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This is what I meant.Good point. That was unclear. I think Zoning is an overall judgement of how well they hold up in a fight, and Spacing is specifically how well they can use range to their advantage... So yeah...
No, I agree with it. I simply don't have the time right now to go through all the formatting for inserting all of the discussed characters right now.DRaGZ do you disagree with my Bowser review or something?
He definitely has a load of killing power, with a powerful Usmash and a killer Bthrow.
GIMPing ability for him is fairly limited, he can Spike (I think it's technically a meteor smash) but only certain characters, since most others would probably just GIMP him back. And thats when you need to take into account if you can actually pull of a Spike or Bair/Fair to GIMP your opponent, you don't want to jump out only realizing too late that you've put yourself in a situation that only ends with your imminent death.
Olimar is a beast on the ground, with a fast Dsmash and Usmash he can give most a second thought about trying to roll around/near him.
That's my 2 cents.
Puddin is posting again?!
GENERAL:
he has some of the best spacing with his long reaching low lag fsmash and great grab.
pikmin toss (usually used in air) keeps the opponent frustrated and helps with our spacing maingg it easy for us
tilts and jab are good fast tools to get our opponent out of our face
ZONING:
On the Ground: best in the game IMO. near impossible to get near because of fsmash and grab. up smash can combo and kill. dsmash kills early due to the trajectory at which it sends the opponent. tilts have high priority. good for combo's and defense.
In the Air: only sub-par imo. pikmin are special and have priority even in the air >_> which they lack. decent range on f/bair. great range and priority on uair. good multihitter and shield poker with nair which can lead into almost any ground move and comes out very fast.
Off-Stage: not where olimar wants to be but a smart one can handle himself. has a spike and fair has decent range. up b can be used as a surprise stage spike.
SPACING:
Extreme Long Distance: pikmin toss is great at a far distance. white pikmin travel far and fast, reds and blues don't travel as far but go a good distance. yellows arch so they do not go as far but can cover someone approach from a higher point. purples don't go that far
Long Distance: pikmin toss again. the purples become useful here as they can keep the opponent at that distance allowing us to through more pikmin.
Medium Distance: fsmash and grab shine here. they have great range so they are able to keep anyone away. pikmin toss is best at this range.
Short Distance: dsmash, usmash, up tilt, dtilt, and jab work great here to knock your opponent away or start a combo.
KILLING
Kill Power: usmash has great kill power, dsmash can kill early, fsmash can kill at time. killer bthrow with blue pikmin, purple uthrow is the strongest in the game killing in the early hundreds. purple usmash can kill as early as 70
Gimping Potential: sub-par at it. fair and spike can work well, and up b. purple pikmin can knock people just far enough away to not make it back. fsmash over the ledge keeps going for a while and can mess up recoveries. latch pikmin can delay some recoveries (fox/falco's upb, wolf's >b) or stop them completely (ike's >b, luigi's >b)
He's Ok at gimping, due to his tether, he can gimp some normally hard to gimp recoveries like the ones that have a constant hitbox like the spacies'. Tether also hogs other tethers quite well though you have to acivate the tether above the stage to be safe.
He's really good at far distances cause of his pikmin throw, and his grab owns at medium range. Hs tilt and jab give him basic close range cover, but thats not Olimar's favorite area to be.
Olimar has 3 throws(blue-back, blue-foward, purple-up), 3 smashes, fair, bair, Up-B, and dair for kills starting around 100 depending on foe; he's great with killing.
Olimar is great at ground zoning, but he's only adequete in air barring his u-air. Olimar off stage=bad.
Anyway, those are my personal rough opinions.
I'll get to it in an edit, but -great- job for posting this, I actually was heading to make this thread really. Wow.
Good job. xD
ZONING
* On the ground
This is where Olimar excels. While here, he can do anything he wants to you. His best moves can all be used from here suddenly at the Olimar's command. Rising upair, SHFF UPB, grab, smashes, jabs.. They're all here easily. His best KO options are also while he is on the ground. If he's here, you -must- be careful. Approaching him could become hazardous.
