Freezie KO
Smash Journeyman
- Joined
- Nov 2, 2014
- Messages
- 248
Up-Air - the other KO move...
I've been having a lot of success lately KO'ing off the top with up-air, with purples obviously but also with reds. A lot. I find it's a great move for (1) giving Olimar a decent aerial option and (2) helping with some otherwise problematic match-ups. When placed correctly, the up-air can KO characters with predictable trajectories such as Yoshi, Peach, ROB, etc. very well.
Intercepting with fair is often dangerous due to the pikmin's nonexistent priority and Olimar's poor air mobility. Doing a simple double jump, however, is a much faster option for the miniature spaceman. Simply put, going underneath the opponent and contesting them with vertical movement is much better than trying to fight them with Olimar's D-tier horizontal air mobility.
Like many of Olimar's moves, the up-air is disjointed, so when it clanks, it doesn't hurt Olimar. But unlike Olimar's fair, you're much less likely to get immediately punished by coming from underneath them. Especially if you just fast fall back to the ground. I've had success using micro-spacing, offstage in mid-air, to bait out a fair from Mario only to double-jump up-air KO him from underneath. This up-air thing has a lot of potential.
When spiking with dair, I prefer to meet the opponent right when they're about to initiate their double jump or right before they initiate up-B recovery moves. On the contrary, with up-air, I like to let their double jump finish its natural trajectory and throw out an up-air hitbox at that endpoint. It feels to me that the hitbox lingers while Olimar does the very non-threatening attack animation of waggling a pikmin above his head.
But this is the problem... I'm doing this all on feel. Does anyone know the percentages for KO'ing with up-air? Specifically with different character weights and different pikmin? I've been KO'ing with reds, but is there a difference between red and blue up-air? Anyone willing to go to the lab to try things out?
Basically, if you have percentage knowledge or fun up-air stories, then please share. If nothing else, I highly recommend testing and implementing this move into your game if you don't already use it.
I've been having a lot of success lately KO'ing off the top with up-air, with purples obviously but also with reds. A lot. I find it's a great move for (1) giving Olimar a decent aerial option and (2) helping with some otherwise problematic match-ups. When placed correctly, the up-air can KO characters with predictable trajectories such as Yoshi, Peach, ROB, etc. very well.
Intercepting with fair is often dangerous due to the pikmin's nonexistent priority and Olimar's poor air mobility. Doing a simple double jump, however, is a much faster option for the miniature spaceman. Simply put, going underneath the opponent and contesting them with vertical movement is much better than trying to fight them with Olimar's D-tier horizontal air mobility.
Like many of Olimar's moves, the up-air is disjointed, so when it clanks, it doesn't hurt Olimar. But unlike Olimar's fair, you're much less likely to get immediately punished by coming from underneath them. Especially if you just fast fall back to the ground. I've had success using micro-spacing, offstage in mid-air, to bait out a fair from Mario only to double-jump up-air KO him from underneath. This up-air thing has a lot of potential.
When spiking with dair, I prefer to meet the opponent right when they're about to initiate their double jump or right before they initiate up-B recovery moves. On the contrary, with up-air, I like to let their double jump finish its natural trajectory and throw out an up-air hitbox at that endpoint. It feels to me that the hitbox lingers while Olimar does the very non-threatening attack animation of waggling a pikmin above his head.
But this is the problem... I'm doing this all on feel. Does anyone know the percentages for KO'ing with up-air? Specifically with different character weights and different pikmin? I've been KO'ing with reds, but is there a difference between red and blue up-air? Anyone willing to go to the lab to try things out?
Basically, if you have percentage knowledge or fun up-air stories, then please share. If nothing else, I highly recommend testing and implementing this move into your game if you don't already use it.
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