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Olimar Stage Discussion Thread (Rainbow Cruise)

Dyyne

Smash Ace
Joined
Mar 24, 2008
Messages
742
Alright, I'm making this thread so that we can analyze each stage individually and find pros/cons, strats, etc.. on each one of them for olimar.

Anyway, in this thread, I'm going to go through each stage, starting with battlefield, in the order that they are listed in the SBR recommended rules list, which is this...

(I put the letters in parentheses for easier searching using (control f))

Starter
Battlefield (BF)
Final Destination (FD)
Smashville (SV)
Yoshi's Island (YI)

Starter/Counter
Castle Siege (CS)
Halberd (Hb)
Lylat Cruise (LyC)
Pokémon Stadium 1 (PS1)

Counter
Brinstar (BrS)
Delfino (Df)
Frigate Orpheon (FrO)
Jungle Japes (JJ)
Pictochat (PC)
Pirate Ship (PiS)
Pokémon Stadium 2 (PS2)
Rainbow Cruise (RC)

Counter/Banned
Distant Planet (DP)
Green Greens (GrG)
Luigi's Mansion (LM)
Port Town Aero Dive (PTAD)
Yoshi's Island Pipes (YIP)
Norfair (NF)

Banned
75m (75m)
Big Blue (BB)
Bridge of Eldin (BoE)
Corneria (CN)
Flat Zone 2 (FZ2)
Green Hill Zone (GHZ)
Hanenbow (HaB)
Hyrule Temple (HyT)
Mario Bros. (MB)
Mario Circuit (MC)
Mushroomy Kingdom I (MK1)
Mushroomy Kingdom II (MK2)
New Pork City (NPC)
Onett (OnT)
Rumble Falls (RF)
Shadow Moses (SM)
Skyworld (SW)
Spear Pillar (SP)
The Summit (TS)
Wario Ware (WW)


and it will go stage by stage, and I'll change it whenever it seems like the current stage is fully analyzed. So, give any input on what you utilize to your advantage, any disadvantages, stage positioning (do you chill on the edges, platforms, etc)

Remember to use http://www.smashboards.com/showthread.php?t=212786 to find stages that you personally may prefer due to preferences in color, or stages that give an abundance of colors that are useful against certain characters (i.e. yellows for pikachu)

I'm thinkin that when all of the stages are done, we can rate them or something. I don't know, some kind of tier list-like thing. Idk lul.

Finally, feel free to post info regarding stages already discussed, but try to not post about upcoming ones so that all the info can be on the same page (s) for each stage.

Battlefield (BF)- (page 1)
While pikmin toss spammers may not show too much approval for battlefield, it is widely considered a combo/aggressive olimar's best neutral (barring lylat, which is often a counterpick). The platforms will often stop the pikmin due to their trajectory (especially yellows), but a few tosses here and there are still useful. The small room olimar has is the main reason why he needs to be careful tossing, because some characters can easily punish him during this time.
The best postition an olimar can be in is right underneath one of the two lower platforms. From here, a wall of f-smashes/ grabs is quite effective. Once olimar gets his opponent above him, it is very possible that they are about to take a **** load of damage, since the platforms allow olimar to land several up airs in a row. In the event that you are the one who ends up on top, a falling nair or a wac are you best bets for reaching ground level. The platforms can provide cover from attacks like mk's glide attack. Also, olimars should keep in mind that the platforms are perfect for offensive up-b'ing.


Final Destination (FD) - (page 1-page 2)
Final Destination is a great stage for camping since it is so wide. Olimars often get carried away with their retreating pikmin tosses, but you must remain wary of how close you are to the edge to prevent any possible gimps. Final Destination is now infamous in Brawl for its bull**** edges. Fortunately, olimar's tether isn't too effected by this, since it auto-targets the edge anyway. So as long as you are not directly under the lip of the stage, it shouldn't matter too much.
Although he doesn't have the vertical comboility (lul wut? don't know what word to use lul) available on battlefield, he does have room for simple dthrow combos. As stated, olimar's camping game is superb on this stage. Keep pivot grabbing in mind. The width of FD allows you to patiently camp waiting for the opportunity to punish by pivot grabbing.
This level is boring, but those details are often crucial in matches.


