Blue Banana
Smash Journeyman
- Joined
- Oct 11, 2014
- Messages
- 411
- NNID
- 2ndDerivative
- 3DS FC
- 4038-6328-0283
1. Olimar's main strength is his damage potential. Side B can build up a lot of damage in neutral if the opponent isn't actively trying to kill the Pikmin, especially with whites. This is complemented by his Dthrow combos when he gets a grab; at low percentages, Dthrow to purple Usmash can deal 20+ damage, for example. His primary zoning tools are Fsmash and purple side B. Non-purple Fsmash covers a large distance and is useful for edgeguarding, while purple side B is a fast projectile that is very useful to keep your opponents out.Hey, I have been rotating a few characters in order to find the play style I enjoy the most and Olimar/Alph is one of the characters I have the most fun with. I have a few questions for long time Olimar/Alph players. Thank you in advance!
1. What would you say are Olimar/Alph pros and cons?
2. Is Olimar/Alph supposed to excel at zoning/keeping the opponents away from them?
3. What does one need to have to be a good Olimar/Alph player, other than lacking a heart (because of the countless cute Pikmin who die during matches)?
His main weakness is that if he gets knocked off the ground or off-stage, he has few tools to get back onto the stage compared to other characters. That is because every attack that involves using a Pikmin (aerials and smashes) are considered to be projectiles. This means that they will clash with any attack with no damage dealt to the opponent, but the opponent will still be able to hit Olimar. This means that Olimar will generally lose to most aerial trades, leaving the multi-hitting Nair as his only option.
He also has trouble securing the KO. Olimar is not lacking in KO options--smashes, Bair, blue Uthrow--the problem is that he doesn't have many ways to confirm a KO off a hit. Smashes require the opponent to be near the opponent to hit at full strength, and the opponent will have at least one option that can hit Olimar first or clash with his smash attack. Bair has the aforementioned problem of being a projectile attack. Going for grabs comes with the risk of being vulnerable for at least 1/3 of a second; that is why the retreating pivot grab is used a lot because it has the least ending lag of the grabs while still taking advantage of Olimar's above-average(?) grab range. Olimar does have a KO combo in red Dthrow to purple Uair, but it tends to work mostly on fastfallers only.
2. Generally, Olimar is able to enforce his zoning game as long as he gets and holds stage control. This is important for him because it gives him space for maneuvering on the ground and for retreating pivot grabs. Hanging around the ledge tends to mess up the Pikmin AI, leaving you potentially vulnerable. From there, it becomes matchup specific:
- Players who try to combat with projectiles aren't too much of a problem, as Pikmin stuff most of them and purple side-B/Fsmashes clash most while still being to hit the opponent. Dedicated zoners tend to be a war of attrition until one player decides to approach.
- Fights with rushdown characters tend to be volatile, as they often have the advantage of speed to not care about most of your projectiles and fast dash attacks/dash grabs to get you first before you use your smashes or purple side B, and generally use short hops or some confusing dash patterns to get you off guard. On the other hand, most of these characters are fastfallers and are more vulnerable to Dthrow combos than other characters. I personally have trouble dealing with this type of character because I'm not used to reacting this quickly.
- Reflectors mess up your ability in neutral because many of your essential tools are projectiles. A reflected smash will KO you very early, around as early as the 40s. Because of this, you will need to either condition the opponent to using the reflector too much and/or play around by being more conservative with your tools.
- Heavies generally go down to keeping them away from you and landing the KO safely while not getting KO'd early yourself. Since most of them don't have projectiles and generally rely on giant hitboxes, you need to rely on spacing and learning your opponent's behavior while not being too predictable.
- Some characters, like Wario and Metaknight, tend to wait for an opening to hit you and will often not approach you unless it's safe, especially if they have the lead. You want to apply the same thinking with heavies, except replace "large hitboxes" with "good mobility".
- There are some special cases where a character's playstyle doesn't adhere to a specific one. Shiek is one example, as she has good approaching abilities while being able to combat Olimar's camping w/ needles.
3. You're going to need to learn your opponent's behavior and whatever adaptations they do to combat you. If you do this effectively, then you'll be able to condition the opponent to leave them vulnerable. This is important for going for standing/dash grabs and KOs.
Pikmin management is also important. Knowing the strengths/weaknesses of each color allows you to maximize damage potential and go for potential early KOs. Know what situation you are in, and cycle through the colors to get a suitable Pikmin for the situation when it's safe to do so. Don't throw all your Pikmin at once, or else you leave yourself vulnerable if the opponent kills all of them.
Try not to be too passive. Although side B allows you to build up damage in neutral, it also can pressure your opponent into getting rid of the Pikmin, leaving them potentially vulnerable. Try to play passive-aggressively; punish your opponent if they're messing around with your Pikmin and you know that you'll be able to punish them. This will also help from not spamming side-B too much.
Any input from other Oli users is appreciated, since I'm not very experienced in playing him yet.
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