Admiral Pit
Smash Hero
Matchup: Olimar
Intro: Pit will easily have problems not only because he can be outspammed projectile-wise, but he also doesn't have the melee range to approach Olimar that well. He can force Pit to approach, keeping Pit from camping efficiently, which is one of Pit's best attributes, and at the same time, putting pressure on Pit.
Pit and Olimar have similar ranges, but it is Olimar's grab range that hurts Pit a lot, as well as Olimar having quite good power to KO Pit somewhat fast (Purple is best). However, Olimar's light weight and bad recovery just about evens out the KOing potential, still leans towards Olimar though. However, getting to Olimar is Pit's problem, especially when Pit generally has to approach.
Olimar behaviors include Side-B to stop Pit from camping, and if you use a reflector to try to get the Pikmin to latch on to Olimar, it will usually end up in Olimar using Down-B to stop the Pikmin from hitting him (Olimar can kill his own Pikmin if they are reflected first), or rushing in to grab you.
Olimar loves grabs, and it's natural. They usually do it when you approach them, and will also piviot grab. Try baiting the Olimar to use the grab, predict it and try to shoot em for slight damage.
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Zori's Input for Olimar
This is not a bad match up for Pit belive it or not. Pit can be played 2 ways in this match-up Agressive and Campy. Let me start wih the agressive style or how to aprroch olimar, use arrows mildy if you use them too much the olimar player will go in full camp mode. Move closer and use your side-b (very annyoying attack) to reflect pikmin. At this point you should be rather close to the olimar this is where you go for the grab or even better jab to grab if you sucsufully get the grab down throw and then u-air, the olimar will airdodge right after, now remember olimar is very floty so you will have more then enough time to punish him with either another grab, forward smash,upsmash. You both should be a midcents at this point, another helpful hint on getting in on olimar is running up and using wings or icarus you jump high enough to avoid an upsmash, one of olimars key moves then you can fastfall and do a fair for then follow up with some arrows. Abuse those jumps! Stay above as long as you can if you can't find an opening then land safely and try again.
Now let me explain how to out camp olimar, you need to shoot arows form start to finish. When olimar is hit he is stunned long enough for him to not be able to side-b back till he lands again. But don't stop there, get on the ledge and and shoot arrow then snap on the ledge over and over again. (basicly plank) normally this would not work on a good opponent but if olimar gets too close you can uair through the stage and olimar gets sent flying diagonally down the stage similar to toon links downsmash at low%. Simple but effective.
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Ah yes, the Pikmin. 5 of them, with different attibutes. Below are categories and a small description about the Pikmin.
-Grab Range: This is the grab Range of the Pikmin, based on the size of FD's diamond in the middle of the stage.
-Pummel: This is the damage the Pikmin does when Olimar grabs and pummels you.
-Latch Pummel: When Pikmin latch on to you, this is the damage they do per hit. Purple ones don't latch on however.
-Power: Below this category will be the F-smash, U-smash, and D-smash. This has been calculated with the Pikmin having Flowers on em, in the training room.
-Throw Power: Similar to the Power category, but replace the smashes with Throws.
-Toss Range: Olimar's Side-B and how far the Pikmin goes, calculated by the size of FD's diamond.
Red Pikmin
Grab Range: 2/3s of the FD diamond
Pummel: 2%
Latch Pummel: 2%
Power:
F-smash: 15%
U-smash: 15%
D-smash: 13%
Throw Power:
F-throw: 6%
B-throw: 7%
U-throw: 9%
D-throw: 9%
Toss Range: About 1 1/2 FD diamonds
These Pikmin are fire-based, and are resistant to fire as they are in the Pikmin game, not like it matters since Pit has no fire-based attacks. They are simply the average Pikmin of the bunch.
Yellow Pikmin:
Grab Range: 2/3s of the FD diamond
Pummel: 2%
Latch Pummel: 2%
Power:
-F-smash: 13%
-U-smash: 14%
-D-smash: 11%
Throw Power:
-F-throw: 7%
-B-throw: 9%
-U-throw: 11%
-D-throw: 8%
Toss Range: Less than Red Pikmin, but tossed at higher elevation
This Pikmin has electric properties with a bit of shock-stun, similar to a Pika's Thunder, and are resistant to electricit like they were in the Pikmin 2 game, again, not important since Pit has no electric-based attacks. This is the only Pikmin that is thrown somewhat higher than the others, like they have in the Pikmin game.
Also, on their throws, once you have enough damage to the point where you get knocked back, on all throws except D-throw, you automatically can do one of your Aerials, or Air-dodge. Depending on what you do, you may end up having some strange DI from this.
Blue Pikmin
Grab Range: 2/3 of the FD diamond
Pummel: 2%
Latch Pummel: 2%
Power:
-F-smash: 15%
-U-smash: 15%
-D-smash: 12%
Throw Power:
-F-throw: 13%
-B-throw: 14%
-U-throw: 12%
-D-throw: 12%
Toss Range: Same range as Red Pikmin
These are water resistant Pikmin like in the game, the only one that doesn't die if they fall into the water, could be useful if you're playing Delfino or Japes.
