The |Egg| Sniper
Smash Apprentice
- Joined
- Feb 14, 2006
- Messages
- 155
Not sure how much this may help people, but I've been experimenting with a way of training my Olimar that's probably considered odd amongst other Olimar players.
Mind you, during this whole time, Pikmin Throw (side B) is almost exclusive to filtering the platoon of Pikmin, not for offense.
For starters, I went on a suicide mission by using ABSOLUTELY NO PIKMIN (this includes tossing the starter 3 right off the side of the level). Yep, I lost, but not without a fight. Taking advantage of Olimar's tilts and nair along with the natural combo weren't totally useless. Nonetheless, the kills were not with Olimar alone.
After a few total blowouts, I sent my Olimar on a less futile, less lonely mission. Instead of tossing out every Pikmin he came across, I let him have one Pikmin pal to use as his right hand man (or sword...? n_n ) This part of the training helped evaluate the overall flow of Olimar while using a particular Pikmin. I took a liking to using reds for aerials, blues strictly for throws and smashes, yellows for throws and aerials, purples for just about anything their short, pudgy butts could do, and whites....well, I won't talk about the whites.
Once that gave my Olimar the basic rundown of how each Pikmin works for particular moves (not forgetting his basic combat training back in Mission: Impossible of no Pikmin), he was assigned another cohort. Now with two Pikmin, chains of attacks are very possible, considering there wasn't any lag time before being able to use another Pikmin (Also, the ability to use a full Dsmash, not just one side based on the direction Olimar is facing!).
From there, I'm sure I'll make it towards having a full platoon of six, but for now I'm sticking with three. Not sure how these strategies will help Olimars, but a few guesses might be:
-Less reliance on camping/Pikmin Throw Spam
-A better understanding of what each Pikmin does, even if it isn't clearly illustrated here on the Boards
-Actually managing the crew of Pikmin in an order that gives each move the best output.
-Remembering that Pikmin aren't Olimar's only basis of attack. Though not disjointed without Pikmin, Olimar's other moves can help keep the opposition off his back while he DOES recruit new Pikmin. A captain is only as good as his crew, and a crew is only as good as its captain, in this case.
-Knowing the opposition, and using the Pikmin more creatively against them (I.E more reds and purples vs Samus, Snake, Bowser, Charizard).
Mind you, during this whole time, Pikmin Throw (side B) is almost exclusive to filtering the platoon of Pikmin, not for offense.
For starters, I went on a suicide mission by using ABSOLUTELY NO PIKMIN (this includes tossing the starter 3 right off the side of the level). Yep, I lost, but not without a fight. Taking advantage of Olimar's tilts and nair along with the natural combo weren't totally useless. Nonetheless, the kills were not with Olimar alone.
After a few total blowouts, I sent my Olimar on a less futile, less lonely mission. Instead of tossing out every Pikmin he came across, I let him have one Pikmin pal to use as his right hand man (or sword...? n_n ) This part of the training helped evaluate the overall flow of Olimar while using a particular Pikmin. I took a liking to using reds for aerials, blues strictly for throws and smashes, yellows for throws and aerials, purples for just about anything their short, pudgy butts could do, and whites....well, I won't talk about the whites.
Once that gave my Olimar the basic rundown of how each Pikmin works for particular moves (not forgetting his basic combat training back in Mission: Impossible of no Pikmin), he was assigned another cohort. Now with two Pikmin, chains of attacks are very possible, considering there wasn't any lag time before being able to use another Pikmin (Also, the ability to use a full Dsmash, not just one side based on the direction Olimar is facing!).
From there, I'm sure I'll make it towards having a full platoon of six, but for now I'm sticking with three. Not sure how these strategies will help Olimars, but a few guesses might be:
-Less reliance on camping/Pikmin Throw Spam
-A better understanding of what each Pikmin does, even if it isn't clearly illustrated here on the Boards
-Actually managing the crew of Pikmin in an order that gives each move the best output.
-Remembering that Pikmin aren't Olimar's only basis of attack. Though not disjointed without Pikmin, Olimar's other moves can help keep the opposition off his back while he DOES recruit new Pikmin. A captain is only as good as his crew, and a crew is only as good as its captain, in this case.
-Knowing the opposition, and using the Pikmin more creatively against them (I.E more reds and purples vs Samus, Snake, Bowser, Charizard).