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Olimar's Setups/Combos/Other Tricks

BlackWaltzX

Smash Lord
Joined
Aug 11, 2007
Messages
1,013
So I will expand on this topic later. Basically I am going to do some experiments with combinations of moves and list stage strategies (Frigate, Rainbow Cruise, Delfino Plaza, and so on)

Any testers, feel free to contact me on AIM as UltimaDemiDragon. Thank you Darkstraw for any current testing (Frigate, RC, moves)

If you have anything to add/suggestions/combos/whatnot feel free to throw it in the OP by messaging me it.

~Tricks~
Grab Release
This is the edge that other characters have, we should use it effectively as well. Just grab the enemy and pund on them with a. When they break free, use an upsmash or foward smash! If they are larger enemies, you can upsmash, if they are smaller, you can forward them.
Also, try doing this near edges to make them grab the edge and follow it up with more grabs. If they stay on the stage from this, however, a good downsmash or upsmash for them!

Pikmin pluck to smash
All you need to do this is a free pikmin slot. What happens is that you press B and immediately use the smash in any direction or the UP+B and the pikmin will go into your line and is used.

Recovering Options
Foward+B with purple to knock them off the ledge.
Fair to level spike them if done properly.
Upair to knock them off.
If all else fails, UP+B into their center of gravity to level spike them. They will die first if at a higher percent.

Sweet Spotting
On the downsmash, you can hit with both pikmin at times. The following is assuming you are within the range of a Luigi up+b'ing you with only a coin coming out.
On characters that are about falco's size or smaller, a red and yellow will sweetspot 100% of the time. (Red in front)
Characters larger than that, a red and purple (Red in front) will sweetspot.
On D3, DK and Bowser, you can sweetspot with two purples.
NOTE:: On pit, you need to use a red and yellow and do it BEHIND him to 100% sweet spot.

The upsmash has a sweet spot as well, which is not as visual or effective as the downsmash, but as it's your killing move, be happy to kill people just as if you were Ivysaur!
While CLOSE to them (Think Jigglypuff's rest) you can sweet spot for more damage and knockback. [STILL TESTING//Thanks Dangr]

Pikmin Dribbling
This is basically doing air attacks to keep your order going as well as assuring you that you have at least one pikmin by you at all times. The most effective time for this is when you have three or less pikmin. It is also extremely good for Olimar's who do not use down+b to order their pikmin!

'Ken Combo'
Olimar has the same Fair as Marth, thus being able to replicate Marth's Fair to fairx10. This is harder of course, as well as less effective in brawl than it was was in Melee.
The whole difference is that you can do foward+b between fairs and it should still come out clean.
Also of course, save at least one for the fair and finish up with a dair.
When going for the dair, do NOT use double jump unless you are sure that it will land!

Effective White Pikmin
If you are close and latch a white on the enemy. Grab them. Next, do dthrow and pivot grab. This will lock them in place (Of course they can escape if they know how). This will allow you to do the grab about 3 times or so, thus getting off almost all 9 hits if done at 0%.
This works best with the flowchart combo that leads to the right.

At about 50%, you can white latch them, grab and just hit them till they break free (or time it so you can throw them) for the FULL amount of white hits.

~Basic Moves~
His jab has lots of priority and hits a bit behind him. Go ahead and spam this if you are low on pikmin and next to the enemy. (Knocks off those annoying G&W's and their grab.

Using air attacks carries pikmin around with you, so when you respawn, pick a few and roll, they generally will be loose. But with the air move, you can carry at least one around with you. It's best used with going away from the enemy and using Bairs. If the enemy isn't catching on, you can bair and go towards them with it for a hit.

-Combo list-
We all know combos don't exist once the opponent hits a certain % point in Brawl, so most of these will be assuming the enemy has 0% unless otherwise noted.
Commas will be jumps, hyphens seperate strings of moves, 'advanced techniques' will be in brackets.

~Setups~
Nair:: This is a great entryway to moves on the ground that may usually be harder to land, be it a smash kill or landing a grab.

Foward+B:: This causes the enemy to shield, hit it off (Decaying themselves) or dodging the damage. This always let's you be able to come in for a quick attack, be it nair, grab, upsmash or up+B

Grabs:: Doing a grab near the ledge of the stage leads to easy spikes on a few characters like falco and Ike. This also is the primary combo maker for most Olimar players. Which it should be, it has the best grab range and probably one of the best cooldowns in the entire game.

