aqua421
Smash Apprentice
my olimar does pretty well until i get hit into the air and my opponents below me, what should i do in this situation?
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Unless if you're gonna jump after you dair, dair would not be a good move to use when falling back down. But like he said use nair/whistle/airdodge(which I wouldn't really recommend because your opponent can take advantage of the deadframes and could punish you).It depends on the opponent you're facing. Generally, you can predict what they are going to do and airdodge. If you don't feel safe with that, you can spam Whistle to get Super Armor, most opponents are unsure of the frames. You can try Nair or Dair to surprise them, but I wouldn't try that myself. That's on you.
The glitch happens randomly, it isn't encouraged by any character. One determining factor is the stage Olimar was on, Delfino Plaza has shown an increase of its occurrences though >.>And the other thing you said. That's called the Ghost Pikmin glitch, whenever that happens to Olimar. It can happen with any character. It's basically when Oli has 5 Pikmin and he can't attack with any of them until he dies. Not a good thing for us obviously. I didn't know that you can do it that easily with Kirby though.
That wasn't what I meant, I meant that since it happens randomly no character can add to the chance of it occurring.Kirby can encourage it, and if someone kills the Pikmin, then it can happen, so characers can encourage it as well as stages. But yes, it does happen randomly.
Ah, so it does have invul frames? Okay, thanks.I'm pretty sure that Pikmin has invincibility frames when Olimar plucks them.. I think it lasts until then Pikmin land on the ground.
And the other thing you said. That's called the Ghost Pikmin glitch, whenever that happens to Olimar. It can happen with any character. It's basically when Oli has 5 Pikmin and he can't attack with any of them until he dies. Not a good thing for us obviously. I didn't know that you can do it that easily with Kirby though.
This guy knows what he's talking about.Camping with olimar isn't 2 wise when fighting snake.
A WORD OF WISDOM YOUNG ONES!
Has this been confirmed? I've seen nothing on it, although it's been mentioned a couple of times in the past.Uhhh, the pikmin is invulnerable, but, apparently, there's also 1 frame where oli is invulnerable, if that was what you were thinking of.
I must say this is interesting to hear, since I'm most fond of just using the one Pikmin. Although I do change it very often, neither I nor the oppponent can predict what colour it will be. Also allows actual use of the pluck cancel and silent plucking.So uhm.... I'm waaay better with 2 pikmin then I am with any other amount of pikmin.
I also seem to find 2 color combo's the best. (EG: Alternating Blue/Yellow...
Blue Grab > Yellow Usmash > Blue uair > Yellow uair > FF > wait > as they land blue grab > blue dthrow > Yellow fair > whistle > toss Yellow > wait for landing > blue grab
stuff like that... and that entire thing basically works until the yellow uair against most chars starting at 0% and the second part is a nice follow up that works for me often.
The problem with 6 is when you whistle they go into color order. Making you either waste time using them, or waste time whistling to get to the color you want.
I see no benefit (except for when recovering) of having 6 pikmin. If you have 2, toss them both and up-B. It's just as good as having 4 (IIRC) and most times when I do play with 6 and need to recover, I only have 3-4 anyways...... then I need to toss them all and up-B...
I don't know if it's something I'm doing wrong or if my reasoning of the combo's/uses of 2 pikmin combination may have some actual backing to it.
It's also far less work to get the pikmin I need.... when I need to KO and just happen to have 1 purple 1 red? or 2 purples? It's great...
Hmm, I just assumed that because it didn't happen to me all of the time and it did after moves other than the fair>FF back to the ledge thing.ummm... it's definitely not random. I'm 90% sure it's caused by your actions on a close to frame perfect basis. Give me a week or two more of researching into it and I plan to have it figured out.
Also, kirby inhaling pikmin?
Vid?
I've never seen anything of the such, but I'll test it out today.
I find it kinda annoying to only have 2 pikmin, I like more variety so I'm more comfortable with all 6(of any kind). How would 2 pikmin help you versus characters who possess multiple elemental moves(i.e. Lucas/Ness/Mario/Samus/PT for example, for them you could have a red/blue/yellow but if you don't those pikmin you'll end up wasting time trying to get them at the price of giving your opponent time to think of an approach)?So uhm.... I'm waaay better with 2 pikmin then I am with any other amount of pikmin.
I also seem to find 2 color combo's the best. (EG: Alternating Blue/Yellow...
Blue Grab > Yellow Usmash > Blue uair > Yellow uair > FF > wait > as they land blue grab > blue dthrow > Yellow fair > whistle > toss Yellow > wait for landing > blue grab
stuff like that... and that entire thing basically works until the yellow uair against most chars starting at 0% and the second part is a nice follow up that works for me often.
