Matchup Rediscussion: Olimar
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Zelda vs Olimar
- What to know about this matchup...
- Olimar will be on the defence with pikmin spam and pivot grabs. He has a good camp game! Try to bait his grab up close and punish the cooldown with his lack of grab armour. Never directly attack his shield because he can always punish you with ranged grabs.
- Get pikmin off as quickly as possible! Jab, Dtilt, Nair, Bair, Fair, Dair, Nayru's and FW all get pikmin off Zelda. Yellow pikmin are best dealt with using Dtilt, Bair, Fair or Dair. Each pikmin latches on and does 2% damage, except for white and purple pikmin who do 6% per latch and hit respectively. Get whites off quickly!
- Go for the gimp. Save Dsmash if possible. Dtilt locks can put him in tricky positions when finished off with Dsmash. This is most effective the closer you are to the ledge. Try to lure him in these positions. He cannot tech Dsmash from the ledge, but good players may be able to from the centre of the stage. If he is in a bad recovery position go for the edgehog but always be cautious - his Up+B pikmin chain can stage spike, so abuse ledge invincibility frames where appropriate!
- Beware of his kill options! Look at the colour order of his pikmin. Purples are the heavy hitters. Purple Usmash will kill very early, as will purple Uthrow. Blue and white pikmin are suited to grabbing. White pikmin do lots of pummel damage! Reds and Yellows don't kill quite as well as purples, but have added hitstun and are generally weaker, giving Olimar chances to combo.
- Don't underestimate the whistle! Gimping Olimar is not automatic. He has tools to stay alive as much as possible. He can use his whistle armour to survive Zelda's spike or gimp attempts. If the player is an avid whistle user, try to alter the timing of your gimp attempts and bait it. Lingering moves can go through it also.
- Useful Information...
- Try tech chasing from Dtilt for an early kill. Olimar's tech options tend to be bad if the opponent reads him well. A Dtilt trip is all you need to begin a tech chasing game. Attempt to catch his roll direction with lightning kicks or further Dtilts for building up a good amount of damage.
- Based on frame data, jabbing Olimar's shield is somewhat safe from being grabbed. With -8 frame cooldown on Zelda's Jab, and Olimar's grab coming out frame 11, she can jab his shield somewhat safely. 11 - 8 = 3 frames for Zelda to pull out a move, her Dsmash coming out frame 4. Therefore, at the closest distance between Olimar, he has a 1 frame window to get the grab. He will need to be frame perfect in this situation whereas Zelda can buffer a move (Dsmash being the quickest option) after Jab everytime to help on her part. If she isn't at Olimar's closest grabbing distance however (as Jab has some range on shields), his grab will have to travel out, giving her added frames to throw a Dsmash or something quick completely dependant on the distance.
- Spotdodge outlasts the duration of his throw hitbox. But barely! It is possible to spotdodge the hitbox of his throw and go for a punish with something relatively quick.