~Simple Combos~
Downthrow-Fair
Downthrow-(Run foward a bit)Upsmash-Upair
Nair-Up smash [Best if the last hit of nair does not land, thanks Olimarman]
Dthrow-Pivotgrab-Dthrow-Pivotgrab-Dthrow

~Complex Combos~
Nair-Downthrow-Fair (FF)-dtilt-downthrow-Nair-upsmash(After this then you find their DI) If it is left or right, up+B respectively. if it's down than hop upair)
If you replace the last part of the combo, which is the upsmash, with a white, you can build in a Nair to a Upair/(FF) Upsmash

Dthrow-fair-Dthrow-nair-upb/upair

Dthrow-Toss-DThrow-Grab/Upsmash

Nair-Dthrow-Nair-Dthrow-Nair-Upsmash/Upair/Downsmash

Nair-Dtilt-Uptilt-Nair-Nair-Upair-Up+B

Nair-Dtilt-Nair , Dair-Upsmash/Downsmash

Dthrow-Pivotgrab-Dthrow-Pivotgrab-Dthrow-Up+B on floaty characters, foward smash on heavy characters. (Great with white pikmin)


~Olimar Dthrow Flowchart~
http://img255.imageshack.us/my.php?image=olimarflowchartld0.png


~*~Stages~*~
~Frigate~
Grabable ledge count:3
Forms:2

-First Form-
There are moving platforms coming from the bottom once in a while, the right side has an elevator platform going up and down.
The only ledge to grab is on the left.

What to do: Stay beneath the platform on the left, as you can hit upsmash through the top and for just the safety of a ledge being in quick range. Do -NOT- put yourself at risk to the floating platforms on the bottom left, they will couch pull your pikmin if you are not careful.

Transformation: When you hear the warning noise, the stage will transform (NOT flip) and you will appear in the sky randomly and generally die, as an Olimar player. So here is how to combat that awful noise.
Down+B TWICE. If you do it once, it sometimes brings just two or three to you.
Jump in the air ONCE. If you do this, you will appear on the second part at the top right of the screen in the air.
Go on the platform on the top left. This will place you gently on the right side of the second part of the stage. (Best location)

-Second Form-
There are moving platforms coming from the bottom once in a while.
There are also ledges on both sides.

What to do: Stay in the cup portion of this stage. This time you have ledges on both sides, so don't feel the need to drift near the edges at all.
You can use the curves of the stage to make yourself arc pikmin if you face towards the outside of the stage. (Great with yellows and purples)
Also, you can upsmash and uptilt through the shield of most characters opponent.

Transformation: When the warning noise comes, this time you can stand anywhere. If on the ground, you go to the top left, if in the air, top right.


~Rainbow Cruise~
Grabbable ledge count:4
Forms:2
This stage is the hardest for any Olimar. So counterpick this one as soon as you have learned the mechanics of Frigate.
You have almost no ledges to grab besides the boat and the starting point of the moving section.

-First Form-
This part of the stage Olimar is at his safest. Feel free to use some nice tricks such as upairing along the mast platforms for a good 3 upairs (or more!). You can also get some characters such as metaknight near the door leading to the cabins with downsmash. (Sweetspot downsmashing leads to a locking of Metaknight up to about 54% damage)

The front of the boat has a ledge very much alike Final Destination, a 190* angle to grab. Not very flexible, but it's good to work with.
The back is much easier to work around, as it has about a 270* angle for up+b.
Try staying back here against people without much horizontal killing.

Mainly, the best places for Olimar are near the door to the cabin of the ship. If you get locked, shield through it and timely downsmash to lock in characetrs (Works great on MKs, Lucas, Marth and Ness users doing down tilt spam.
Of course, this also works for Chaingrabbers like DeDeDe, so stay away from them the entire boat ride.

-Second Form-
The moving section. Awful for Olimar, Good for everyone else. Great for Metaknight.
You can only grab the starting point, which is the checkered platform with cones beneath. Once you start seeing carpets, try to play keep away with the enemy. Olimar has NO need for more than 3 pikmin and I'll actually advise you to drop as many as you feel safe to play with. (I usually play using just one or two here).

Try staying to the left side of the stage, which makes you easily killed as the stage moves diagonally to the right, but it's ok because if you stay to the right you are always going to be dead.