The problem with 6 is when you whistle they go into color order. Making you either waste time using them, or waste time whistling to get to the color you want.
I see no benefit (except for when recovering) of having 6 pikmin. If you have 2, toss them both and up-B. It's just as good as having 4 (IIRC) and most times when I do play with 6 and need to recover, I only have 3-4 anyways...... then I need to toss them all and up-B...
I don't know if it's something I'm doing wrong or if my reasoning of the combo's/uses of 2 pikmin combination may have some actual backing to it.
It's also far less work to get the pikmin I need.... when I need to KO and just happen to have 1 purple 1 red? or 2 purples? It's great...
I..I thought you confirmed it rofl. Ok, maybe not then lawl.Has this been confirmed? I've seen nothing on it, although it's been mentioned a couple of times in the past.
Well, if you have only 2 pikmin, good luck actually getting that grab in. You can't toss any pikmin for camping's sake with 2, therefore you can't even bait them into a grab, which is a major purpose of camping. Combo purposes, whites and purples are the only ones that will significantly interfere with it, and you just have to be mindful of it. If you're comboing with two, it's possible that they won't even be back in line after you attack with both, which ends it there. Pikmin are stupid, and often unpredictable. Having six is a bit of a parachute for this danger, since it won't matter if one or two act ******** because you have more to back you up. Four pikmin can allow you to recover from much farther awar than if you were pikminless. Three is less notable, but it still helps. It's when you have two or one, a situation that you should hope to never be in, is when you want to ditch them. Except you'll always be in that position. There are more disadvantages as well, in areas like your offensive tether is crap and utterly useless. Pluck cancelling mindgames are the only area that may be buffed with two, but this does not make up for the other disadvantages at all.So uhm.... I'm waaay better with 2 pikmin then I am with any other amount of pikmin.
I also seem to find 2 color combo's the best. (EG: Alternating Blue/Yellow...
Blue Grab > Yellow Usmash > Blue uair > Yellow uair > FF > wait > as they land blue grab > blue dthrow > Yellow fair > whistle > toss Yellow > wait for landing > blue grab
stuff like that... and that entire thing basically works until the yellow uair against most chars starting at 0% and the second part is a nice follow up that works for me often.
The problem with 6 is when you whistle they go into color order. Making you either waste time using them, or waste time whistling to get to the color you want.
I see no benefit (except for when recovering) of having 6 pikmin. If you have 2, toss them both and up-B. It's just as good as having 4 (IIRC) and most times when I do play with 6 and need to recover, I only have 3-4 anyways...... then I need to toss them all and up-B...
I don't know if it's something I'm doing wrong or if my reasoning of the combo's/uses of 2 pikmin combination may have some actual backing to it.
It's also far less work to get the pikmin I need.... when I need to KO and just happen to have 1 purple 1 red? or 2 purples? It's great...
Blue is useless in all of your above examples AFAIK. Since Mario's/Squirtle's down-B/B (respectfully) don't damage Pikmin, blue is useless against opponents with elemental properties.I find it kinda annoying to only have 2 pikmin, I like more variety so I'm more comfortable with all 6(of any kind). How would 2 pikmin help you versus characters who possess multiple elemental moves(i.e. Lucas/Ness/Mario/Samus/PT for example, for them you could have a red/blue/yellow but if you don't those pikmin you'll end up wasting time trying to get them at the price of giving your opponent time to think of an approach)?
I can keep track of my line of pikmin, but lets say your line is:The bottom line here is you should all be able to use each type of pikmin,watch you're line what i do sometimes is from the jump they excpect a f-air so i whistle and red f-smash,dont single them out there mindless drones after all...
I get the grab in often, even against the more experienced players I face. I play aggressively rather then camp and I can still bait a grab. It's called proper spacing from enemy attacks. (Almost a form of bowyeringWell, if you have only 2 pikmin, good luck actually getting that grab in. You can't toss any pikmin for camping's sake with 2, therefore you can't even bait them into a grab, which is a major purpose of camping. Combo purposes, whites and purples are the only ones that will significantly interfere with it, and you just have to be mindful of it. If you're comboing with two, it's possible that they won't even be back in line after you attack with both, which ends it there. Pikmin are stupid, and often unpredictable. Having six is a bit of a parachute for this danger, since it won't matter if one or two act ******** because you have more to back you up. Four pikmin can allow you to recover from much farther awar than if you were pikminless. Three is less notable, but it still helps. It's when you have two or one, a situation that you should hope to never be in, is when you want to ditch them. Except you'll always be in that position. There are more disadvantages as well, in areas like your offensive tether is crap and utterly useless. Pluck cancelling mindgames are the only area that may be buffed with two, but this does not make up for the other disadvantages at all.