Smashville (SV)- (page 2)
A pretty plain level, smashville takes traits from both bf and fd. Comboing is decent here from the platform, and the stage is fairly wide, so camping is quite effective as well. Also, because of the way the stage is shaped, you can knock people underneath it, with a bair perhaps, for kills. What makes this level significant is the moving platform. You must be aware of it at all time, so as to assure it will benefit you and not your opponent. For example, your edgeguarding game changes if it looks like they will land safely on the platform.
The platform is an interesting tool. It will help olimar's mediocre recovery significantly, since you can either land on it, or pretend you're going to land on so your opponent gets away from the edge. The platform also allows for interesting camping. Because it moves, you can be pikmin tossing of f-smashing safely while moving backwards. Overall, this level allows for decent comboing, decent camping, and interesting plays through the platform.


Yoshi's Island (YI)- (Page 2- page 3)
Pikmin toss (especially when sh'd) can be interrupted here from the tilting platform, so camping can be difficult. This also means that if they are camping with a horizontal projectile, approaching them may be difficult since you may have to go on the platform, a disadvantaged position.
Of course, that means f-smash camping is also very good. Forcing opponents into approaching from above is a great tactic here by f-smash spacing. When they're in the air, u-smash is a good option, and uair if you have the room.
No chance of gay deaths from bad ledges, this ledge is great. That said, watch out for wall-jumpers (lucario, for example), as they may use this to recover and surprise you.
Support ghosts or w/e they are called are silly, but can help oli's recovery. Don't fool yourself into thinking they are foolproof, since they may just start to fall when you're about to land. The shyguys really don't effect oli at all.


Castle Siege (CS)- (Page 3)
First part: Pretty basic here. Underneath the left platform is a good place to be, because slope doesn't hinder pikmin toss, while it does hinder many other projectiles. The platform also gives a good combo opportunity. Be careful of the edge here. It is easy to get stuck under, and the tether won't work in this situation.

Second part: Olimar is fortunate enough to be able to camp on this level, because the pikmin don't stop when they touch the statues, unlike most projectiles. The platform between the statues can get in the way, however. Because this is a walk off, baiting people into your pivot grab can lead to an easy kill with a blue b-throw. This section is probably very broken for olimar, so abuse it while it lasts. Use the statues to refresh other moves by hitting it with moves like f-tilt occasionally.

Third part: Basically FD, just it turns, and the edge is easier to sweetspot, which doesn't effect olimar. Play like you would on FD here, more or less. The only thing to keep in mind is that you can use the tilting stage to your advantage, by hitting opponents off stage at a certain point in time, so that when they try to recover, the stage may be tilted away and too far.

Also, if you know it's changing, I like to be a little crazy and go for ridiculous edgeguards. This can catch people off guard, if they don't realize it's changing.


Delfino (Df)- (Page 3- page 4)
This stage requires you to adapt to each switch. The starting area plays like battlefield, but you rising uairs from under the stage can surprise people, and you can tether the edge at weird angles sometimes as well. Walk off stages should be played in carefully. You want to bait them into, preferably, a blue bthrow by the blast line, but they will be wary of this. Therefore, it may be best to just drop this plan, since you are at just as much of risk of getting killed easily. Generally, I have found that oli (mine, at least) sucks in the water. Coupled with the fact that most pikmin die, it is unadvised, since if the stage lifts off, and you're stuck in the water, even when you get out you can't recover, unlike many other characters.
Most areas are, more or less, covered by the previous paragraph. A more notable area is the pillared section. This area destroys your game, yet it does allow for interesting edge camping due to his tether. Another area is the one that looks like this ___i--i___.....kinda. The golden ground area, maybe with a star thing if I remember right. What ever. This, like other areas with walls, can be camped up against the wall if they are above you by using the tether, since it goes through the wall. On the beach, abuse the fact that the grab can do ridiculous grabs when on the slope.
Check Hilt's pluck % guide (for any level, actually), this stage has some interesting plucking areas.
My last tip is to keep an eye on the background. If you recognize when it is about to land, then if you are being pressured and are stuck on the edge, you can go for a seemingly reckless uair from below, but you safely land on the approaching land. Or any other situation with a similar outcome :p