Once you get past the giant blue swing, pick all six of your pikmin once again so that you can fight as this stage is just flat and the only worries is your own fighting skill. Foward B alot as the enemy is generally going to keep up with the stage more than "A few 2% hits".


~Luigi's Mansion~
Grabbable Ledge Count:2
Forms:1

This is Olimar's best stage in my opinion. Due to the fact that you can stay alive very easily on the first floor and of course to the awesome effective of teching/not teching the enemy from 0-999.
What you do is stand on the bottom and throw pikmni at them till the come to you. (The distance is small, so through all of them except about two.)
Once they are close to you, use a yellow, red or purple to back throw them. Next, you run beneath them and upsmash. Upsmash, upsmash, upsmash. Follow them when they bounce. Upsmash upsmash.
This works against any character, great against larger enemy players.
If you fight anyone who abuses this stage as well (DK, MK) than you wait for them to approach, NEVER approach them.
Once they are high eneough, downsmash them instead of upsmash. No decay on it and with just one of the damage colors, they will die. Also, feel free to use any good throwing pikmin in the center and throw them up. (Unless against a heavy character, than you must wait till a LARGE number)

Because of the great damage you will rack up, you will eventually be hit out. When this happens, you will generally have no pikmin. Once this occurs, throw all the pikmin away from you and recover with jump to ub+b for an easy recover. Remember, NO pikmin.
Note: This works because when you have high damage, your pikmin are more likely to become confused.

If you lose here, feel bad though. ): You just got outplayed, generally. (Unless a MK got you with tornado before you got him. Than you got cheaped out on.)




~Yoshi's Island (Brawl)~
Grabbable Ledge Count:2
Forms:1

Possibly Olimar's best neutral stage, this features a platform that tilts during the match, ghosts that save Olimar's life and curved land.
You can use the platform for multiple things, of course it works like any other platform, perfect for hyphen smashes, upair. Though, the curved platform provides extra things like UP+Bing along it if you hit the same way it is tilting, angled Downsmashes, F+Bs are also in there.
The ghosts are pretty obvious. If you are being gimped, do the up+b at the top of your second jump to get a floatier fall. (Not recommended unless you are sure you can't make it)

Here is the huge thing though. The curved ground. On the right side of the stage, there is a perfect slant to do your most devestating KO attack. Back throw blue. This kills horrifically early and is hard to DI out of because of the curve. Think of throwing a ball on a flat surface. It makes it bounce out as we all are used to. Now, if you take the same surface and slant it and throw the ball, it propels itself further and at a downward angle, just like the enemy will do.

So this all means that yes, stay on the right side of the stage for the best kill potential.
 

BlackWaltzX

Smash Lord
Joined
Aug 11, 2007
Messages
1,013
~How to Fight Enemies~
This is NOT an in-depth look on how to fight them completely, I would rather you look upon other threads that have had a joint effort to play against characters like DK and whatnot.



~Marth~
His Best;
Moves-Fair. To avoid fairs effectively, you can do a number of things. You can space away and UP+B him. You can get beneath him and upsmash (Hard) or you can wait for him to land and at that moment grab him.
F+B To avoid this move. Shield the first blow and ROLL BEHIND HIM. He can pivot himself out of shields and landing with this move as well.

Stage- Platforms. Pick stages without elevation that is passable. (Battlefield)

Recovery-Charged B to push him foward. While he charges, latch him for some damage. UP+B, well timed ledge grabs will make you dodge the sword and hog him to death. If you can't do this, avoid grabbing and do the normal edgeprotection.

Reason He Wins - Fair kills latches. Go ahead and let him decay his fair on your pikmin though!

Stage to Counterpick? - Try out Luigi's mansion, follow my Luigi Mansion guide and you should win. Remember to tech the walls and stay inside at all times unless sure of yourself!

NOTES:: If he spotdodges alot, punish it with jabs. My fave trick is having just ONE pikmin (yellow or blue) and beating him with that. Consistantly doing air moves to keep the pikmin with you at all times (Not on Luigi's, of course)
Also, nair to upsmash is your main attack if you are pikmin dribbling.


~Toon Link~
His Best;
Moves-Stuff he can't use against Olimar. His next best is doing Bairs repeatedly to possibly a dair.
He's mainly a projectile user, but all of his moves fail to Olimar's Pikmin. His Bomb hits him if he throws it while latched. Boomerang and arrows will be knocked away from killing your buddies, or just shield them.