Not to say that it can't be fun or anything.
First of all I'll ignore the fact that the line had seven pikmin in it lol. Okay, first of all you say that "you really need that blue to grab".I can keep track of my line of pikmin, but lets say your line is:
Red, Red, Red, Yellow, Blue, White, Purple
Let's say you really need that blue to grab. You have 2 choices:
1. Whistle twice
2. Use 4 pikmin in any combination
But what if you REALLY needed that blue ASAP? If you just had Red, Blue or Yellow, Blue. You could whistle once, or quickly side-B a pikmin away and grab.
You don't have to.I must say... out of all the people that have argued the usefulness of "olimar with two pikmin", this is probably the most intelligent argument I've seen. However I don't agree
That's what I get for playing too many Ness's and not enough Lucas.First of all, yellow pikmin do not absorb electric attacks. They merely arent damaged by them. If Lucas uses his PK Thunder and it hits a yellow pikmin, the PK Thunder will NOT stop. It will continue on, although the pikmin will remain on him, or on the ground, or where ever it is. If Ness uses PK Thunder and it hits a yellow pikmin, it will, however, stop. But this is not because of the pikmin but because of Ness's attack. If Ness's PK Thunder hits ANY pikmin, the thunder will stop. Also, any pikmin will make snake's mine blow up. Red pikmin merely live through it.
I put 7 in? *needs some sleeeep* (make that 2 reds not 3 reds then)[/quote]First of all I'll ignore the fact that the line had seven pikmin in it lol. Okay, first of all you say that "you really need that blue to grab".
Not necessarily a kill, but the knockback is great so getting the opponent offstage with an fthrow/bthrow for a gimp/juggle opportunity. Now at low %'s (0-20%) but not at "why stale it now %'s" either (60-90%) so within the range of 25-55% when near the edges and char. dependant.Why? Are you going for a kill? Because as far as blue grabs are concerned, a kill would be the only reason you would want a blue over a red, unless you're going for damage buildup while at mid percents, which it doesnt seem like you are.
Even if I whiff the grab, getting back to the blue is extremely fast compared to if I had a larger line. I do realize red can KO with any smash/forward air, but can it hit backwards (bthrow)? What if you're on Jungle Japes?So if you ARE going for a kill, let's look at the rest of your line. You have three reds in a row, which are good for killing with forward smash, down smash, up smash, and forward air. Using these pikmin for a kill with any of those attacks would be perfectly fine. But you say you "really need that blue grab asap", and I'm assuming you will have a 100% chance of getting the grab, as impractical as that may be.
How long does a pikmin toss take? (Curiosity)Olimar's grab is by no means fast. Whistling once and then sending out a grab will take slightly over thirty frames. Half of a second. And this is while assuming that the opponent is as close to you as possible, otherwise there would be extra frames of the pikmin traveling towards the opponent. If you need a grab ASAP and it's going to take 30+ frames for it to connect, it's probably not going to work. By any means it isnt reliable.
I know that's not ALL they are good for, but that's their "specialty" which means more often then not if I want to use a certain move, I want a certain color pikmin.That's the thing. You can predict and plan when you're going to throw out a blue grab, but not when said blue grab is going to connect. Different pikmin arent good for merely one purpose. Blue's arent JUST good for throws. Reds arent JUST good for fair. These are common misconceptions (not that they are being made by you) that people make when they see one pikmin is better than another at something.