Halberd (Hb)- (Page 4)
Halberd is pretty simple. On the moving part of the stage, use the platform for combos and taking cover from air attacks. Because the ground isn't solid, you can up air from underneath the stage Once the platform lands, the stage is very wide. The platform remains in the middle, so you can use that, otherwise it's basically fd, with some hazards added :p. Like with any other character, avoid them at all costs, and try to get them to hit your opponent. While playing, keep in mind that the stage has a small ceiling, especially on the moving platform part so you should try to save usmash for getting early kills.


Lylat Cruise (LyC)- (Page 4)
Often considered Oli's best neutral (it is not always a neutral, it's often a counterpick stage), Lylat Cruise seems to just mix with olimar's playstyle perfectly. Like bf, lylat has platforms for comboing. The most notable difference is that the middle platform is not raised like on bf. Fighting often takes place on the center of stages, so this will allow maximum combo potential where ever you might be.
These platforms also make approaching olimar very difficult. Their low height makes fsmashes optimal, since they cover almost the entire distance between the floor and the platform, so sh approaches are diminished.
Like all slopes, the slopes on lylat are very beneficial for Olimar. As always, his grab can grab people at angles where many moves can't reach. If the opponent is on the lower part of the slope, fsmashes shine here due to their long lasting hitbox while falling. A mixup of fsmashes and grabs here are extremely useful, since the fsmash will punish spot dodges and the grab will punish shields. Dsmash can also be useful on the slopes, though not in the aspect of longlasting hitboxes like fsmash. Dsmash (and blue bthrows) do excel on the slopes for getting early kills. Dmash, which already has very horizontal knockback, has its knockback even more horizontal, if not actually shooting the opponent at a downward angle.
A final little tidbit of information is that uair can hit through the floor. This is often not advised, however, since a knowledgeable opponent may recognize that you are about to do this technique, and acquire an easy gimp.


Pokemon Stadium 1 (PS1)- (Page 5- Page 6)
Pokemon Stadium is a complicated stage in that to fully understand it, you must be familiar with each of the five different forms. As a note, each form has very interesting edges. Oli's dtilt will stage spike opponents who are hit by it while hanging on the edge, although this opportunity is very rare. Also, keep in mind that many character have trouble recovering due to this edge, as it can trap them underneath the jetting out ledge. Fortunately, as long as you are not directly underneath the ledge, your tether should connect perfectly, eliminating this threat. Also, look out for water terrains which give zero red pikmin, but an increase in blues especially, and metal terrains which give an increase in yellows and purples.
Normal Form- The normal form is reminiscent of FD, in that it is a wide stage allowing for efficient camping and pivot grabs. What's added is the platforms. Like most platforms, they allow for good vertical comboing which oli excels at, and a defense from aerial approaches making it a good place to camp under.
Grass Type- The grass form is the least exciting form. It simply adds two platforms in the middle and one to the right side of the stage. Play this like the normal form, while keeping in mind the added combo potential due to the platforms, but less combo potential on the left side of the stage.
Rock Form- Probably the stupidest form ever... Usually what happens on the rock form is that one player goes to the left side of the stage and the other goes to the right side, until the stage changes. In case that doesn't happen, here are some tips. On the left side (the cliff), people will find it extremely difficult to reach you without seriously endangering themselves. The disadvantage is that if they don't attack, you can't really camp to much, while other characters (i.e. snake) still can efficiently camp. If the opponent is on the left side, it may be a good idea to just wait until the stage changes, as pikmin tossing won't hit them, and it is difficult for oli to get below the opponent due to floatiness.The middle part is similar to the left side, in that the opponent would have to be pretty brave (stupid) to try to reach you there. If they do manage to reach you however, spamming d/f smash is a good idea due to the comboage available with the walls. This also allows you to set up a jab lock against the wall for a huge amount of damage in a short amount of time. Watch out for other characters locks though. If the opponent is in this area and you are on the right side, watch out for moves that can hit through the ramp separating the middle area from the right area. Few of oli's moves are able to hit through this however, so don't try it. Instead, just pikmin toss until they come out or the stage changes.
Water Form- The main feature of this form is the windmill. Unlike its melee counterpart, the blades of the windmill are now solid, and cannot be passed through. Use it at your own risk, since most characters can efficiently abuse it. If you are the one doing so, keep in mind that oli can grab opponents even if they are separated by a windmill blade. The best move to use while underneath it is usmash, since you may be able to techchase from there, or even get a stage spike if they di incorrectly. The right side of this form are two simple platforms, so play them like you would most platforms. (my bad, it's a waterwheel, sry)
Fire Form- Another pretty stupid form. The right side is simple, just a platform. The left side is the burnt tree of camping. There are three parts to this tree. The right side of it is just a wall. Use this for fsmash/jab locks. Note that there is a dip in the ground. Dips= bad for fsmash, good for grab. The middle part of the tree is between the two branches. Spam usmash if you're there I guess...it's really dumb. The final part of the fire form is the left side of the tree, underneath the branch. Once again, you can set up a bthrow into the wall->jab lock. Another option is using the good old wall of fsmashes/grabs. Dsmashes in this part can kill people pretty easily as well.


