B.W.
Smash Champion
Read this. Disregarded the rest of the post immediatelyOlimar is a pretty crappy character, right?
Last edited:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Read this. Disregarded the rest of the post immediatelyOlimar is a pretty crappy character, right?
If that's ACTUALLY your process, then respectfully, there's no merit to you posting. We need to approach all of the new characters from every conceivable angle. If you can't accept the differing beliefs of something that has not been proved definitely by either side, you are not contributing at all. The very LEAST you could do is give reasons why you disagree. Yes, I am mad. I want Olimar to turn out differently than he is because I don't think he's usable right now. If you think otherwise, then defend your thesis. The more we know about how good/bad Olimar is, the more the devs and balancers can balance him. Let us continue in civil and constructive conversation rather than meaningless and derailing meandering. Keep in mind that if you use this character and enjoy it, then you have large and immediately effective bias that must be kept straight for logical (and therefore workable and lively) conversation.Read this. Disregarded the rest of the post immediately
You don't play Olimar at all, this just confirmed it. Stop. Just stop. It's one of his best moves and you clearly have no idea what you're talking about.OLIMAR'S N-AIR is useless right now. Period.
Maybe I'm wrong about N-air and D-tilt, I can accept that, but if you ask me, a move (D-tilt) that /only/ has use at high percentages, has low range, and a lot of cool down isn't a good move.
This isn't Brawl, and Oli is as based around spacing as Mario is. I get what you're trying to say, but you're flat out wrong. Being close as Olimar = free combos 4 u = death 4 your opponent. The best success I've had with Olimar is by giving it enough time for your Pikmin to bloom by going all-out aggro against everyone, especially with followups offstage. The nair links into ****ing everything, especially up-smash at low percents, other aerials, and more nairs. Nairs stack up, it doesn't need range, get gud.And how the heck am I supposed to get little baby Olimar in close like that to N-air? You're not even supposed to be close with Olimar, him being a character based around spacing like Marth.
I would like to reiterate that nair can be comboed into itself. You don't have to land the first hit of it, even if you land only the last one you can just l-cancel it and jump and nair again and hit with it. It's his most abuseable aerial and you're suggesting that it should be changed because it's not good enough. I don't understand your opinion on this one even a little.I've played the character for several days now, experimenting /a lot/, and while I may not have the experience of some of you that play Olimar, but I certainly now some jank when I see it. N-air, as good as it may be if you land the first hit, is /incredibly/ difficult to land that first hit with. I don't think it's proper risk vs. reward, either, especially with how hard it is to combo the foe if they DI properly (I haven't done that many experiments with the DI, but by the looks of it, I can't do much from it). Olimar can only do 2-5 hit combos, 5 if he's /really/ lucky, and that doesn't cut it unless it's Purple/Red Pikmin, as otherwise his combo game does not give him enough benefit for the work put into it. Characters like, I don't know, Peach, can put many less hits into a combo and don't have much to be punished, yet here is lil' baby Olimar who can hardly get a good combo and has nothing to help him afterwards. Even at high percents with his D-tilt, as you say, your other moves will only serve to knock the foe away too far to combo them for more than a one-two combo, and that's measly.
If anything, it's a distraction. You're not supposed to throw Pikmin like you would fireballs or Falco's laser. If someone's distracted by projectiles, it forces them to try to get in close, which again is a perfect opportunity to string together combos with up-smash and the "useless" nair.I will bring up that his Pikmin toss /stinks/. Sure, you can throw a Pikmin at them, but what good will that do when their next attack will knock them off? So, what, you get 2%? Congrats, you landed one Fox laser that could've been hit before it hit you (not sure if this knocks them away or not, but it's still adding damage) and that you can stop after it hits you and that is very laggy to use and difficult to aim from jumps (yeah, practice makes perfect, but it's not just MY aim, it's the foe's movement, which can change as much as they want, and as previously mentioned smack the Pikmin). Not to mention you might not even know which Pikmin is in front with the janky Whistle.
Yeah, his tether's fine, especially because if you're not invincible while trying to edgehog, you'll get damaged by it, something completely different from every other tether. I don't think that should be changed, I just think that if you have four Pikmin alive somewhat close to you, they should all somehow join the chain without needing the whistle when they're only like two inches too far away from your pack. Maybe his aerial pluck could be faster or make Oli go slightly higher or something, but even then I don't know if it should be changed yet.I don't think I need to mention recovery, but I will admit that his is trickier to gimp or punish on-stage than the other tetherers, like Lucas (assuming you know he'll tether), Tink (same as Lucas), Ivysaur, etc.