* In the air
His weak spot, this leads to his horrible spot shortly after at higher percentages. When he is here, his most reliable attacks are upair, whistle and the occasional UPB to fast fall back to the ground.
Generally, Olimar players will stay out of the air and hold their second jump.
* Off-stage
What most Olimar's dread to explore. They will go out here on their own idea of attempting to attack you while you recover, using the second jump to return to the stage. While they are returning from an opponents blow, they can only do certain things which are at times easier to dodge. Some Olimar players can lose their thought process and UPB to just fall down. However, in doing this, they can sometimes hit you with their UPB and stage spike you so that you can die before they do.
SPACING
* Extreme long distance
* Long distance
* Medium distance
* Short distance
KILLING
* Killing power
His killing power is amazing, killing as early as 65% at times against a metaknight with a purple up smash.
He has a couple of options to kill. Upsmash, downsmash, forward and backward throws with blue and upthrow with purple would be the main ones. In extreme circumstances, he can pull out a forward tilt if he is having trouble and needs to do a surprise attack with mid level priority.
* Gimping potential
He has a good meteor spike, however not much else can do anything. In the mind game department, he can go on the offensive because most people would believe Olimar wouldn't chase due to how unsafe it is. Which, in the end makes it high risk. However, while gimping characters such as Marth, he can tether to the stage, and while in range of Marth's UPB recovery, the Olimar can 'reel' inwards to not be hit and successfully block Marth's recovery.
While recovering, he has some options to recover successfully, if he has one or two pikmin, he can toss them to get a higher UPB 'hop'. He can also throw a purple, fair or upair you then do an UPB to recover. If the opponent does not attempt to gimp him, the 6 pikmin will be a -huge- recovery boost.
Will edit again.
In my quote above, it's debatable whether he outcamps "everyone" so you should exclude that bit.I guess I'll comment on his spacing game.
SPACING
* Extreme long distance:
He's a very good camper. From far distances, he "outcamps" all but just a few characters using his excellent pikmin projectile.
* Long distance
What's above applies here, except that his projectile game gets a big "boost." His opponents have a much harder time camping and fending off the pikmin because...
-they become harder to dodge/attack,
-the purples become more unnoticeable, and
-they have to be weary of Olimar's great punishing game.
At mid-long distances, Olimar outcamps every character except Wolf.
* Medium distance
Olimar thrives at medium distances. He is close to the best, if not the best, character in this area. When used together correctly, a combination of his fsmashes, grabs, pivotgrabs, and pikmin throws provide Olimar with the best defense in the game. While his defensive game is terribly difficult to get past with most characters, it's nearly impossible for others.
* Short distance
At short distances, Olimar can have trouble dealing with the quicker options that some other characters have. (Ex. Sheik, MK, Luigi) Against these characters, it can be difficult because, like all tether grabs, his grab doesn't have grab armor and it's pre-lag is kinda slow. (slower than most people think anyways) Without a reliable grab game at very close distances against these few characters, he has to rely on excellent spacing- using his tilts, jab, and retreating pivotgrabs to open up space. In the right hands though, this disadvantage is very manageable and can be hard for opponents to capitalize on.
I wouldn't be so sure if I were you. All you have is that penetrating beam and the gyro. Powerful and long ranged... but can't be spammed 3 times a second. I don't believe Rob has a high enough rate of fire to stay even with Olimar.He definitely does not outcamp R.O.B., that's for sure.
Laser, gyro pop, laser.I wouldn't be so sure if I were you. All you have is that penetrating beam and the gyro. Powerful and long ranged... but can't be spammed 3 times a second. I don't believe Rob has a high enough rate of fire to stay even with Olimar.
From DanGR's thread. We can be smart to avoid them, like shielding or dodging. You can't shield or dodge (or steal) Pikmin. Olimar's long range=amazing either way.ROB
-Projectiles: Lasers and gyro
-Summary
• Your opponent’s efficiency-
Both the gyro and the laser will be used in conjunction with one another as efficiently as possible. Here are some things to expect:
-When you’re far away, he’ll shoot lasers, and when you get hit back, he’ll begin to charge his gyro while waiting for the next laser. (He has to wait about three seconds between lasers. During that time, he can do anything, including charging his gyro.)