Brinstar (BrS)- (Page 6- Page 7)
The usefulness of Brinstar to oli seems to depend upon the matchup. The stage is very thin and has uneven terrain. Both of these disagree with the camp mentality of olimar, since a smaller stage means less room to camp, and uneven terrain can interfere with moves like pikmin toss and fsmash. While grabs are good on rough terrain, the lack of space on this stage makes your ability to pivot grab quite limited. The lava can help recover in dire situations, but don't solely rely on that, as it can rise and sink pretty fast. Brinstar doesn't have a solid ground, so if you are on the edge, keep in mind that you can pressure the opponent with uairs or just jump onto the stage from below. The stage has a high ceiling, but horizontal kills are easier. The pillars that hold the platforms up and the thing that connects the stage should be watched out for, because if they are hit, they prolong the hitbox of the move that hit it. This is just a note for something to watch out for. Also, the connector on the bottom platform creates a little bump in the ground, so be careful that a pikmin doesn't get stuck while trying to run back to oli.
Due to the characteristics of this stage, it is a poor choice against aerial based characters (mk, wario, etc) as they compliment these characters quite well. However, it seems to be effective against other camp orientated characters.


Frigate Orpheon (FrO)- (Page 7)
On the first side we have a meh stage. This side is flat, small, no usable platforms really, although standing under the left makes it difficult to get to you, and if they do knock you off over there, recovering isn't hard. Standing on the right side is bad and gets you killed; even camping when the platform is lowered doesn't last because it comes up eventually, and then it goes up again making it even more difficult to recover (not to mention the obvious problem over here.)
When it flips, you have a platform over the middle with slopes leading down beneath it, both sides tetherable, huge platforms that come out to save you and are way more reliable than, say, platform ghosts, just good stuff all around. This is probably my favorite place to be out of all levels.
~AndyG
Andy summarized the stage quite well, but I have a couple things to add. If for what ever reason you get forced onto the edgeless part of the stage, keep in mind the little wall that you can use for jablocks, fsmash locks, etc. With that in mind, still try to avoid going there at all costs. Don't rely too much on the platforms that appear from the sides in phase 2, they disappear pretty fast, and if you land on it after, say, up b, the get up lag may take too long and you'll be pulled offstage with the platform. Also on phase 2, the uneven terrain makes things...interesting. Grabs are probably your best tool here. The slopes can get in the way of fsmash if you're in the middle, and if you're on the sides, it will me difficult to hit shorter characters with it. It can also difficult to latch pikmin on them in this area.


