Florida
イーグランツ
- Joined
- Jul 1, 2007
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- 1,184
This thread is to discuss the best and worst stage match-ups for Olimar, as mentioned in the thread title. There have been some threads such as this before, but they're all either unorganized, or specified on certain stages solely. In this thread, bring about intelligent discussion on which stages Olimar plays on best and worst. When discussing this topic, please refrain from focusing on stage hazards that affect every character. Try to focus on characteristics that relate to Olimar specifically. Here are my personal thoughts on the matter (note that not all 42 stages are included in this list; most "banned" stages have been avoided, as well as some stages that I personally have no experience with):
b e s t s t a g e s
Lylat Cruise: Medium-small stage with three low platforms. Edges can be grabbed from and angle underneath the stage. Stage has low ceiling and width is short. Low platforms allow variety in moveset such as utilt, uair, usmash, fair, dair, bair, and more.
Battlefield: Olimar plays very well on stages that are small and simple. The basic platforms add variety in use of moves when the opponent is placed above, such as utilt, uthrow, uair, usmash etcetera. Battlefield's edges allow Olimar to grab them from below and underneath the stage.
Norfair: All platforms have ledges which can be grabbed. Lava prevents easy gimping against Olimar. Red pikmin being plucked gives Olimar the advantage over specific characters (Bowser, Charizard, Captain Falcon, Toon Link, Link, etcetera). Grab range matches length of platforms.
Yoshi's Island: Simple stage and decently small. Single yet wide platform provides variation in moveset use and can also protect Olimar for plucking at occasions. Low ceiling; makes K.O.ing with usmash and other general attacks easier. Support Ghost improves/saves Olimar's recovery, either if intentionally by the player, or unintentionally.
Smashville: Small and basic stage. Edges can be reached from an angle underneath the stage. Moving platform allows an improved recovery, and adds some protection when plucking pikmin (pluck while moving away from the opponent). Platform allows variety in moveset.
n e u t r a l s t a g e s
Final Destination: Flat and basic. Great for Olimar strategies which include side-b spam, and a simple approach for offensive and defensive play-styles. Arched edges can cause major gimping issues, and at most times self-destructs (suicides, self-K.O.s, etcetera).
Pirate Ship: Water provides swimming, and less-easy-gimping. Water causes all pikmin except blue to drown and die, which can leave any Olimar player in a tight situation. Platforms add variety in moveset.
Battleship Halberd: Starting hangar gives Olimar a chance to a quick kill before take-off, which during this time, no gimping can take effect (though there are some cheap maneuvers that can be attempted to side-screen K.O. with, such as King Dedede's chaingrab). Central platform has edges which can be grabbed, and a decently low ceiling. Halberd's landing spot provides a platform, and an elongated surface.
Frigate Orpheon: Simple stage layout and a decently-low ceiling. Certain edges are disabled for grabbing, which can leave Olimar in a dangerous situation. Moving platform, at the same time, can improve/save Olimar's recovery.
w o r s t s t a g e s
Castle Siege: First area's edges have arches similar to Final Destination's, which can cause severe gimping and self-destructs. Second area's platforms are very high, not giving Olimar much variety in up-related attacks (usmash, uair, etcetera.). Third area has edges that can prove to be difficult to grab.
Delfino Plaza: Landing spots can prove to be difficult for Olimar (certain ones that contain water, for example--which only creates a major problem with the pillars landing-area--although some areas with water can help Olimar in regards to his easily-gimped recovery). Central platform allows easy gimping against Olimar.
Jungle Japes (Melee): Rapid waters can easily kill Olimar. Edges are low and leave Olimar hanging right above the water. If Olimar survives the river and escapes, all of your pikmin except for blue will have probably died, leaving yourself open for your opponent to attack.
Sky World: Once platforms are broken, there are no edges which can be grabbed. This leaves a huge impact on Olimar's recovery, which is already one of the most easily gimped recoveries in the game. Low platforms cause extreme bouncing when hit against, which at most times send characters flying downward. Olimar can use uair to go through the platforms, and reach the opponents.
Lylat Cruise: Medium-small stage with three low platforms. Edges can be grabbed from and angle underneath the stage. Stage has low ceiling and width is short. Low platforms allow variety in moveset such as utilt, uair, usmash, fair, dair, bair, and more.
Battlefield: Olimar plays very well on stages that are small and simple. The basic platforms add variety in use of moves when the opponent is placed above, such as utilt, uthrow, uair, usmash etcetera. Battlefield's edges allow Olimar to grab them from below and underneath the stage.
Norfair: All platforms have ledges which can be grabbed. Lava prevents easy gimping against Olimar. Red pikmin being plucked gives Olimar the advantage over specific characters (Bowser, Charizard, Captain Falcon, Toon Link, Link, etcetera). Grab range matches length of platforms.
Yoshi's Island: Simple stage and decently small. Single yet wide platform provides variation in moveset use and can also protect Olimar for plucking at occasions. Low ceiling; makes K.O.ing with usmash and other general attacks easier. Support Ghost improves/saves Olimar's recovery, either if intentionally by the player, or unintentionally.
Smashville: Small and basic stage. Edges can be reached from an angle underneath the stage. Moving platform allows an improved recovery, and adds some protection when plucking pikmin (pluck while moving away from the opponent). Platform allows variety in moveset.
n e u t r a l s t a g e s
Final Destination: Flat and basic. Great for Olimar strategies which include side-b spam, and a simple approach for offensive and defensive play-styles. Arched edges can cause major gimping issues, and at most times self-destructs (suicides, self-K.O.s, etcetera).
Pirate Ship: Water provides swimming, and less-easy-gimping. Water causes all pikmin except blue to drown and die, which can leave any Olimar player in a tight situation. Platforms add variety in moveset.
Battleship Halberd: Starting hangar gives Olimar a chance to a quick kill before take-off, which during this time, no gimping can take effect (though there are some cheap maneuvers that can be attempted to side-screen K.O. with, such as King Dedede's chaingrab). Central platform has edges which can be grabbed, and a decently low ceiling. Halberd's landing spot provides a platform, and an elongated surface.
Frigate Orpheon: Simple stage layout and a decently-low ceiling. Certain edges are disabled for grabbing, which can leave Olimar in a dangerous situation. Moving platform, at the same time, can improve/save Olimar's recovery.
w o r s t s t a g e s
Castle Siege: First area's edges have arches similar to Final Destination's, which can cause severe gimping and self-destructs. Second area's platforms are very high, not giving Olimar much variety in up-related attacks (usmash, uair, etcetera.). Third area has edges that can prove to be difficult to grab.
Delfino Plaza: Landing spots can prove to be difficult for Olimar (certain ones that contain water, for example--which only creates a major problem with the pillars landing-area--although some areas with water can help Olimar in regards to his easily-gimped recovery). Central platform allows easy gimping against Olimar.
Jungle Japes (Melee): Rapid waters can easily kill Olimar. Edges are low and leave Olimar hanging right above the water. If Olimar survives the river and escapes, all of your pikmin except for blue will have probably died, leaving yourself open for your opponent to attack.
Sky World: Once platforms are broken, there are no edges which can be grabbed. This leaves a huge impact on Olimar's recovery, which is already one of the most easily gimped recoveries in the game. Low platforms cause extreme bouncing when hit against, which at most times send characters flying downward. Olimar can use uair to go through the platforms, and reach the opponents.