-After every gyro, he’ll shoot a laser. I’m telling you- every time. Shield both, or if you can, spotdodge/roll past the gyro and shield the laser. This is because the gyro disappears after hitting a shield. You want it on the field so he can’t use it!
• Positioning yourself-
-Camp from up close- He outcamps you from afar. You need to close the space to give him more pressure from the pikmin spammage.
-Try not to shorthop you pikmin throws when you think he’ll use his gyro- He’ll try to time the gyro to hit you as you land. (during those few vulnerability frames you have while landing)
• Other important info-
-Grab the gyro by dash attacking into it. Don’t try to pick it up any other way.
-When you have the gyro in hand, don’t throw it. You can still use your specials with it in hand. (this means pikmin throw!)
-The gyro goes farther the longer it is charged.
-Pikmin will stop the gyro, but his lasers go through, even your purples. They all die either way.
-The lasers bounce off of the ground and platforms.
-Followups:
-If he’s got the gyro in his hand, don’t expect him to automatically throw it. He can still use his lasers until you prove that he can’t outcamp you.
-Glide tossing- Rob has a VERY good glide toss. When he feels that you’d be caught off guard, he’ll glide toss the gyro and follow up with a grab or a smash attack. You can spotdodge both options if you time it well. You can’t fsmash him out of it because the pikmin will hit the gyro and his followup attack will punish you. Just shield the gyro, and then roll away or spotdodge the attack/grab followup.
-Difficulty: 7-8
I don't agree with this assessment at all.Pikachu
Recovery: Side+B can be easy to gimp because its trajectory of approach can be predictable and there are a few moves that can break through it outright. However, his Quick Attack is excellent and unpredictable. Rating: Intermediate
Staying Power: Down-smash can play keep-away and his aerial spacing options are pretty good, but there's a bunch of holes where he can be hit, plus he's very light. Rating: Difficult
Id say his side-b is his best recovery option. he can recover from just about anywhere provided he knows how to DI without having to use the spring and of course you can jump cancel it at any time to completely ruin the spacing of any would-be edgeguards.Sonic
Recovery:
No matter how you slice it, Sonic has excellent recovery. Every B attack can be used as a recovery, mixing up his on-stage approach, and his Spring Jump can actually hit opponents from below as he rises extremely high. The main problem is that he can be hit out of nearly all of these recoveries save for the neutral B, which can be shielded then punished. His Up+B is clearly his best recovery option. Rating: Intermediate
Staying Power:
Sonic's a somewhat light character and his spacing isn't very good. However, he's so fast and tricky that sometimes it's just really hard to catch him on larger stages (like seriously, trying to catch a good Sonic off-guard on Final Destination is not an easy task). The trick here is just trying to catch him, and he can do a few hit-and-runs on you before you get to do so. Rating: Intermediate.
I know, this is exactly the type of info I need.sonic is really fast.
he can straight up run away from people when hes in kill percentage, its still intermediate, but its one of those things thats actually worth noting,
recovering with sonic, is too easy, just about every hit you can side b to double jump to at least get the edge. unless youre being hasseled off the edge, you dont even need up b.
also, sonic can travel under stages faster than any other character in the game.
not trying to bust your balls here, just giving you the accurate info
I'm not sure I totally agree with Intermediate for Staying Power.I don't agree with this assessment at all.
Pikachus almost never HAVE to use side-B to recover. It's an extremely rare circumstance when Quick Attack alone cannot get you over to the ledge. Plus, it's too easy to predict when it's safe to use side-B for recovering. I have NEVER ONCE been gimped because I used side-B to recover. NOT EVEN ONE TIME!
