TheSlyMoogle
Smash Rookie
- Joined
- Feb 7, 2008
- Messages
- 21
I know there's something already similar to this on here, but figured I have some stuff that hasn't been said.
Also, not entirely sure everything is accurate because I'm playing a Japanese game!
TheSlyMoogle's quick Olimar impressions!!!
*Note*
I've only played this game for a few days, and I'm not 100% sure about some of the stuff in this guide. Mostly the damage that each pikmin does when they latch onto the opponent. If anyone has any comments, suggestions, or wants to be like "Dude you're flat out wrong!" That's cool, I'll accept it.
*Note*
Most importantly are his pikmin:
Each of the colored cuties has it's own special thing.
Red:
Fire attribute, and can withstand a fire attack. Really awesome to throw them at Charizard's and Bowser's flames. They fly pretty far when thrown, and they have decent attack power. When they hit, either thrown or from a smash attack or neutral A hit, they have a chance to hit with fire properties. I don't know the percentage of times when fire actually activates, but I'm sure someone will figure it out soon enough. When thrown they fly horizontally, for mid-range distance.
Yellow:
Electric attribute, and can cause electrical stun on a random basis. When thrown they fly mid-range, but in an Arc instead of horizontally. These are great to throw over a projectile to hit the opponent with them, and still have time to shield.
Blue Pikmin:
No elemental attribute, but they fly further than the other pikmin except white, and they can take more damage than the others. They fly out horizontally as well in a long range. They're your little meat shields, and you can randomly throw them to stop projectiles without them dying.
White Pikmin:
The weakest of the crew, they have the crappiest defense. They have an extra long throw range, and they have the fastest throw too. The best part is they cause poison status for 3 hits, and do more attack damage when latched onto the opponent.
Purple Pikmin (AKA Ryan Bill Pikmin):
This guys are your heavy hitters. These pudgy little *******s hit hard. Basically when you have the spare time to move them to the front of the line, you do it. Any of your attacks are stronger when you use purple pikmin to do them. Especially good are Fair with Ryan Bill and FSmash with Ryan Bill. Having 2 or more Ryan Bills is the best thing. They have a very short throw range, but deal massive damage if they hit when thrown, and at higher percentages can even out. They are the only Pikmins that do not latch onto the enemy.
Latched on Damage Chart:
Red:
-Without fire hit: 2% damage per latched hit up to 3 hits before return.
-With fire hit: 6% for the fire hit, then 2% more up to 2 more hits.
Yellow:
-Without electric hit: Same as red.
-With electric hit: Same as fire hit, except electric hit creates stun that I think could be juggled.
Blue:
-No Elemental hit, but can do up to 4 latched hits for 2% each.
White:
-Poison hits do 6% damage each, for up to 4 latched hits. So 24% damage max. WOW!
Purple:
-Hits for a random % of damage. Think it depends on hit location.
Guys keep in mind that I'm not entirely sure on any of these numbers, it's just from my slight observation over the past few days.
Olimar's Attacks:
First off Olimar is terrible without his pikmin.
Ground Attacks:
-Neutral A: 3 hit combo attack that knocks back and will knock out at higher percentages.
-Forward Tilt and Back tilt A: Olimar does a little kick
-Down Tilt A: Olimar crouches a little bit and does a little kick
-Up Tilt A: Olimar sends a pikmin flying upward, this is actually better than his up smash as long as it's not a white pikmin he tosses.
His regular attacks don't really change on the ground with or without pikmins except for up tilt.
Smashes (Note, all of these only work when olimar has pikmin):
-USmash: Does about the same damage as up tilt, only it's faster, but doesn't have a chance of outing the enemy like up tilt. Olimar is tossed up by his pikmin and spins. A pretty good smash.
-FSmash: Olimar sends a pikmin twisting forward about the same distance that Purple pikman can be thrown. Very powerful smash and pretty much olimar's best outing tool and a good ledge guard due to the max range.
-DSmash: Olimar sends up to two pikmin out at each side for a sneaky surprise attack. Very good range, and keeps the opponent away in certain situations.
Aerial Attacks:
-Fair: Olimar holds onto a pikmin and pushes it forward. Very strong attack as long as it's not a white pikmin.
-Bair: Olimar kicks backwards. Decent priority, but not that useful.