These Pikmin KO a bit quicker than Red Pikmin and do quite some damage.
White Pikmin
Grab Range: About 2/3s of the FD Diamond
Pummel: 4%
Latch Pummel: 6%
Power
-F-smash: 9%
-U-Smash: 9%
-D-smash: 6%
Throw Power
-F-throw: 6%
-B-throw: 7%
-U-throw: 6%
-D-throw: 6%
Toss Range: Almost 2 FD diamonds
This Pikmin from the 2nd Pikmin game are strange, and rather different. Where they lack in KO power and Smash and Throw damage, they have quite the pummel and latch pummel damage. They may be the fastest of the Pikmin, but are also the weakest, and you can kill them faster than any other Pikmin. In other words, they really can't take as much damage as any other.
Purple Pikmin
Grab Range: 1/2 of FD Diamond
Pummel: 2%
Latch Pummel: None, 6% damage with Knockback
Power:
-F-smash: 18%
-U-smash: 16%
-D-smash: 15%
Throw Power
-F-throw: 7%
-B-throw: 9%
-U-throw: 11%
-D-throw: 8%
Toss Range: Slightly more than 3/4 of FD diamond
The fat, slow, but strongest Pikmin coming from Pikmin 2. Their range is very small compared to the rest, but lies within them is the great power, capable of KOing really quick. They can take the most damage due to their size.
Overall, Olimar is very hard for Pit to handle, but not the worst. With Olimar's Side-B beating Pit's projectile spam, practically forcing a Pit to approach, which isn't naturally a Pit's style and with Pit's bad melee range giving him a hard time to approach without having fear of the grab range of Olimar, Pit will have major difficulties.
As far as recoveries go, Pit has the slightly better edge, but has to watch out for Olimar Spikes and Purple Pikmin that could gimp him.
The matchup would be estimated to be 40:60 in Pit's Disadvantage. If only we had more melee range, if we could approach him easily without the fear of being grabbed, and being outcamped, he would be much more easier.
More info is to come soon, as well as correcting some info that may be wrong, and may add Stage Counterpicks/Bans later on.
After things are settled with the Pit mods, I may give the Olimars a heads up about this.
EDIT: Credit to Zori for his support and input on the matchup.
Intro: Pit will easily have problems not only because he can be outspammed projectile-wise, but he also doesn't have the melee range to approach Olimar that well. He can force Pit to approach, keeping Pit from camping efficiently, which is one of Pit's best attributes, and at the same time, putting pressure on Pit.
Pit and Olimar have similar ranges, but it is Olimar's grab range that hurts Pit a lot, as well as Olimar having quite good power to KO Pit somewhat fast (Purple is best). However, Olimar's light weight and bad recovery just about evens out the KOing potential, still leans towards Olimar though. However, getting to Olimar is Pit's problem, especially when Pit generally has to approach.
Olimar behaviors include Side-B to stop Pit from camping, and if you use a reflector to try to get the Pikmin to latch on to Olimar, it will usually end up in Olimar using Down-B to stop the Pikmin from hitting him (Olimar can kill his own Pikmin if they are reflected first), or rushing in to grab you.
Olimar loves grabs, and it's natural. They usually do it when you approach them, and will also piviot grab. Try baiting the Olimar to use the grab, predict it and try to shoot em for slight damage.
___________________________________________________
Zori's Input for Olimar
This is not a bad match up for Pit belive it or not. Pit can be played 2 ways in this match-up Agressive and Campy. Let me start wih the agressive style or how to aprroch olimar, use arrows mildy if you use them too much the olimar player will go in full camp mode. Move closer and use your side-b (very annyoying attack) to reflect pikmin. At this point you should be rather close to the olimar this is where you go for the grab or even better jab to grab if you sucsufully get the grab down throw and then u-air, the olimar will airdodge right after, now remember olimar is very floty so you will have more then enough time to punish him with either another grab, forward smash,upsmash. You both should be a midcents at this point, another helpful hint on getting in on olimar is running up and using wings or icarus you jump high enough to avoid an upsmash, one of olimars key moves then you can fastfall and do a fair for then follow up with some arrows. Abuse those jumps! Stay above as long as you can if you can't find an opening then land safely and try again.
Now let me explain how to out camp olimar, you need to shoot arows form start to finish. When olimar is hit he is stunned long enough for him to not be able to side-b back till he lands again. But don't stop there, get on the ledge and and shoot arrow then snap on the ledge over and over again. (basicly plank) normally this would not work on a good opponent but if olimar gets too close you can uair through the stage and olimar gets sent flying diagonally down the stage similar to toon links downsmash at low%. Simple but effective.