Actually, overall, with the exception of times I've made stupid careless mistakes, I have never been gimped period. Even in terms of me trying to recover and the opponent rushing off-stage to hit me into the blast zone, Pikachu is so mobile that that rarely even happens to me. Rating: Easy
Staying Power: Yes, Pikachu is light but heavier than you'd think. He's the 7th or 8th lightest, I forget which. Anyway, Pikachu could very well be the most agile character in the game. This makes an experienced defensive Pikachu VERY difficult to hit. I generally stay on the field until around 130% or higher. That shocks you, doesn't it? Rating: Intermediate
Okay, like honestly, an Olimar getting to 150% is a rarity: either the Olimar is very good or the opponent is very bad or a combination of both.OK, time to go defend Olimar. Lets seeee.... on recovery, his whistle armor isn't hard to do, but its still going to be difficult.
On the other hand, Olimar is fairly good at spacing. From watching pros, I'm often surprised they'll get to 130+ before dying and thats partially due to him rarely getting knocked off. He has great spacing and whistling is great against predictable KO attacks(like when juggling or recovering). So I'm pretty Olimar's spacing is good enough to cover up his light weight for his staying power to be intermediate. He's like Ivysaur with super armor and arguably better spacing but lighter.
Well, I never claimed I was correct on all of them. And I figured I would get guff from the Yoshis, particularly Mmac. (Nothing personally, it's just, I totally figured I rates Yoshi below what you thought it would be)
DP to write my analysis. Note: I am not including the DR cause I have not fully mastered this technique to give fair analysis.
ZONING
ground - He's fairly decent on ground. Tilts start juggles, standard A combo is a GTFO move, and a way to keep pressure. Generally, this part is used for defense, and small time pressuring. Rating - Average
air - Has a great set of aerials. Each one depending on the situation (all fairly flexible when you get used to using them right). Bair, Nair, and Dair are main approaches, and they vary the amount of pressure too. Uair and Fair set for killing moves. Also, best for medium amount of pressuring. Rating - Above Average
Off-stage - Meh, I'm not that strong in this part, but it's fairly stable in his game. Eggs are either meant to force you to a certain path, or just interrupt you altogether. He can at least fight off-stage with about 2-4 aerials before needing to get back onto the stage.
His recovery has gotten much better due to the fastest aerial speed, and from no DJC. Most of the time, the Yoshi player can recover w/o too much trouble. Even if he gets interference, DJAD goes right past them, or Egg toss to sweetspot the ledge. Any big mistakes that will get a Yoshi killed while recovering is mainly by fault of the player himself. Rating - Above-Average
SPACING
Extreme long distance - Meh, his projectile isn't something too sufficient at this range (easily blocked). It's still decent cause you can stay out of certain spamming characters (D3, Wolf, etc.), or against non-spam-able characters. Other than spamming, Yoshi will find himself having to get closer to force something to happen. Rating - Bearable
Long distance - Here, Yoshi can make you approach him, or close the gap in to punish some lag that characters have. IMO, it's his best spot to be in because of his flexibility. Eggs are spam-able still, and approaching is much more knowledgeable. Rating - Comfortable
Medium distance - Yoshi shines pretty well here too. Thing about being here is that he loses the ability to spam eggs, but in return, he can actually make use of his ground game to counter attack. Any quick person (reaction time) can make this spot look like the best place a Yoshi should be at (or at long distance range). Rating - Comfortable
Short distance - Half and half here. Most of the time, you'll find yourself attacking, then spot dodging to keep from getting hit. the best options that were for the other distances aren't as viable here, simply because they're not fast enough. Tilts, Bair, Nair, Dsmash, and standard A combo are most used here. When having someone on the defensive, having the ground game's small time pressure and the air game's medium time pressure gives a good amount of heavy pressuring that'll make a character scrambling to get Yoshi off. Rating - Comfotable
KILLING
Killing power - Needs more power (this is a freaking dinosaur we're talking about!). Having about 4 reliable killing moves isn't something to really be happy about. 2 of your killing moves is used for combos half the time, and another one needs enough time to get in without the opponent being able to Perfect Shield it. The CG -> Release is useful, I'll admit, but it's not enough to make the problem go away. Rating - Below Average
Gimping potential - I can say that without forcing things, this will get harder than expected to be. All his aerials, except for Fair, and Egg Toss are fairly good at intercepting an opponent while he's trying to recover (Uair not included). Mix this in with aerial speed, and you have some good potential to gimp opponents. Rating - Average
These are just my thoughts on how Yoshi is currently. I still won't include DR until I can get close to mastering it.