-Uair: Olimar tosses a pikmin above his head in the air. This attack racks up damage if you have one of the elemental pikmin at the head of the class. If it's a purple pikmin, and this hits, your opponent might as well start planning his next attack during the vertical out animation.
-Dair: A pretty decent spike. Olimar just stomps his feet into the opponent's body.
Olimar's Specials:
Neutal B: Olimar pulls up his pikmin at a much faster speed than the actual pikmin game. Olimar loves pikmin, and pikmin love olimar!
Forward B: Olimar tosses the first pikmin in like at the opponent.
Down B: Olimar whistles for his pikmin to line up. During this olimar is able to change the formation of his pikmin. Very useful in getting those pesky purple plump plants to the front for massive damage.
Up B: Olimar forms a pikmin chain that tethers to the ledge. Worst recovery move ever. Olimar cannot tether to a ledge that is being held by someone else.
General Olimar Advice:
-Run away and toss pikmin. Damage racks up fast, though do not be afraid to attack occasionally to let the opponent know you're there. He has some great moves, so use them.
-Ledge guard with Up + B. Although, this only does 2% damage, a well timed up + b can hit your opponent out of several moves, including their second jump. Then it's up to you to smack them with FSmash or maybe a nice FAir.
-Watch out where you're fighting. The most important part of being olimar is to make sure you always try to influence back onto the ledge, or very close to the top. Up + B gives olimar just a slight hop in the air, so you can still use it to recover very close to the stage without tethering.
-Be very aware of the pikmin you'll use next. Knowing what pikmin is next in your line-up helps determine your best attack at the time.
-Throw with Olimar. The pikmin that grabs your opponent will always suck the opponent back to you, and if it's the white pikmin it adds some poison damage. You have huge throw range, so do it!
- FSmash and FAir are your friends. Olimar's best tools for outing are these two moves. Use them, preferrably with purple pikmins.
Overall Olimar is pretty strong. Believe me, you can rack up 60-80 damage before you even take any yourself just from throwing some pikmins.
He always has a hard time recovering, and probably his biggest downfall is trying to come back down from the air, or getting back to the ledge.
He is a challenge to use because of the different pikmin properties but this also makes him a lot of fun. Trying to get that purple pikmin to the front of the line is fun and makes you think.
Also, I'm going to go ahead and say he'll be mid-tier because of his hard time recovering in one vs. one, but he is very powerful.
Also, not entirely sure everything is accurate because I'm playing a Japanese game!
TheSlyMoogle's quick Olimar impressions!!!
*Note*
I've only played this game for a few days, and I'm not 100% sure about some of the stuff in this guide. Mostly the damage that each pikmin does when they latch onto the opponent. If anyone has any comments, suggestions, or wants to be like "Dude you're flat out wrong!" That's cool, I'll accept it.
*Note*
Most importantly are his pikmin:
Each of the colored cuties has it's own special thing.
Red:
Fire attribute, and can withstand a fire attack. Really awesome to throw them at Charizard's and Bowser's flames. They fly pretty far when thrown, and they have decent attack power. When they hit, either thrown or from a smash attack or neutral A hit, they have a chance to hit with fire properties. I don't know the percentage of times when fire actually activates, but I'm sure someone will figure it out soon enough. When thrown they fly horizontally, for mid-range distance.
Yellow:
Electric attribute, and can cause electrical stun on a random basis. When thrown they fly mid-range, but in an Arc instead of horizontally. These are great to throw over a projectile to hit the opponent with them, and still have time to shield.
Blue Pikmin:
No elemental attribute, but they fly further than the other pikmin except white, and they can take more damage than the others. They fly out horizontally as well in a long range. They're your little meat shields, and you can randomly throw them to stop projectiles without them dying.
White Pikmin:
The weakest of the crew, they have the crappiest defense. They have an extra long throw range, and they have the fastest throw too. The best part is they cause poison status for 3 hits, and do more attack damage when latched onto the opponent.
Purple Pikmin (AKA Ryan Bill Pikmin):
This guys are your heavy hitters. These pudgy little *******s hit hard. Basically when you have the spare time to move them to the front of the line, you do it. Any of your attacks are stronger when you use purple pikmin to do them. Especially good are Fair with Ryan Bill and FSmash with Ryan Bill. Having 2 or more Ryan Bills is the best thing. They have a very short throw range, but deal massive damage if they hit when thrown, and at higher percentages can even out. They are the only Pikmins that do not latch onto the enemy.
