• 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!

Samus Olimar matchup

powell651234

Smash Apprentice
Joined
Apr 11, 2008
Messages
86
This seems to be a tough matchup for Samus...

short hop dair gets owned by usmash,
charge shot is often blocked by yellow pikmin,
getting inside on olimar can be tough because of his grab game,

I'm just looking for some things that have worked for other samus' against olimars they have played, thanks.
 

Hive

Smash Lord
Joined
Sep 12, 2006
Messages
1,605
Location
Mountain View, ca
you should try to take olimar to or off the edge where he is gimpable is all I know....
I don't think samus has too many other advantages in this match.. olimar can outspam her and out close range her really...
 

KingChaos

Smash Journeyman
Joined
Aug 5, 2008
Messages
494
Location
Ohio
yea this is imo her worst match up you just gotta out play the olimar to win don't try obvious ******** things aim your air dodge to zair well . Also watch out for up smash they will always try it at high percents.if your a good range away and have pickmin on you up b the skrew atk will scatter them so to where they are out of range for olimar to call them back.

 

Aran

Smash Apprentice
Joined
May 3, 2008
Messages
174
bombing helps against his grab. my olimar friend grabs a lot because it's so fast and has so much range. the bomb'll at least make him trade damage, or if you're lucky, break the hold for retaliation. try and stay at either long range or mid range, because at close range you get raaaaped. at long range you can at least do a few homing missiles and still have them lock on. at mid ranges, defensive sh-fairing and spotdodge-zairing (ie. shield+a) are the most reliable zoning tools you have against him, whether he's in the air or on the ground. ftilt is useful too. best way to get him off the stage is an f-air or f-tilt close to the edge, then go for the gimp kill.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Olimar is fun to brawl with. Personally, I don't think he's the worst people make him out to be when it comes to fighting Samus. I brawled with someone yesterday who pulled out Olimar. We were on Final Destination, and twice I KO'ed him with the d-tilt. Sadly, he was able to KO me at low percent. Both Samus and Olimar can camp all they want, but I think Samus might be the one approaching Olimar, if she doesn't want any Pikmin latching onto her. Jabs and n-airs, two attacks that aren't necessary to KO, can be used to rid of the Pikmin.

Since Olimar is light, he's not going to last very long, even if it means that Samus' KO potential isn't superb. Like I said, I was able to KO Olimar with the d-tilt twice. I think one of the things that Samus players get caught up in is the fact that Olimar is small, and so it's difficult to hit him with z-air. It might be difficult, but it's not impossible. Try going to Training Mode and z-air Olimar until you got that down. Don't bother KO'ing him in Training Mode. Just practice using z-air left and right on him.
 

_Pope_

Smash Cadet
Joined
Jan 22, 2009
Messages
28
Location
The Garden State
I have played this match up relatively often and its definitely not easy. what i have found to work the best is to approach at non 90,180 degree angles to avoid olimars relatively direct smash lines. zair is your best weapon against his range, just watch for the **** yellow pikmin. i have also found that it seems (sometimes anyway) that samus' nair can cancel olimars up smash, allowing for approach over the top and possibly a quick screw attack or jab combo.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
bombing helps against his grab. my olimar friend grabs a lot because it's so fast and has so much range. the bomb'll at least make him trade damage, or if you're lucky, break the hold for retaliation. try and stay at either long range or mid range, because at close range you get raaaaped. at long range you can at least do a few homing missiles and still have them lock on. at mid ranges, defensive sh-fairing and spotdodge-zairing (ie. shield+a) are the most reliable zoning tools you have against him, whether he's in the air or on the ground. ftilt is useful too. best way to get him off the stage is an f-air or f-tilt close to the edge, then go for the gimp kill.
Is there a particular stage you could choose to give Samus better control of the positioning?

That just seems to jump out at me as crucial.

I've long been looking at Skyworld as something for Samus... think it could work? You can't zair but he... doubles the lag on his smashes. Also you can **** ledgeguard him by killing the stage.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Is there a particular stage you could choose to give Samus better control of the positioning?

That just seems to jump out at me as crucial.

I've long been looking at Skyworld as something for Samus... think it could work? You can't zair but he... doubles the lag on his smashes. Also you can **** ledgeguard him by killing the stage.
Stages with indents like Halberd or Yoshi's Island might help, since you'll be able to land the z-air a bit easier.
 

Aran

Smash Apprentice
Joined
May 3, 2008
Messages
174
Is there a particular stage you could choose to give Samus better control of the positioning?

That just seems to jump out at me as crucial.

I've long been looking at Skyworld as something for Samus... think it could work? You can't zair but he... doubles the lag on his smashes. Also you can **** ledgeguard him by killing the stage.
A note of warning, this is all theorycraft as I haven't actually tried counterpicking any of these against a really good olimar yet (my friend that plays olimar moved away a few months ago).

Well... Skyworld's not really a legal stage. Luigi's Mansion could work. It'd stop his upwards killing potential a little bit, and you can camp behind the pillars, which lengthens his smash times. Z-airs are greatly helped by the pillars because when you hit something, Z-air automatically extends to max length. So it'd make it easier to hit him, and slightly harder for him to kill you. I'm not sure if pillars block pikmin toss, but if so, even better.

Jungle Japes could be good because of the fast water making it hard for Olimar to recover. He'd have to tether and hope he doesn't get caught in the current again, and you can easily set up for a spike, or even an n-air gimp, whereas he can't do that much to us since our chances of recovery are fairly decent (compared to his, at least), and if you hit him with an n-air off the left side, he's got no chance to return. Additionally, the splitting of the stage into three small platforms means you can play a better keep-away game than you could normally, especially if you take advantage of the fact that it's easier for you to go underneath the stage sections to other platforms than it is for Olimar.
 
Top Bottom