Most TL players will move to the air while playing Olimar. He wil bair,fair,nair along the ground, but his Bair is a good combo tool. Just Shield one and grab. Do not roll or spotdodge because he will generally hit you if you do. His dair can be bounced away with an upsmash or eaten by upair. If he dairs, you upsmash till he gives up or you decide to spotdodge it and downsmash with a sweetspot.

Stage- Depends on the TL player, generally they are better in open areas. They will just go to however the player goes. Mainly I see Final Destination or the Fire Emblem level pulled out.

Recovery-He can do two things. Most will recover with UP+B. When he does this, SPIKE HIM. Easy punishment for trying to live.
His other recovery, is if he is moving horizontally (By your downsmash) he will DI DOWN and chainhook the stage.

Reason He Wins - He can combo you with bair to spikes. If they are good and you are bad, they can dair you while you swing on the pikmin chain.

Stage to Counterpick? - Luigi's Manion to protect from those nasty long range attacks even more than we already are!

NOTES:: Stay long range as much as possible. You win this way. However, he is fast so keep steady of his actions.
Don't do dribbling against TL ever.


~Common Gameplays~
This is where you'll look for the most common moves used and how to defeat them.

~Metaknight~
Start Match--
Takes to the air (Toss pikmin at him)
Runs forward/Tornado/FB (Grab)
Above--
Glide attack/spaced dair with hops/falling tornado(Wait for the attack to go away and punish with uptilt or upsmash)
Glide Attack Landing--
Dsmash/Grab/Dash attack (Spot dodge to grab/upsmash->downsmash)




~Diddy Kong~
~Bananas~
Glide tossing, dribbling (Glide tossing between two bananas, usually thrown downwards for continued momentum)
~Overdone Moves~
Thrown banana, dash attack picking the banana up, smash attack (Up, forward, downwards)
~What to do~
As he throws the banana, you can put your shield up and when he comes to dash attack, grab him!
~What not to do~
Let him do what he wants. Pressure him.
Throw bananas at smart diddies. They will sometimes charge upB on the ground and the banana will knock the jetpack off of him which he will then target at you!

~Snake~
~Mortar Sliding~
This move is usually used as a dynamic entrance attack, taking you unawares if yo uare not used to it. Thankfully, most of us are.
You can grab him out of it.
~Grenade Play~
There are a few things Snake can do with them. He can strip grenades by dropping a second one. The first one will lose it's momentum and if you picked it up and threw it to him as he timed it, it will fall in front of you!
He will also sometimes drop a grenade at his feet and shield. DOn't attack him, just walk away if you see him take a grenade out.
Your AoE pikmin (red, white and yellow) can make his grenades explode while latched.
~Overpowered Stealth~
All of his tilts are strong and fast. Even more than the pikmin are! To deal with this, you must figure out how a snake player attacks. They all do a set pattern usually.
There are a bunch of combinations that -may- work with his moves, so I won't list anything to expect. Just know that you should shield these unless they start grabbing you.
~Sleeper~
His downthrow puts you on the ground. The only options you have here are get up attack, get up, roll left, roll right.
Basically it's up to the Snake to follow your movements. The first time he does this, I suggest get up attack. Afterwards, roll behind him and hold the shield button. AFter this, it's up to you.
~Mortar Rain~
He will basically do the mortar (upsmash) while you are recovering at times so that it will be hard to get back on even if you make it. The best thing to do is watch the trajectory on the falling bombs. Either dropping off the ledge (Press away from the stage, not downwards) or rolling onto the stage will be best.. It's all timing really.
~Falling from Above~
While you hit them up, they will come back with DownB and try to hit you with it. It's easy, but if you don't know about it, you will be hurt.
~While YOU return to the stage~
As you return, most snakes will skip gimping the Olimar completely. (Maybe it takes less gameplay skill to use them so they forget about simple things about a character with just a tether to recover).
They will usually do a bair or a fair. Both are easily whistled away if you have the timing down.
Of course, if they don't do it, you just upair them and upB back to the stage.
 

DanGR

BRoomer
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Apr 10, 2008
Messages
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As in "combos" you mean strings of moves that can get out with DI, but fairly unexpected to?