The problem is (yes with luck...) I can change my combination, I am also not force to be playing with 2 pikmin. If I feel the need to need more variety I simply wait for my chance to pluck 4 pikmin and work it out from there. When they aren't needed, I toss them away.Let's say your line is as follows:
Red, Yellow, Blue, Blue, Purple, Purple
The order doesnt really matter, that's not what i'm getting at. With this line you have:
Grabs
66% of your pikmin that can be used for throw kills (120%+)
83% of your pikmin that can be used for throw kills at extreme percents (160%+)
66% of your pikmin that can be used for starting combos at low percents
66% of your pikmin that have a reliable grab range
83% of your pikmin that deal 11+ damage from throws
33% of your pikmin that deal 13/14 damage from throws
Smashes
83% of your pikmin that can be used for forward smash kills (120%+)
50% of your pikmin that can be used for more reliable forward smash kills (120%+ and good range)
100%/100% of your pikmin that can be used for up smash kills (120%+)
100%/100% of your pikmin that can be used for down smash kills (120%+)
Aerials
83% of your pikmin that can be used for forward air kills (120%+)
83% of your pikmin that deal 20%+ from up air
Other
33% of your pikmin that are better than others for pikmin toss(purples>white>red/blue/yellow)
However, with your options of having "red and blue or yellow and blue" as you suggested, we have this (respectively)
Grabs
50%/50% of your pikmin that can be used for throw kills (120%+)
50%/100% of your pikmin that can be used for throw kills at extreme percents (160%+)
100%/100% of your pikmin that can be used for starting combos at low percents
100%/100% of your pikmin that have a reliable grab range
50%/100% of your pikmin that deal 11+ damage from throws
50%/50% of your pikmin that deal 13/14 damage from throws
Smashes
100%/50%of your pikmin that can be used for forward smash kills (120%+)
100%/50% of your pikmin that can be used for more reliable forward smash kills (120%+ and good range)
100%/100% of your pikmin that can be used for up smash kills (120%+)
100%/100% of your pikmin that can be used for down smash kills (120%+)
Aerials
100%/50% of your pikmin that can be used for forward air kills (120%+)
100%/50% of your pikmin that deal 20%+ from up air
Other
0% of your pikmin that are better than others for pikmin toss(purples>white>red/blue/yellow)
While it's more balanced, very rarely will you ever use more then 3 moves consecutively anyways (not counting dthrow > usmash > uair) so while you have a wider variety and it covers most everything, it does not cover everything at once. 4/6th's of your grab KO's are at the END of your line. And your best smash-ko'ing pikmin are 1 in front and 2 in back. So you will be alternating how you are attempting to KO often, and most opponents nowadays know Olimar's pikmins strengths and will avoid certain scenario's depending which pikmin you have. For blue they'll probably try to stay airborne or on platforms, purple they want to be grounded but just spaced out of smash/grab range, etc.Notice a pattern? the Red/Blue combination is definitely good at smashes and aerials, but not as much in grabs. While the vice versa exists, where the the blue/yellow combination is better at grabs than it is smashes/aerials. Look at the damage and kill percentage chart in this thread and you'll see a noticeable lack of reds' ability in grabs, and yellows' in smashes/aerials, as compared to the colors that overshadow them. However, the point of having the previous red/yellow/blue/blue/purple/purple line, is that you arent locked to attacks. The line pretty much covers everything that's important to olimar's game.
Good night. Also 1 pikmin is just pointless (however fun it could be) as I cannot think of a single advantage that is worth all of the many disadvantages you get from it.
So no, one pikmin is not amazing.![]()
No. You're going to need some kind of recording equipment to record it, not just an SD card.
This is exactly what I was talking about SuSa >.<
Yeah, that would be a good idea. It's probable that you are locked in a mindset that you do worse with six, which could influence your gameplay with them. These points you bring up are reasonable, but for purposes of playing oli to his fullest (which is much more defensive), two pikmin is just not as valid. Although if you are more aggressive, like you said you are, I can see how having two would not be as detrimental, and even possibly advantageousI should probably get some sleep to and just wait til I have more videos. Ones with me with 6 pikmin (so people can tell me WTF I'm doing wrong, because that may be influencing my judgement of 2 pikmin being better) and others with me playing with 2 pikmin. (Some cases 0 or 1 after a while...lol)
Actually, Hilt, he was talking about (and invented) Unolimar long before you came to the oli boards, so he's not just some annoying random...he's the ******* that started it all!!!!!!No. You're going to need some kind of recording equipment to record it, not just an SD card.
This is exactly what I was talking about SuSa >.<
AFAIK he was here before you.No. You're going to need some kind of recording equipment to record it, not just an SD card.
This is exactly what I was talking about SuSa >.<
I haven't been showing up here as much anymore... less people to be a **** too; That or people aren't being as dumb as they used to be. Besides... I lost the skill to back up the **** I was saying, so I've been focusing more on that XDwouldnt wanna end up like fino :x
WARNING! WALL OF TEXT FILLED WITH OLIMAR GOODNESS!
Then you have the problem of lack of variety. What if you need a Purple but just can't seem to pluck one? This is the one fallback to having 1-2 pikmin. You lack variety.Point one, line management. We do this in order to use the pikmin we wish for the purpose we desire, mainly to string together constructed combos and discard those we don't want for latch damage etc. While I have no problem with this at all, it is getting the pikmin I want in without the wait, when you want a yellow three down in an exact moment tough luck. You either whistle or use your Pikmin related attacks.