Jungle Japes (JJ)- (Page 7- Page 9)
Arguably Olimar's worst stage, this stage contradicts most aspects of oli's playstyle. The first thing to note is the stupid high ceiling. This makes getting vertical (usmash) kills extremely difficult, so don't worry about staling the move or anything of the sort. This places an emphasis on horizontal kills. Blue/purple bthrow/fthrow and dmash are your friends here. If your standing on one of the smaller platforms and you perform one of these moves, theres a good chance of snatching an early kill. The downside is that grabbing with such limited space is rare, and dsmash can be easily punished as well.
Obviously, the water plays a prominent role in this stage. If you find yourself in it, resist the instinct to jump against the water, it severely decreases your momentum. Instead, jump with the flow (unless you're really close to the blast wall and this would kill you). If you fall into the water in between the center and left platforms, or to the left of the left platform, you'll probably. You do have a shot if it is in between the left and center platforms, as you'll be able to get out of the water in time, but oli's bad jumps combined with the fact that most of your pikmin will have died in the water, will still probably be killed due to an opponent grabbing the edge. To combat these hazards, it is recommended that you camp the right most platform and the right side of the center platform. By camping, I mean that securing this position and forcing them to approach is your best option (similar to norfair). This way, you'll be able to live if you fall into the water, and you have a better chance of exploiting horizontal kills.
All three platforms are very thin, so uair can be used to hit opponents through them. This is most applicable on the two smaller platforms, since you can alternate between each ledge. Due to the abundance of ledges on this stage, you may want to toy around with tether tricks that can increase your mobility and unpredictability. This won't tilt matchups in your favor at all, but increased speed is always nifty.


Pictochat (PC)- (Page 10- Page 11)
Pictochat is a very wide stage, with a very high ceiling. It may seem bland at first, but as time passes, many obstacles and hazards will appear. Try your best to abuse the hazard, because your opponent will probably do so if you don't first. Grabs are usually the best way to go about this. For example, if oli is underneath a piranha plant and he uthrows the opponent, the pikmin will carry the opponent into the plant. The obstacles can be used to put space between your enemy, allowing for more camping. Watch out for locks against any walls that may spawn, but feel free to use your own jab lock as well.
This stage should be camped a lot, not only because of the obstacles, but also because it is the only stage to generate extra white pikmin throughout the entire stage. This may seem disadvantageous to some, as there would be a lack of purples, but in reality, this is not the case. Because of the weak durability of the white pikmin, they die very quickly. This means that they will be replaced quicker, allowing for more plucking, allowing for more opportunities to pluck a purple!
Pictochat has other characteristics as well. One of these is its extremely high ceiling. This delays vertical killings to very high percents, so don't rely on them too much. Horizontal kills are the way to go, for a few reasons. The blast lines are close to the stage, so deaths can come quite quickly. Also, the dip on the tips of the stage, like all slopes, allow for very horizontal knockback, so even DI won't help too much in this situation. A bthrow or dsmash can be fatal if used at the right position. This applies to you as well, so be wary. This dip also helps recovering easier, for situations when you up-b hop onto the stage.


Pirate Ship (PiS)- (Page 11)
This stage is interesting for oli. Theoretically, it should be extremely beneficial due to the rareness of gimps as a result of the water which is present for the majority of the time (although dair gimps are much more likely). Basically, if you are knocked off the ship, you have many more options for recovering because you can just fall into the water, which decreases your predictability. Unfortunately, oli can't camp from the water so well like some other characters can, so it is not advised to spend too much time in here. Not to mention that most of the pikmin die.
Because this stage often just comes down to who can be the biggest douchebag who abuses the water, it's good to know how to use it. Your options include: attempting to dair them. Personally, as oli, I often finder harder to do this than with other characters, probably due to his floatyness. Another option is: fair/bair them into the ship. Insta death if you can full this off. You yourself must beware this as well, though, so make sure you DI up whenever you're hit in the water in that direction to avoid this risk. Another choice is simply going back onto the ship. From here, you can toss plenty of pikmin, and be more able to avoid any projectiles that they may use from the water. Eventually, the ship will be caught in the tornado or it will crash into the big rock, giving you an opportunity to unleash some whoopass on them. Also, when the ship is on the rock, you can get easy usmash kills on the bow since it is so high up, and easy horizontal kills off the left side when on the rock itself. Easy comboing is also available against the side of the ship, but this applies to you as well, so watch out.
On the stern (right side) of the ship is simply more water, and another, tinier boat. Not much can be said about it except that you should aim for easy kills on this due to its closeness to the blast wall.
The ship itself has some characteristics as well. The most notable of which is of course, the mast. The mast's biggest use is, like most platforms, vertical comboing. Good DI will negate it pretty easily, but you could still get some lagless up-b's off with it. The next portion of the ship is the little catapult thingy. It shoots you...really not that interesting, but it can easily screw you up pretty badly if you aren't paying attention. Finally, keep in mind that the surface of the ship is uneven, so good for grabs.