I've got a couple of "combos" that work.

dair-dtilt-uptilt-nair-upb/upair
dthrow-nair-spike
upthrow-nair-upair
dthrow-dtilt-uptilt-nair-upair/upb
uptilt-upair/nair
nair-uptilt
nair-dsmash(last hit doesn't connect)
upair(falling upair and the last hit doesn't connect)-uptilt

just some off the top of my head. feel free to test them out.
 

Olimarman

Smash Ace
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Mar 30, 2008
Messages
763
Location
New York
I have a few as well:
nair-usmash (you have this mentioned but if the last hit connects they usually go out of range. You can't have the final hit of the nair hit for this to work.)
dthrow-usmash-uair
dthrow-shfair-dthrow-uair/fair

the second two are 0% combos, the first can be done at virtually any percent.
 

asob4

Smash Champion
Joined
Apr 14, 2007
Messages
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Palmdale, CA
here's one that usually works perfect for ~50% damage
dthrow-fair-dthrow-nair-upb
that's like my favorite of all time
 

Jarri

Smash Journeyman
Joined
Oct 21, 2007
Messages
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54% combo : dThrow, uSmash, uAir, upB (before you upB, you must let you fall for a little bit, then jump again and do an upB rightaway). Works 95% of the time.
 

DarkStraw

Smash Apprentice
Joined
Mar 4, 2008
Messages
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54% combo : dThrow, uSmash, uAir, upB (before you upB, you must let you fall for a little bit, then jump again and do an upB rightaway). Works 95% of the time.
Ive gotten up to 60% with that combo before, but i dont remember which pikmin i had, i might have just used an extra grab jab or something.
 

Jarri

Smash Journeyman
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Location
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Yeah, it gives you 80% at least if you latch a white Pikmin. Amazing, eh?
 

DarkStraw

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Mar 4, 2008
Messages
179
Well, i usually wait till after someone attacks to grab, So when i throw a pikmin on someone (white?) the first thing they do is attack to get it off, so i end up grabbing them for the combo but the pikmin is dead by then. I would think the combo wouldent go as smoothly (they would fly further away etc) if you latched a white because their damage would go up fast. I need to find an effective way to latch a white pikmin AND grab them before they can get it off. The only thing i can think of is throwing it on a part of their body that they cant get off easily, but even that will be foiled by good players (they will know which attack to do to get whatever color off) I guess if an attack lasts long enough you might be able to throw a pikmin and then grab before they attack it off. Right now the only one i can think of would be ikes up+b (when he lands on the stage) Ill be thinking about that more though, maby i can find a few attacks that would work.
 

DanGR

BRoomer
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you can sweet spot upsmash if you're directly next to them.

Blackwaltz-I'd title this thread: "Olimar's Setups/Combos/Other tricks" and have it stickied. :)
 

DarkStraw

Smash Apprentice
Joined
Mar 4, 2008
Messages
179
By sweetspot do you mean it hits them further or does more damage? I thought upsmash could be sweetspotted (if you bring it out right before you hit them) but i tested it out in training and it dident seem to sweetspot. It can hit people if your standing next to them, but i wouldent call it sweetspotting, id just say it has nice range .
 

DanGR

BRoomer
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It does more damage and knockback when you're directly next to them when you use an upsmash, regardless of pikmin. When I tested it out like a month or two ago, I think a purple upsmash did like 29 damage-ish.
 

DarkStraw

Smash Apprentice
Joined
Mar 4, 2008
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I just tested it again and it does neither, it can get weaker if you just tip it, does 10. Ive upsmashed mario and snake a fair ammount of times and i cant get anything over 16% with any pikmin color.
I guess i might just be doing it wrong, are you saying your both standing on the ground and you do an upsmash standing right next to them, nothing else, no fancy stuff and it does more damage? could you test this out again so ill know if i was doing something wrong or not?
 

DanGR

BRoomer
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I just tested it again and it does neither, it can get weaker if you just tip it, does 10. Ive upsmashed mario and snake a fair ammount of times and i cant get anything over 16% with any pikmin color.
I guess i might just be doing it wrong, are you saying your both standing on the ground and you do an upsmash standing right next to them, nothing else, no fancy stuff and it does more damage? could you test this out again so ill know if i was doing something wrong or not?
I'm very sure. You just stand next to the character, facing him, and upsmash. It's nothin really. I don't see the problem. I'll check it out tomorrow, but I won't be on the computer for a while since I'm leaving for Birmingham.
 