You can also change 2 pikmin at any time. You also risk getting a white (I've done a PC'd white fsmash. Totally. Useless.) or falling just short with a purple.But nay you might say! This be better than an Unolimars total lack of line management! For he is predictable due to only having a single Pikmin. Yes, but you can change this Pikmin at any time. By Pluck Canceling some very nice mind games can comennce, for no one can predict what is going to be plucked out! So line management can give you choice, but the lack of a line gives you the choice of being un/predictable.
However when to far to recover, you have no stage-spike option and if you don't have a purple you aren't knocking your opponent off that ledge. At least with 2 I have 1 more pikmin that may be a Purple to knock them off.Point two, you MUST recover! A single Pikmin gives ol' Oli an unexpected edgegame. Just check out the magnet latch effect on that UP+B! Talk about planking! Combine this with the silent plucking ledge Mc thingy and you have one heck of a class act. When you have six pikmin is becomes risky buisness to go for the spike, if you miss and they get the ledge and your second jump doesn't make it, you will most likly knock them off with ya UP+B and tumble to your death. No one outruns a Unolimar to a ledge, LOOK AT THE SPEED OF THAT THING! Even if they manage to get to it before you it will allow you to harmlessly bop over their heads and land onto the stage.
Can be doen with 2 pikmin as well.While I have seen a couple of nifty Olimar edge stealing, the best I've seen is that ol' Uair then Pikmin chain yoink. Well a Unolimar has a very similar thingy which he can do with great surprise to my opponents from above or below is a similar strategy involving that GODLY nair! If you time that beast right from above do catch them with the end of it (so you can UP+B quicker and can help counter any surprise tatics due to your attack) for the steal. Similar things can be done from below.
SuSa, not Susu.I'm sure Susu might know about how oddly good his edgegame can be, but I can't see the purpose of two Pikmin. When haunting those offstage you want to recover as FAST as possible, so throwing away 2 Pikmin takes longer than 1. And when your falling and with the lighting quick magnet with a limited area of effect every moment counts.
Wait until you just get OUTSPACED by someone like Snake. Utilt/ftilt ***** every single approach a solo Olimar has. He can easily knock off that single latched pikmin, and you'd have to PC to defend yourself. Having 2, I can latch with 1 and still defend myself/grab with the other. Yet another advantage of having 2 over 1. Since I can still rely on standard attacks.Point three, while this is more of a counter point, the Pikmin side B (I'll call it this so not to confuse readers with Oli's throws). I understand this is a great worry to those who try to understand Unolimar. How can he be proficient without it? I do understand it is good, in fact I feel it was too good. It was the whole reason I began this somewhat questionable journey. So first of all, Unolimar is limited to only standard attacks when my pikmin is away correct? Yes! And that is why the Pikmin Chuck still works. Rather than using many Pikmin chucks combined with long grabs mixed with restrained throws Unolimar style is based around on pure unrelenting attacks. Not having to worry at all by line management or spacing when they get a Pikmin on them Olimars WONDERFUL tilts and Nair all have something in common; they have very little knock back. up tilts/ down tilts with nairs can be used senseless while a Pikmin also racks up the damage.
We know how broken it really is, and it can be used by any Olimar main to live into the 200%'s. The drawback is it messes up your line - but a good Olimar main can live due with that. It's not THAT big of a deal.Point four, the whistle. I boggles me, my fellow Olimars can't understand how broken this really is? It is fast, spamable, and somewhat distracting. My Unolimar can quite often live into the 200% with this amazing tool. It is insane. One drawback is.... that is will disturb your line management. Also just for flashy combos use (for the sake of future references) Wairs! Or rather Whistled Nairs, whistle followed by nairs looks oh so flashy BUT also as we know calls back Pikmin. Often when playing as Unolimar the Pikmin will be attacking or concurrently latched. Not only can you take an attack, you will return an attack and RETURN your Pikmin ready for more combo treats. Wairs are great when the opponent is directly below you (quite a sore spot of olimar) and is most certainly deadly in certain situations.
A good Olimar main doesn't forget about standard attacks, or they'll mix up their attacks enough to freshen up their KO moves. Another moot point.Real quick point since I'm now out of tea Point 5. Simply Pikmin have good to decent knockback on ALL of their moves, which is great for the knockout AND distincing the opponent (6Pik Oli's). Unolimar the smashes and airs are certainly freshed up via standard attacks (by using standards I think the logic goes that his standards knockback is slightly reduced and his smashes remain untouched) means that you can knockout with ease at lower %'s. So more combos finshed of generally with a nice fresh Up Smash.