Pokemon Stadium 2 (PS2)- (Page 11- Page 13)
This stage, like it's original incarnation, comes in several forms. Overall, it does not compliment oli too well, but if you use the appropriate tactics for each form, it can still be a decent stage. Check out Hilt's big comment on page 13 for some interesting (and basically useless) tricks!
Normal Form- The normal form is reminiscent of FD, in that it is a wide stage allowing for efficient camping and pivot grabs. What's added is the platforms. Like most platforms, they allow for good vertical comboing which oli excels at, and a defense from aerial approaches making it a good place to camp under.
Wind Form- The characteristic of the wind phase is that every character is absurdly floaty. Because oli doesn't have a great aerial game (aside from uair), you should try to stay grounded as much as possible. If you are knocked into the air, by say, mk, don't expect to get down anytime soon. If your opponent goes into the air, resist the temptation to join them. Instead, wait for an easy grab as they are landing.
Ice Form- In this form, one would expect the pikmin to act absolutely ******** on the ice, as they act on the IC stage. Fortunately, the ice here is not nearly as bad as the ice on that stage. The pikmin may still desynch a bit, but they will stay close to you for the most part. The two most interesting parts of this stage are extremely safe (but space consuming) pivot grabs as a result of sliding so far, and stutter step'd fsmashes, which have that same property.
Ground Form- In this area, do not approach your opponent (like in most situations). Who ever approaches is at a large disadvantage. Try to secure the right side of the cliff. From here, you can up-b opponents on the other side of the cliff. If you end up on the left side, don't fret, and just wait for them to approach.
Electric Form- Your main objective here is to secure the middle part of the stage. Whoever controls this part will dominate this phase. It will be pretty easily to control this area if you are able to gain control of it, through the use of walls of fsmashes, usmashes, and offensive tethers. If you don't have it, the same thing applies to you. Also, keep in mind that the conveyor belts will make the pikmin act stupidly. When you see the stage changing, if you can see that it is electric, you should stand in the center in anticipation.


Rainbow Cruise (RC)-
 

Barge

All I want is a custom title
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Personally I don't like this stage very much, platforms get in the way too much for me. But it is an okay stage for olimar, plenty of room for ground game. You can pretty much force an approach from your opponent. And you have many options if they're above you. And the ledges aren't as lame as FD's. I give this one a 7/10.
 

Dyyne

Smash Ace
Joined
Mar 24, 2008
Messages
742
I feel like the size and denseness of the stage severely limit olimar's pikmin toss camping game. It forces him to the edge more-so than many other stages, opening the opportunity to be gimped. To avoid, this, Olimar needs to be more aggresive and avoid the edges at all cost (unless you're the one edgeguarding of course).

Also, thank god ****ing filterkeys stopped being such a **** after I accidentally activated it (and accidentally deactivated it). God filterkeys is frustrating.
 

asob4

Smash Champion
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well in tourney, this is probably the best neutral you can hope for
the platforms are perfect for camping
planting your feet below one of the platforms means you're going to be untouchable for a while

platforms also help with juggling as they can give you another jump (basically)

though it does somewhat limit pikmin toss, the only pikmin really affected are the yellows. SH toss shouldn't be hindered too much and can be somewhat benefited.

the platforms allow for near perfect stage control by oli
only stage better is lylat
8/10 for oli. by far one of his best stages
 

Dyyne

Smash Ace
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Mar 24, 2008
Messages
742
The positioning of the platforms and their effect on the trajectory of pikmin toss is only part of the problem with camping. Unlike many other characters who can safely camp under platforms, olimar has more difficulty with this problem against characters that can capitalize on the (small) lag created from pikmin toss due to the 0 knockback (unless you have some purples, then it's pretty good haha).

