum cancel = good idea). That was over harsh, but if this works on some of the BEST players, consistently I might add, then I don't know what you're talking about.
Floaty-ness and slow aerial speed only come into play if you're dumb enough to double jump off the edge (which I do sometimes in friendlies.... epic vids coming soon). Though olimar has great control over his time in the air, he's too slow yes - doesn't mean he's predictable.
Okay, well even m2k doesn't edge guard well enough then XD. Edge guarding to me means stalling their recovery - or as you say, guarding the edge. If you could simply get someone off the ledge and just 0-death them from edge guarding, this would be melee. Since the game is not, you can't tell me that as soon as someone gets off the edge they should be dead.Using fsmash as an on-stage edgeuard is a good way to make up for Olimar's BAD offstage edgeguarding. Fsmash is a good way to hit people that are on the ledge. Most people that I've talked to define edgeguarding as guarding the edge. If they make it back, you haven't edgeuarded them well enough.
if you get someone off the edge my goal is to keep them from coming back, of course. If I kill them, that's great! but if they make it back, I've just racked up some easy damage.
Wouldn't know... so I guess you win this one?For a tether, the pre-lag on his grab is about average and the after-lag is very good.
Compared to non-tether grabs, the pre-lag is bad and the after-lag is average.
Lemme ask. You're olimar.... how much do grabs right next to olimar (as you say) matter? Olimar's game is all about getting the most ranged grab you could get. Does close range grab matter that much? I guess you're pointing out a weakness, but it's one that's not incredibly applicable.Most grabs aren't tethers though. With tethers, the grabbox extends toward the opponent and retracts when it hits or misses. Regular grabs have a grabbox that appears and then disappears while Olimar has to wait a bit for the pikmin to reach the opponent. During this time, quick attacks can interrupt his grab because he has no grab armor.
The grabbox on Olimar's grab will grab in 8 frames if the opponent is standing right next to Olimar. (which is still slower than normal grabs) When your opponent spaces an attack, the grab takes even longer to get to the opponent. When you couple that with having no grab armor, (as I said earlier) his grab isn't a very good close-range grab.
Not true. If olimar dies earlier, why do I continually find myself not getting KO'd until the mid 160's if not getting to 200 (happens more than you think). Olimar's HUGE range lets him just poke away at his opponents, and makes most of their kill moves moot. Olimar's lightness helps in the fact that lighter characters are fast, for the most part. Fast means you can aerial faster. Olimar has a really good momentum cancel, thus he can easily live longer. If you're light, and you have the skill, you can live longer than some mid weigh and even some heavy weight characters (Olimar should live longer than R.O.B. as an example).There are some characters with lagless, landcanceled attacks and a fast jab can use the falling aerial->jab to interrupt Olimar's grab. Some examples include Squirtle, Sheik, Peach, and Luigi. And these characters do well versus Olimar! I wonder why!
What his grab does have is incredible range, which is good OoS against many attacks that are normally used to space. These attacks tend to have a little bit of lag, but people don't worry about the small amount of lag because they're spaced well. A great example is GaW's turtle. Olimar can shieldgrab the turtle because of the range on his grab.
A way we can try to avoid his bad priority is to space Olimar's ranged attacks, but that doesn't take away from the fact that they have bad priority. You can't outspace every attack, especially in the air. You have to clash with your opponent's attacks sometimes, and when you do, Olimar gets beaten out.
Also, for Olimar range=/=priority.
When you're light, you die earlier. While Olimar does get out of "combos" more easily, it doesn't outweigh the fact that he dies at a considerably lower percent than most characters. Whether you accept it or not, it is a weakness.
Floatyness to means mean you can cover a long distance in the air and you have massive control over where you move. Olimar can easily float back to the stage in some cases. Also, what I do knowing I'm going to get edge guarded is force my opponent to attack when I want him to. Brawl is all about punishment. If I move towards an opponent ready to edge guard, I can make him attack when I want him to. What does this mean? I can whistle it and get back fine. If you don't understand what I mean I'll explain more (I'm trying to rap up here so that I can get some matches with kinser :D)Being floaty means you fall slower and die off the top more easily. When you're flaoty, you float in the air- making you an easy target. You can't fast fall->airdodge through opponents very well, and you can't fast fall the to ground really quickly like Fox or Snake can.
Lies, you should always see it coming. c-stick once the opposite direction when you've been hit, the second hit will never land. it's not fast at all. diddy's is fast, pit's is easy. sonic's multi hit attacks are funky in that they suck you in... it kinda makes it hard to DI them...Pit's fsmash is WAY too fast to DI out of without inhuman reflexes. If you know it's coming, you can jam the control stick back, but otherwise, it's not going to happen. The same thing goes for Sonic. His multihit attacks are either too fast and thus too difficult to DI in time, or impossible to DI out of completely. If you're going to argue otherwise, then you need video proof that you or someone else does this consistently.
fair enoughI said it was a weakness. I never specified how big a weakness it is and didn't say it was a major flaw. I'm one of the few that actually know that his recovery isn't a huge deal. It still isn't a good or even an average recovery. I consider that a "weakness".
When did I say this?Being floaty helps Olimar to recover, but it doesn't outweigh the bad parts about it onstage that I mentioned earlier.
I momentum cancel with Olimar's second jump when I have no other choice! If I KNOW I'm going to die, I use it. If not, I don't waste my second jump. I already told you this in that thread you made.
look back at it again... I refuted some arguments there as well
The SOLE reason Olimar doesn't have an 70-30 matchup on DDD (and instead about a 60-40 matchup on him) is because Olimar is very easy to tech chase. I condsider that a flaw. If you don't, then you're an idiot.
agreedOlimar's uptilt is good situationally. It does have good priority, but you have to commit the attack. Against obvious approaches such as Wario's or Fox's dair, it is a good way to beat them.
His ftilt is awful. It moves him forward, making it very unsafe upon block. It has no combo potential.
Even with land-canceling, his nair is unsafe. It lacks range and is shieldgrabbed easily. It does not protect Olimar as he lands. Olimar has no attacks that are good at protecting him as he lands. His fair has bad priority and nair lacks range. Ground attacks generally trade hits with nair (which will only deal about 1 percent because it's multhit) or beat it out. Both are shieldgrabbed by most of the cast as well.His dtilt is about average. It does combo nicely at low percents, but most dtilts do it better. It moves Olimar forward- again, making it unsafe upon block.
Umm okay, well you said he had nothing to protect him. Nair shield pokes, so shield grabing is a bit of a thread, but not entirely huge. It's not good, but it's something.
~Fino