Megavitamins

Smash Champion
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Jul 22, 2007
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Flaming Europe.
Or, you be like half the Olimars in tourneys and spam f-smashes, shield grabs, and pikmin toss! JK

Good job, must have taken a while.
 

asob4

Smash Champion
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Palmdale, CA
here's a good one
up smash > up smash > up air > up air
if they're stupid and fail at DI then it can lead to another up smash > up air
 

geekd

Smash Apprentice
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Jun 24, 2008
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At really low percents:
dthrow-fsmash-dthrow-usmash-uair-ub
dthrow-fsmash-dthrow-usmash-nair-fair (hopefully linked into a ken combo)

I like a lot of tilt combos too:
A single neutral a seems to combo well into dtilt (sometimes a few)-utilt-nair-nair-ub
I like it because nolimar can pull if off up to the ub
I also find his ftilt to be a good option to follow neutral a(s)
 

BlackWaltzX

Smash Lord
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Aug 11, 2007
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I don't have my computer at the moment working, however the flowchart will be updated with fsmashes and ftilts soon. Also, a new guide for dthrow combos on what to do based on the DI of the enemy.

Er... adding some more stuff now too.. Probably. xD
 

Kyas

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right over there
One that I like is auto cancelled dair, dsmash. Auto-cancelling will mean that the dair will only stun them (long enough to kill them, of course :). Also, SH, dair, fast fall, upsmash is another one that works great for a finisher.
 

BlackWaltzX

Smash Lord
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Aug 11, 2007
Messages
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Alright, I'm going to seriously start doing this more. Characters updated.
Which kind of organization for the character part do you guys like more? MKs? The first few or the last few?


EDIT)) Sounds dumb, but I'm interested in seeing who is actually our worst matchup. We all have our 'worst', but I'm not sure if it's because the local areas play against tons of wolves or ROBs.
So if you guys want, maybe we should have a number set on our worst characters? This will let me be able to have an order in 'researching' what a character can do.
Just PM me and if enough people do it I'll start ordering them.
 

BlackWaltzX

Smash Lord
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Aug 11, 2007
Messages
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Right, but I doubt everyone has problems with ROB anymore.. Could just be me though.
Though you are right about Peach. Also, Luigi? I know it says even. but lol?
 

Dotcom

Smash Lord
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Dec 21, 2005
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Location
In the jawn, with the jawn.
R.O.B. get easier every time I play one. I beat j Ceaser in a friendly set, and Chibo i took some friendly sets from. I think we got a little too over zealous with giving R.O.B. credit in that matchup I generally don't have ROB problems anymore. I actually have more problems with Marth than ROb but meh i'm not the consensus of our little gated Olimunnity (Olimar community.) Waltz whos'e Luigi have you played because I didn't even know there were any good Luigi's up in our area. I still have yet to play one but every seems to agree Luigi gives trouble... IDK.

Yeah Peach for hardest.
If what i'm hearing is correct, and I get some face time with a Luigi user we ma have to move that to second or third.
 

BlackWaltzX

Smash Lord
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Aug 11, 2007
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Not in NJ, so if you stay in state you are fine as no one plays Luigi here.
I forgot the guys name, but he's in the castle gold thread. He hosts the tourny there or something. The guy has a Doctor Mario avatar and starts with an 'e'.

But yeah. Nair > anything not a grab.
Jab > grab

????

EDIT)) Also jab to fire punch?
 

Olimarman

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Mar 30, 2008
Messages
763
Location
New York
Hardest Matchup? Debatable between Peach, Weegee and Yoshi Imo, but you don't see too many players being good with any of the 3. I personally think a good Yoshi would wreck almost any Olimar a new one, but I've yet to play a good Yoshi. Peach is incredibly obnoxious but controllable to some extent. I'm going to have to go with Luigi. If hes in the air, you can't touch him.
 

Dotcom

Smash Lord
Joined
Dec 21, 2005
Messages
1,403
Location
In the jawn, with the jawn.
I definitely don't think Yoshi is one of the hardest three at all. But i'm not going to say any more than that of fewar the Yoshi mainers will come in here and flame me for it. Let's just say I am EVEN with what would appear to be USA's best Yoshi. But nothing more than that because that's not a concensus of the Olimunnity.
 