Since you actually put it into this thread instead of leaving it at your character's board, I will put this up next (I've been currently going on an editing spree back and forth and it's been very tedious).Well, maybe contacting the threads about the change instead of writing your own thesis would have been the smart thing... But your addressing them so it's fine.
Not trying to be mean or aggressive or anything, but I hear tons of criticism and false information toward Yoshi, so it's kinda a default motive to step in and defend...
Anyways, we pretty much agree on Bigman's analysis:
Actually, it's more around Intermediate. It's easily telegraphed, very easy to edgehog, very easy to punish, has a slow start-up, and it has quite a bit of lag if she doesn't warp directly onto a platform of some kind.
- Zelda
- Recovery: Very light weight makes her easy for out-right killing, but her recovery skills are fantastic. Nayru's Love protects her as she returns and her Farore's Wind goes like...a million miles. The only problem is that it has a set distance and can get stuck under some ledges, but it is overall a fantastic recovery option. Rating: Easy
I'll take your word for it. I wasn't absolutely sure anyway.Actually, it's more around Intermediate. It's easily telegraphed, very easy to edgehog, very easy to punish, has a slow start-up, and it has quite a bit of lag if she doesn't warp directly onto a platform of some kind.
"Recovery: Very light weight makes her easy for out-right killing, but her recovery skills are fantastic. Nayru's Love protects her as she returns and her Farore's Wind goes like...a million miles. However, it is very easily telegraphed, making it very punishable, and it's a fairly slow recovery. It helps her get back to the stage, but perhaps not safely. Rating: Intermediate."
Seriously??? I've gotten to 250% with Olimar. On average, I last until about 130-150% and I'm not even a very great player imo. Look at ANY decent Olimar player that knows how to keep from getting gimped.Okay, like honestly, an Olimar getting to 150% is a rarity: either the Olimar is very good or the opponent is very bad or a combination of both.
Like, honestly, if he faced an up-close barrage of out-right kills from Snake, would he be surviving at around 150%? Not really. Other characters like DeDeDe and R.O.B. would.
H-Hai Sempai!I know, this is exactly the type of info I need.
I need more of it, faster!
Also, I will update this tomorrow, I swear.
ebfrha0orhpefrejifuhwoasdasdfawSonic's a somewhat light character and his spacing isn't very good.
I'd actually call Lucas's recovery Easy. First off, he has a tether recovery with surprising range. Second, while you mentioned wavebouncing, I'm not sure if you are referring to that or Zap Jumping, where Lucas jumps and uses PK Fire (not PK Fire 2, by the way ) at the same time, which gives him crazy vertical distance. Third, he has the Magnet Pull at his disposal, where wavebounced PK Fires followed by a PSI Magnet create large amounts of horizontal momentum. This can be combined with wavebounced Zap Jumps. Also, Lucas has two spikes in his aerial moveset, which offer a further layer of protection offstage.# Lucas
* Recovery: All sorts of crazy wavebouncing hijinks along with his crazily huge jumps gives Lucas a lot more options, although he can render himself vulnerable through this type of recovery. Plus, his PKT2 passes through people, so one can't just steal his thunder to gimp him. Rating: Intermediate
* Staying Power: His best spacing option is his PK Fire 2, which is easy to deal with if seen coming. His PKT2 can harass opponents to stay away, but it can also be dealt with. His ability to punish a failed approach is somewhat decent, but not by much. His light weight and floatiness makes him difficult to kill, but he can keep away opponents long enough to at least do enough damage to make it worth it. Rating: Intermediate
This is what I mean. Contrary to popular belief, Olimar's don't die early. You can't get close enough to get a good horizontal kill move off of him. If you didn't hit him far enough, you can't knock him back before he lands since he has the best super armour in the game(You can stand on the spikes on stage builder using the whistle. Indefinitely.) Olimar has at least intermediate survivble ability. Check out some vids. Olimars will normally pretty long.Seriously??? I've gotten to 250% with Olimar. On average, I last until about 130-150% and I'm not even a very great player imo. Look at ANY decent Olimar player that knows how to keep from getting gimped.