I didn't think of that. Hm. You've given me something to think about. See how that works? Someone throws out an idea and it turns out not to be a good one. This is what businesses do, this is what creative companies do, this what everyone and everything trying to find a solution to a perceived problem does. Even if only one person sees the problem (and congruently if the problem doesn't actually exist), throwing out solutions might very well inspire the creative directors to do something amazing. Do you really think that the move creators for Melee had Falcon's Raptor Boost as their first thought? Probably not. How about Mario's dunk? Again, probably not. The balancers and programmers aren't going to arbitrarily throw in changes for no reason; yes, they're going to have a reason if they do something with Olimar, and because I'm not satisfied with him, I will continue to throw out ideas so more light is shed on the matter.If you don't see the usefulness of D-Tilt at high damage then I don't know how to help you.
Also that would nerf Whistle from its current state wtf. Armor or not you try to Whistle your Pikmin back to you offstage and get hit and it's your stock.
Everything you're telling me just keeps saying that Olimar isn't the character for you. And one thing is for sure, he's certainly not simple.
Just give Yellow a bigger hitbox. I understand it already has a bigger hitbox but it's only slightly bigger and on some moves it's not bigger at all.
I saw a video for Yellow's hitboxes in Brawl and I swear every move is a significant amount bigger.
I'd say so, although it looks to be a long list, these things are actually teensy fix-ups that'll greatly help Olimar become a stronger character. I agree with Fsmash changes, as it's usually the least used move out of my arsenal. I don't mind not being able to callback Pikmin over an edge because its makes it so you're careful with how it's used.Is this a reasonable and plausable basic changelist for Olimar?
-Startup for Fsmash increased.
-Knockback for Fsmash increased (not by much)
-Yellow Pikmin have a larger hitbox
-Yellow Pikmin have increased hitstun (not by much)
-Pikmin AI improved so they don't "get lost"
-Tether grab box impoved to latch more reliably
-Olimar can grab the ledge if Up B misses and Olimar is at or above the ledge
-Pikmin Throw: All Pikmin that latch onto an opponent gain brief invincability frames. (enough to get one hit before being knocked off)
-Opponents can no longer get out of grab before Olimar is able to throw them
I would have an actual in real life erection if this became the exact changelist. This would be perfect and I would no longer have any complaints about Olimar at all. The changes to yellow Pikmin would be really nice too.Is this a reasonable and plausable basic changelist for Olimar?
-Startup for Fsmash increased.
-Knockback for Fsmash increased (not by much)
-Yellow Pikmin have a larger hitbox
-Yellow Pikmin have increased hitstun (not by much)
-Pikmin AI improved so they don't "get lost"
-Tether grab box impoved to latch more reliably
-Olimar can grab the ledge if Up B misses and Olimar is at or above the ledge
-Pikmin Throw: All Pikmin that latch onto an opponent gain brief invincability frames. (enough to get one hit before being knocked off)
-Opponents can no longer get out of grab before Olimar is able to throw them
SmhIs this a reasonable and plausable basic changelist for Olimar?
-Startup for Fsmash increased.
-Knockback for Fsmash increased (not by much)
-Yellow Pikmin have a larger hitbox
-Yellow Pikmin have increased hitstun (not by much)
-Pikmin AI improved so they don't "get lost"
-Tether grab box impoved to latch more reliably
-Olimar can grab the ledge if Up B misses and Olimar is at or above the ledge
-Pikmin Throw: All Pikmin that latch onto an opponent gain brief invincability frames. (enough to get one hit before being knocked off)
-Opponents can no longer get out of grab before Olimar is able to throw them
Actually you'll love this. This is a bug. No idea what causes it 100% but it seems to be triggered by a Pikmin being knocked away when you do an aerial. Maybe.Just wanted to throw this out there.
https://www.youtube.com/watch?feature=player_detailpage&v=p0uG1EzxLXY#t=24
This happened in tournament, I guess a Pikmin got knocked away or something. I went in for the grab and expected it to work because, y'know, if a Pikmin is right behind you, it should grab.
HAHA GUESS WHAT IT DIDN'T WORK AND I LOST A STOCK
I understand that the whistle should be used frequently, but this is one of those cases where this is just a bug that needs fixing. Like, I get that when a Pikmin gets knocked away it's not supposed to be useable, but I don't get how it still counts as being in the line somehow. Olimar's got bugs, yo.
Just wanted to report it.
...and get some of my salt out.
A bug in Brawl too? Wow, learn something new everyday. And whistle doesn't work ... dawg....Actually you'll love this. This is a bug. No idea what causes it 100% but it seems to be triggered by a Pikmin being knocked away when you do an aerial. Maybe.
If it's the bug I think it is nothing would have worked. Pikmin stop listening to you completely except for up b I think. They don't respond to Whistle either. It only gets fixed by losing a stock.
One of the Brawl players at the tournament said it was a glitch in Brawl too. So yeah.