DanGR

BRoomer
BRoomer
Joined
Apr 10, 2008
Messages
6,860
Peach is the hardest imo. Rob is easier than people think. (Many people have been saying this lately. I'll bring it up in the matchup numbers thread.) Yoshi is even imo, but people still disagree with me on that one.
 

asob4

Smash Champion
Joined
Apr 14, 2007
Messages
2,968
Location
Palmdale, CA
peach is the hardest by far, ROB i can see as being around 60-40, and yoshi is 60-40 AT WORST, i think it is more like 55-45 either way
 

Barge

All I want is a custom title
Joined
Aug 9, 2008
Messages
7,542
Location
San Diego
This one has worked for me some times, uthrow upb, dair dair utilt
 

OlimarFan

Smash Ace
Joined
Apr 23, 2008
Messages
790
Location
ACT, Australia
~Snake~
~Mortar Sliding~
This move is usually used as a dynamic entrance attack, taking you unawares if yo uare not used to it. Thankfully, most of us are.
You can grab him out of it.
~Grenade Play~
There are a few things Snake can do with them. He can strip grenades by dropping a second one. The first one will lose it's momentum and if you picked it up and threw it to him as he timed it, it will fall in front of you!
He will also sometimes drop a grenade at his feet and shield. DOn't attack him, just walk away if you see him take a grenade out.
Your AoE pikmin (red, white and yellow) can make his grenades explode while latched.
~Overpowered Stealth~
All of his tilts are strong and fast. Even more than the pikmin are! To deal with this, you must figure out how a snake player attacks. They all do a set pattern usually.
There are a bunch of combinations that -may- work with his moves, so I won't list anything to expect. Just know that you should shield these unless they start grabbing you.
~Sleeper~
His downthrow puts you on the ground. The only options you have here are get up attack, get up, roll left, roll right.
Basically it's up to the Snake to follow your movements. The first time he does this, I suggest get up attack. Afterwards, roll behind him and hold the shield button. AFter this, it's up to you.
~Mortar Rain~
He will basically do the mortar (upsmash) while you are recovering at times so that it will be hard to get back on even if you make it. The best thing to do is watch the trajectory on the falling bombs. Either dropping off the ledge (Press away from the stage, not downwards) or rolling onto the stage will be best.. It's all timing really.
~Falling from Above~
While you hit them up, they will come back with DownB and try to hit you with it. It's easy, but if you don't know about it, you will be hurt.
~While YOU return to the stage~
As you return, most snakes will skip gimping the Olimar completely. (Maybe it takes less gameplay skill to use them so they forget about simple things about a character with just a tether to recover).
They will usually do a bair or a fair. Both are easily whistled away if you have the timing down.
Of course, if they don't do it, you just upair them and upB back to the stage.
I'm glad that you spent the time to create such a thread. Good work! :bee:

Since I sub Snake, I can give some insight:
~Falling from Above~
Yes, I've seen some people try to hit people with C4, but a typical approach is to Air-Dodge. Snake's not very good in the air.

~While YOU return to the stage~
Most Snakes would rather Mortar Spam. I haven't seen many people venture with F-Air-It's very risky and most of the time you miss, and you are forced to C4 yourself.

Note: Snake can stick a C4 on the edge of Battlefield. Beware.
 

BlackWaltzX

Smash Lord
Joined
Aug 11, 2007
Messages
1,013
OlimarFan, returning to the stage was meant to include mortar rain, but I was overtired at the time so it's not 100% organized. I merely simplified it to all of their tactics (or the important ones)

Do they really dodge? I usually see C4 and dair/nairs. Even a FF bair.
 

OlimarFan

Smash Ace
Joined
Apr 23, 2008
Messages
790
Location
ACT, Australia
OlimarFan, returning to the stage was meant to include mortar rain, but I was overtired at the time so it's not 100% organized. I merely simplified it to all of their tactics (or the important ones)

Do they really dodge? I usually see C4 and dair/nairs. Even a FF bair.
Ah, it's ok. I should have thanked you for all the hard work you put in, rather than poke at you. My apologies.

Uh, yeah, people like Psychomidget and DSF dodge. I've seen Ally and Afro Thunder do it a few times.
 

BlackWaltzX

Smash Lord
Joined
Aug 11, 2007
Messages
1,013
I'm all for poking anything at what I say. I'll update the dodging thing when I see more of it. As of now just hearing about that is kind of basic stuff unless they dodge into a buffered roll now..? The whole dodge thing is usually habitual and makes them easier to punish too.
 
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