Yes I meant down+B.ZSS uses her down-B, not her down-A for recovery lol (down-A is suicide)
Also, I would likely give her a rating of easy for recovery because the only times I have been gimped it has been my own stupid fault. I direct you to this thread for a supporting argument: http://www.smashboards.com/showthread.php?t=170891
I've gotten to 400+% with R.O.B.? So what?Seriously??? I've gotten to 250% with Olimar. On average, I last until about 130-150% and I'm not even a very great player imo. Look at ANY decent Olimar player that knows how to keep from getting gimped.
And I totally agree with that. But by staying power I meant how well they can survive while in a kill percentage.Olimar's a walking brick. He's (IMO) the most defensive character in the game, except maybe a perojectile spamming TL. Surviving to high damages may not be his biggest advantage, but he really doesn't take damage if he uses his range well enough. Staying power, awesome. Recovery, less awesome.
Oh, okay. I honestly don't know that much about Sonic, I shall amend that.H-Hai Sempai!
sonic can be punished out of all of his B moves for recovery, even homing attack.
however, the air speed he has while doing these moves pretty much kill any attempts to gimp him,
and on the super armorn note, when doing side and up b, its not super armor, super armor lets you continue the move while taking damage, if you try to hit sonic during the beginning of the spring your attack will whiff right through sonics body. that being said side and up b have invincibility frames, not super armor
I didn't know that about the weight (he just seem so light whenever I kill him with a n-air as R.O.B....certainly lighter than Mario at least)ebfrha0orhpefrejifuhwoasdasdfaw
This misconception annoys me so much.
He's actually an upper mid weight.
Seriously, check out the "weight" threads you can find in Samurai Panda's sticky of important threads here in Tactical Boards, learn something new today! <3
And, his spacing isn't bad. Plus, Sonic is one of the hardest characters to space against, FYI.
Tether recovery I simply forgot to mention.I'd actually call Lucas's recovery Easy. First off, he has a tether recovery with surprising range. Second, while you mentioned wavebouncing, I'm not sure if you are referring to that or Zap Jumping, where Lucas jumps and uses PK Fire (not PK Fire 2, by the way ) at the same time, which gives him crazy vertical distance. Third, he has the Magnet Pull at his disposal, where wavebounced PK Fires followed by a PSI Magnet create large amounts of horizontal momentum. This can be combined with wavebounced Zap Jumps. Also, Lucas has two spikes in his aerial moveset, which offer a further layer of protection offstage.
I have checked out videos/played good Olimars, usually as R.O.B. The conclusion I have made is that the amount of damage Olimar does to me is negligible since I am always going for the gimp anyway.This is what I mean. Contrary to popular belief, Olimar's don't die early. You can't get close enough to get a good horizontal kill move off of him. If you didn't hit him far enough, you can't knock him back before he lands since he has the best super armour in the game(You can stand on the spikes on stage builder using the whistle. Indefinitely.) Olimar has at least intermediate survivble ability. Check out some vids. Olimars will normally pretty long.
You did make some good points, but... P_PAnd I concede that I actually might be biased here, but the fact that I can handle Olimar to the point of winning somewhat consistently by outright killing them as Ganondorf rather than gimping them leads me to believe that his defensive matrix isn't impenetrable, even for characters without lasers.
Olimar is at kill percentage every time he stands next to the edge of the stage- every time he has used his double jump- and any percent above 100. I guess I just don't understand your definition of "how well Oli can keep himself alive", because he does that very well. His incredible defense and whistle (which is used "in the heat of battle" very often and for me is very regularly and keeps me living on average about 20% more each stock) keeps him from dying earlier. The fact of the matter is that it's hard to hit Olimar when he's at kill percentage. Isn't that what staying alive means?And keep in mind, "Staying Power" refers to how well Oli can keep himself alive if he is already in the kill percentage.