_____________________________________________________
Ah yes, the Pikmin. 5 of them, with different attibutes. Below are categories and a small description about the Pikmin.
-Grab Range: This is the grab Range of the Pikmin, based on the size of FD's diamond in the middle of the stage.
-Pummel: This is the damage the Pikmin does when Olimar grabs and pummels you.
-Latch Pummel: When Pikmin latch on to you, this is the damage they do per hit. Purple ones don't latch on however.
-Power: Below this category will be the F-smash, U-smash, and D-smash. This has been calculated with the Pikmin having Flowers on em, in the training room.
-Throw Power: Similar to the Power category, but replace the smashes with Throws.
-Toss Range: Olimar's Side-B and how far the Pikmin goes, calculated by the size of FD's diamond.
Red Pikmin
Grab Range: 2/3s of the FD diamond
Pummel: 2%
Latch Pummel: 2%
Power:
F-smash: 15%
U-smash: 15%
D-smash: 13%
Throw Power:
F-throw: 6%
B-throw: 7%
U-throw: 9%
D-throw: 9%
Toss Range: About 1 1/2 FD diamonds
These Pikmin are fire-based, and are resistant to fire as they are in the Pikmin game, not like it matters since Pit has no fire-based attacks. They are simply the average Pikmin of the bunch.
Yellow Pikmin:
Grab Range: 2/3s of the FD diamond
Pummel: 2%
Latch Pummel: 2%
Power:
-F-smash: 13%
-U-smash: 14%
-D-smash: 11%
Throw Power:
-F-throw: 7%
-B-throw: 9%
-U-throw: 11%
-D-throw: 8%
Toss Range: Less than Red Pikmin, but tossed at higher elevation
This Pikmin has electric properties with a bit of shock-stun, similar to a Pika's Thunder, and are resistant to electricit like they were in the Pikmin 2 game, again, not important since Pit has no electric-based attacks. This is the only Pikmin that is thrown somewhat higher than the others, like they have in the Pikmin game.
Also, on their throws, once you have enough damage to the point where you get knocked back, on all throws except D-throw, you automatically can do one of your Aerials, or Air-dodge. Depending on what you do, you may end up having some strange DI from this.
Blue Pikmin
Grab Range: 2/3 of the FD diamond
Pummel: 2%
Latch Pummel: 2%
Power:
-F-smash: 15%
-U-smash: 15%
-D-smash: 12%
Throw Power:
-F-throw: 13%
-B-throw: 14%
-U-throw: 12%
-D-throw: 12%
Toss Range: Same range as Red Pikmin
These are water resistant Pikmin like in the game, the only one that doesn't die if they fall into the water, could be useful if you're playing Delfino or Japes.
These Pikmin KO a bit quicker than Red Pikmin and do quite some damage.
White Pikmin
Grab Range: About 2/3s of the FD Diamond
Pummel: 4%
Latch Pummel: 6%
Power
-F-smash: 9%
-U-Smash: 9%
-D-smash: 6%
Throw Power
-F-throw: 6%
-B-throw: 7%
-U-throw: 6%
-D-throw: 6%
Toss Range: Almost 2 FD diamonds
This Pikmin from the 2nd Pikmin game are strange, and rather different. Where they lack in KO power and Smash and Throw damage, they have quite the pummel and latch pummel damage. They may be the fastest of the Pikmin, but are also the weakest, and you can kill them faster than any other Pikmin. In other words, they really can't take as much damage as any other.
Purple Pikmin
Grab Range: 1/2 of FD Diamond
Pummel: 2%
Latch Pummel: None, 6% damage with Knockback
Power:
-F-smash: 18%
-U-smash: 16%
-D-smash: 15%
Throw Power
-F-throw: 7%
-B-throw: 9%
-U-throw: 11%
-D-throw: 8%
Toss Range: Slightly more than 3/4 of FD diamond
The fat, slow, but strongest Pikmin coming from Pikmin 2. Their range is very small compared to the rest, but lies within them is the great power, capable of KOing really quick. They can take the most damage due to their size.
Overall, Olimar is very hard for Pit to handle, but not the worst. With Olimar's Side-B beating Pit's projectile spam, practically forcing a Pit to approach, which isn't naturally a Pit's style and with Pit's bad melee range giving him a hard time to approach without having fear of the grab range of Olimar, Pit will have major difficulties.
As far as recoveries go, Pit has the slightly better edge, but has to watch out for Olimar Spikes and Purple Pikmin that could gimp him.
The matchup would be estimated to be 40:60 in Pit's Disadvantage. If only we had more melee range, if we could approach him easily without the fear of being grabbed, and being outcamped, he would be much more easier.
More info is to come soon, as well as correcting some info that may be wrong, and may add Stage Counterpicks/Bans later on.
After things are settled with the Pit mods, I may give the Olimars a heads up about this.
EDIT: Credit to Zori for his support and input on the matchup.