Although, f-smash camping will **** there though haha, so I guess that barely matters. I think you're absolutely right, just standing under platforms until you can get a combo going is the best postitioning you can do, and it is definitely very effective.
 

asob4

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just point the yellow stick at the bad guy when he comes from the front or top and push upB when he comes from an angle
win :D
 

Dyyne

Smash Ace
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Mar 24, 2008
Messages
742
If you get above an opponent, where you are vulnerable, nair seems like a reliable way to get back to ground level. The platforms are also a great height for up-b canceling.
 

asob4

Smash Champion
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indeed :D

also, juggles all the way up to the top platform can lead to off-the-top kills which are tooooo epic :D
 

Dyyne

Smash Ace
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Mar 24, 2008
Messages
742
I'll write bf's summary if you think that we completely covered it.

EDIT: lol at just me and skank (and barge's post) discussing haha. Ah well.
 

SarahPalin

Smash Cadet
Joined
Nov 20, 2008
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65
If you go flying and it's the enemy who is under you.....
you're done like a pizza pop that's been in the microwave for 2 mins and 30 seconds.

That said, being under is an advantage. That's what she said. 7.5/10
 

Dyyne

Smash Ace
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Mar 24, 2008
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^ Riiiight.... rofl alright, I'll do the summary tomorrow and we'll start posting about FD.
 

L_Cancel

Smash Champion
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Jun 30, 2007
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Not much I can add to the BF discussion, I pretty much agree with you, Dyyne and Skank. I'll be sure to contribute to the FD discussion tomorrow.
 

Dyyne

Smash Ace
Joined
Mar 24, 2008
Messages
742
No items, olimar only, final destination......god that sounds like a nightmare.
Anyway, FD time. gogogo, I'll post in a bit, I need to study.
 

asob4

Smash Champion
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good for camping and spacing
open range for horizontal combos and vertical combos (whereas BF is more for vertical)
all kill ranges are done on this **** stage lol

uh uh uh
ledge can be sucky at times but usually not too bad.

don't know what to say
 

Dyyne

Smash Ace
Joined
Mar 24, 2008
Messages
742
Hmmm neutrals are so boring haha. Let's see.
FD is absurd for camping against many characters. A good tactic is to conservatively pikmin toss camp to bait moves to be punished via pivot grab. The ledge isn't too bad for oli I think, when you compare it to other characters.
Not too much for this stage, but I won't change it until tomorow, in case anybody else has useful info. And we started 30 minutes ago rofl.

EDIT: small edit in op, bf can give cover to some attacks like mk's glide attack. Also, when we're done, we'll rate the levels or something silly like that just for lulz.
 

L_Cancel

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Everytime I check-in you two have already said all that is to be said for the stage. XD

lol, but yes, their isn't much to see about most of the neutrals, the counterpicks will generate more discussion.
 

Dyyne

Smash Ace
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Haha, yea this is going faster than expected. There will be a lot more for the counterpicks I would think. I might as well write the summary for FD now. By the way, this is cumulative (looking back, I don't know if that word makes sense in its context rofl), so if you ever have info for previous stages, post it up.

EDIT: More info! On FD, be careful if you are camping with retreating pikmin tosses that you don't get forced to the edge where you may be gimped.

EDIT2: SV time.
 

asob4

Smash Champion
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ok Smashville time

great for camping, the moving platform helps with this a lot. it gives you something to hide under from time to time and to help juggle. doesn't get too much in the way of pikmin toss.
the platform helps recovery tons too!
the way the stage is shaped, you are able to recover from under the stage :D
comboing can be done easily here as well
and yeah....

kinda like a mix of BF and FD
 

Dyyne

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If I'm on the edge, but am struggling to get back on the stage, I like to wait until the platform is over me, and ledgejump (not drop >jump, jump while holding edge) and di backwards to land on the platform. F-smashes are sweet while riding the platform if they are trying to jump at you (horizontally-ish), since the pikmin flies its normal distance, but you keep moving back. Same with pikmin toss. They are both bery hard to punish like this.
B-throws and d-smashes while on the platform can kill very early due to it moving so close to the stage boundry.
Like you, said, it is a bit of a mix between bf and fd. Like bf, better combos are possible unlike FD. Like FD, there is room to combo. While neither of these traits are as good as on bf and fd, the moving platform is what makes this stage very special, and I personally think underrated.
 

knightzy

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smashville,eh? it has a short bounderies i find it easy to land grabs and edge gurad b-air to knock em' under the stage for the kill,lol
 

L_Cancel

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I personally love Yoshi's Island for Olimar. The slanted sides aid in recovery, and help Olimar to "pop-up" over the edge if being edge guarded. Also, the occasional support ghosts are a random bonus.

