OLIMAR
DIFFICULTY: HARD - 35:65
CHAINGRAB: NO
DIFFICULTY: HARD - 35:65
CHAINGRAB: NO
This match up is hard, but definitely winnable. It's been said before, but D3 must approach, there simply is no another option. Olimar simply outcamps D3, and if you try to fight fire with fire, you will lose. However, approaching can be a problem since all Olimar has to do is run around throwing pikmin or reverse pivot grab to mess you up. Play smart and poke around with your F tilt, but be cautious as I believe white pikmin rival that range as well, if not beat it. And if you get grabbed at low percentages, expect a fair amount of damage. Seriously, Olimar can combo D3 to hell and back, and most of the time you'll be starting a stock with around 30 - 50 damage if this happens. On the flip side, when you snag a grab, get to tech chasing. It's one of your strongest damage builders in this match up. Use common sense! If you down throw while both of you are near the center of the stage, chances are, they will roll away. If you down throw them towards the ledge, expect a roll back as most players don't want to be put in such a disadvantageous position. And what a horrid position this is for Olimar players! Once Olimar is off the stage, he should lose a stock. That should be your main goal every time. Don't let him come back! Bair all day long! Remember Olimar has a tether recovery, so if your attempting a ledge hog and your invincibility frames have worn off, be aware that this will stage spike. Tech it if your super pro, if not, your gambling a stock. High risk, high reward, how you choose to gimp Olimar is up to you.
All in all, D3 is definitely at a disadvantage. Is it major? Not with a little match up experience.
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But then again, that's the beauty of D3. Even with a good amount of match ups in the opponents favor, they're all winnable. Play smart, and you can go toe to toe with any, and all of them.
I would say this is one of the most annoying matchups for King Dedede. Olimar's got everything to trigger the king's weaknesses: he outcamps you badly with his sideB. His smashes have more range than our grab, and he can combo us like ****.
His number one combo on us at 0-10% is: Down throw > Up smash > Up air. Maybe another up air if you're not prepared. Pretty much Olimar's game is camping with sideB, then grabbing or smashing when close.
Best way to finish that match early is to gimp with back air, but watch him for when he does a whistle or a airdodge, then back air. Mindgaming with a fastfalled forward air while offstage works wonders too.
Three things we should use most in this matchup: Inhale, Spotdodge and Up throw.
Preferably fastfalling inhale on him because it screws with his ground game and it sends him in the air, and that's the purpose to keep up throwing him too. KEEP HIM OFF THE GROUND as much as you can. Play as smart as you can to juggle him so he doesn't continue with his smashes and grab. And whenever he's still on the ground, always spotdodge instead of shielding. Spotdodgegrabbing because his grab range is more than ours and has less lag. Then up throw him and try to keep hm up there.
Really good counterpicks for Olimar are Halberd and Frigate.
Halberd's platform guards you when you up throw him, up tilt kills Olimar early at 75-80% and I would assume he's easily gimpable instead of neutrals. Frigate has no ledge on the first transformation so that'll be gamebreaking for us.
The two neutrals that you should try to not bring Olimar to: Yoshi's Island and Final Destination. Just believe me there, no need to explain.
Otherwise, you just have to play smart with spotdodging, no shieldgrabbing unless if you need to stop your running momentum, but still spotdodgegrab.
Matchup I think is 60:40 Olimar -_-.
Ah, a common misconception [is that pikmin colors don't matter]. It does matter. The pikmin color matters in every situation you're in- that is if the Olimar player knows what he's doing and knows how to use each pikmin as efficiently and effectively as possible. If you're looking to be fairly advanced in fighting against Olimar, you need to look at which pikmin in the line is where and understand that the line and your movements will sway an Olimar players future decisions. If you don't, you're hurting yourself. You could save yourself matches by knowing which pikmin in Olimar's pikmin repitoire do what.
-Purples will knock you backwards, (6% damage) letting us throw more pikmin. If you're close enough, we may go for the grab- similar to Diddy following up his peanut gun in a way. Many opponents don't see the purple and so we get a free 6%, time to pluck any pikmin we need, gain stage positioning, and maybe follow up on the set knockback that you recieve from the purple pikmin.
-Whites arc considerably lower, but fly faster and farther, making them considerably easier to aim and land for the Oli user. They should be giving you, the DDD player, much more of an incentive to attack them because of how much damage they rack. (up to 60% undiminished, or 6% per latch hit) With that in mind, we'll be looking for a grab more often after throwing a white. You should be able to recognize this.
-Yellows arc higher and fly a shorter distance, making them harder to land. Something I personally like to do is jump higher when I'm about to throw a yellow. This will help me get some extra distance on the throw. If the Olimar player isn't very advanced and just throws the yellow normally, a missed yellow may give you a little more breathing room. And maybe just enough time to SHnair to kill a pikmin that's on you? You've still got to fear getting punished though.
-Blue and Reds are normal. They fly the same distance as each other and give the same damage as yellows per latch hit. There aren't any significant advantages/disadvantages reds/blues have when camping.
I've got a guide to camping with Olimar. Check it out if you're interested.