Latched on Damage Chart:
Red:
-Without fire hit: 2% damage per latched hit up to 3 hits before return.
-With fire hit: 6% for the fire hit, then 2% more up to 2 more hits.
Yellow:
-Without electric hit: Same as red.
-With electric hit: Same as fire hit, except electric hit creates stun that I think could be juggled.
Blue:
-No Elemental hit, but can do up to 4 latched hits for 2% each.
White:
-Poison hits do 6% damage each, for up to 4 latched hits. So 24% damage max. WOW!
Purple:
-Hits for a random % of damage. Think it depends on hit location.
Guys keep in mind that I'm not entirely sure on any of these numbers, it's just from my slight observation over the past few days.
Olimar's Attacks:
First off Olimar is terrible without his pikmin.
Ground Attacks:
-Neutral A: 3 hit combo attack that knocks back and will knock out at higher percentages.
-Forward Tilt and Back tilt A: Olimar does a little kick
-Down Tilt A: Olimar crouches a little bit and does a little kick
-Up Tilt A: Olimar sends a pikmin flying upward, this is actually better than his up smash as long as it's not a white pikmin he tosses.
His regular attacks don't really change on the ground with or without pikmins except for up tilt.
Smashes (Note, all of these only work when olimar has pikmin):
-USmash: Does about the same damage as up tilt, only it's faster, but doesn't have a chance of outing the enemy like up tilt. Olimar is tossed up by his pikmin and spins. A pretty good smash.
-FSmash: Olimar sends a pikmin twisting forward about the same distance that Purple pikman can be thrown. Very powerful smash and pretty much olimar's best outing tool and a good ledge guard due to the max range.
-DSmash: Olimar sends up to two pikmin out at each side for a sneaky surprise attack. Very good range, and keeps the opponent away in certain situations.
Aerial Attacks:
-Fair: Olimar holds onto a pikmin and pushes it forward. Very strong attack as long as it's not a white pikmin.
-Bair: Olimar kicks backwards. Decent priority, but not that useful.
-Uair: Olimar tosses a pikmin above his head in the air. This attack racks up damage if you have one of the elemental pikmin at the head of the class. If it's a purple pikmin, and this hits, your opponent might as well start planning his next attack during the vertical out animation.
-Dair: A pretty decent spike. Olimar just stomps his feet into the opponent's body.
Olimar's Specials:
Neutal B: Olimar pulls up his pikmin at a much faster speed than the actual pikmin game. Olimar loves pikmin, and pikmin love olimar!
Forward B: Olimar tosses the first pikmin in like at the opponent.
Down B: Olimar whistles for his pikmin to line up. During this olimar is able to change the formation of his pikmin. Very useful in getting those pesky purple plump plants to the front for massive damage.
Up B: Olimar forms a pikmin chain that tethers to the ledge. Worst recovery move ever. Olimar cannot tether to a ledge that is being held by someone else.
General Olimar Advice:
-Run away and toss pikmin. Damage racks up fast, though do not be afraid to attack occasionally to let the opponent know you're there. He has some great moves, so use them.
-Ledge guard with Up + B. Although, this only does 2% damage, a well timed up + b can hit your opponent out of several moves, including their second jump. Then it's up to you to smack them with FSmash or maybe a nice FAir.
-Watch out where you're fighting. The most important part of being olimar is to make sure you always try to influence back onto the ledge, or very close to the top. Up + B gives olimar just a slight hop in the air, so you can still use it to recover very close to the stage without tethering.
-Be very aware of the pikmin you'll use next. Knowing what pikmin is next in your line-up helps determine your best attack at the time.
-Throw with Olimar. The pikmin that grabs your opponent will always suck the opponent back to you, and if it's the white pikmin it adds some poison damage. You have huge throw range, so do it!
- FSmash and FAir are your friends. Olimar's best tools for outing are these two moves. Use them, preferrably with purple pikmins.
Overall Olimar is pretty strong. Believe me, you can rack up 60-80 damage before you even take any yourself just from throwing some pikmins.
He always has a hard time recovering, and probably his biggest downfall is trying to come back down from the air, or getting back to the ledge.
He is a challenge to use because of the different pikmin properties but this also makes him a lot of fun. Trying to get that purple pikmin to the front of the line is fun and makes you think.
Also, I'm going to go ahead and say he'll be mid-tier because of his hard time recovering in one vs. one, but he is very powerful.