The center platform is excellent for helping Olimar keep the opponents above him.
 

DanGR

BRoomer
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The only time I ever like this stage is against G&W.
 

Dyyne

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Let's see.
Pikmin toss (especially when sh'd) can be interrupted here from the tilting platform, so camping can be difficult. This also means that if they are camping with a horizontal projectile, approaching them may be difficult since you may have to go on the platform, a disadvantaged position.
Of course, that means f-smash camping is also very good. Forcing opponents into approaching from above is a great tactic here by f-smash spacing. When they're in the air, u-smash is a good option, and uair if you have the room.
No chance of gay deaths from bad ledges, this ledge is great. That said, watch out for wall-jumpers (lucario, for example), as they may use this to recover and surprise you.
Support ghosts or w/e they are called are silly, but can help oli's recovery. Don't fool yourself into thinking they are foolproof, since they may just start to fall when you're about to land. The shyguys really don't effect oli at all.
 

Dyyne

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Discussion is stopping, same as what happened in dabuz's thread.
Or there's nothing else to post about for yoshi's. If that's the case, I'll do the summary and move on.
 

BlackWaltzX

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Originally Posted by TheTantalus View Post
In the final game against blackwaltz, chillin gimped Olimar on his last stock at yoshi's, and chillin was excited that he won, but the yoshi's island platform came up right as olimar was about to die and chillin had already put the controller down, so he had to grab his controller and he ended up rolling into an upsmash.
 

Rocann

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bustin 5 knots wind whippin out my coat
That is honestly the funniest **** I have ever heard happening in tournament.

ACTUALLY

there was a similar event at an MLG in GoW where one team downed the last member of the opposing team, then started celebrating the win without actually killing him. He got up and killed the other team and they went on to win the whole tournament XD
 

Dyyne

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Mar 24, 2008
Messages
742
Alright, I just copied my post from page 2 for Yoshi's, since it basically summed it all up.

Castle Siege now....I hate this level
 

Dyyne

Smash Ace
Joined
Mar 24, 2008
Messages
742
Double post because nobody is posting.

I don't play this stage much (just because I don't enjoy the level), nor know much about how olimar can play on it, so I need some help with this one. I'll give a good overview, but I may be unaware of additional information/strategies.

First part: Pretty basic here. Underneath the left platform is a good place to be, because slope doesn't hinder pikmin toss, while it does hinder many other projectiles. The platform also gives a good combo opportunity. Be careful of the edge here. It is easy to get stuck under, and the tether won't work in this situation.

Second part: I can't stand this section myself. Those colors...such ugly grays and reds, it's hideous. Anyway, Olimar is fortunate enough to be able to camp on this level, because the pikmin don't stop when they touch the statues, unlike most projectiles. The platform between the statues can get in the way, however. Because this is a walk off, baiting people into your pivot grab can lead to an easy kill with a blue b-throw. This section is probably very broken for olimar, so abuse it while it lasts.

Third part: Basically FD, just it turns, and the edge is easier to sweetspot, which doesn't effect olimar. Play like you would on FD here, more or less. The only thing I can think of to add is that the tilting stage may function in a rainbow cruise like way, in that a good strategy may be to hit the opponent off when the stage is beginning to move. Olimar's tether can reach pretty far, so it shouldn't be too different from when you are normally eghehogged, but it may have the ability to be brutal against others. Probably not though, it doesn't seem to tilt too much if I remember.

Also, if you know it's changing, I like to be a little crazy and go for ridiculous edgeguards. This can catch people off guard, if they don't realize it's changing.
 
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