Editing Olimar (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 60: Line 60:
Each Pikmin's various attributes have been improved. Red and Purple Pikmin deal more damage on average, Blue Pikmin's throw strength has been drastically improved, White Pikmin deal even more damage when latched to an opponent via [[Pikmin Throw]], and all aerial attacks that involve Pikmin have more range, especially Yellow Pikmin, which improves their usage on spacing. These changes further strengthen Olimar's already respectable damage output and zoning abilities. In addition to this, all of Olimar's Pikmin-based aerials now have [[transcendent priority]], which allows Olimar to trade moves much more safely than in ''SSB4'', which eliminates one of his biggest flaws from that game.
Each Pikmin's various attributes have been improved. Red and Purple Pikmin deal more damage on average, Blue Pikmin's throw strength has been drastically improved, White Pikmin deal even more damage when latched to an opponent via [[Pikmin Throw]], and all aerial attacks that involve Pikmin have more range, especially Yellow Pikmin, which improves their usage on spacing. These changes further strengthen Olimar's already respectable damage output and zoning abilities. In addition to this, all of Olimar's Pikmin-based aerials now have [[transcendent priority]], which allows Olimar to trade moves much more safely than in ''SSB4'', which eliminates one of his biggest flaws from that game.


Olimar's grab game has been noticeably buffed as well. His grab has much more range, which can now be extended depending on the number of Pikmin he has with him, and all of his throws deal more damage on average. As mentioned before, Blue Pikmin's increased throw strength means Olimar now possesses some of the most dangerous KO throws in the game, with up throw in particular having the potential to become even stronger than the likes of {{SSBU|Mewtwo}}, {{SSBU|Charizard}}, or {{SSBU|Incineroar}}. Other notable buffs include to [[up smash]], which has less ending lag to the point it has gained combo potential at low percents (heightening Olimar's [[out of shield]] game), and [[Pikmin Pluck]], which is faster overall. Finally, in terms of universal changes, Olimar's mobility, while still below-average, has been improved via faster [[dash]]ing and [[air speed]]s.
Olimar's grab game has been noticeably buffed as well. His grab has much more range, which can now be extended depending on the amount of Pikmin he has with him, and all of his throws deal more damage on average. As mentioned before, Blue Pikmin's increased throw strength means Olimar now possesses some of the most dangerous KO throws in the game, with up throw in particular having the potential to become even stronger than the likes of {{SSBU|Mewtwo}}, {{SSBU|Charizard}} or {{SSBU|Incineroar}}. Other notable buffs include to [[up smash]], which has less ending lag to the point it has gained combo potential at low percents, (heightening Olimar's [[out of shield]] game), and [[Pikmin Pluck]], which is faster overall. Finally, in terms of universal changes, Olimar's mobility, while still below-average, has been improved via faster [[dash]]ing and [[air speed]]s.


However, Olimar received some slight nerfs. At the cost of their stronger attributes, Pikmin are even easier to KO in general; they have slightly lower HP, are now left vulnerable to attacks if Olimar gets hit with a move with enough knockback, they can be hit by moves that Olimar already shielded or perfect shielded, and dead Pikmin temporarily becomes the active Pikmin in Olimar's squad upon their death. The former two changes make it harder for Olimar to keep his Pikmin alive, forcing him to replenish them more often. In comparison, the latter two changes worsen Olimar's consistency for punishing opponents.
However, Olimar received some slight nerfs. At the cost of their stronger attributes, Pikmin are even easier to KO in general; they have slightly lower HP, are now left vulnerable to attacks if Olimar gets hit with a move with enough knockback, they can be hit by moves that Olimar already shielded or perfect shielded, and dead Pikmin temporarily becomes the active Pikmin in Olimar's squad upon their death. The former two changes make it harder for Olimar to keep his Pikmin alive, forcing to replenish them more often, while the latter two changes worsen Olimar's consistency for punishing opponents.


Olimar's [[down throw]] launches opponents at a more horizontal angle, making follow-ups less reliable. In exchange for a longer range, Olimar's grabs tend to have more ending lag, making them riskier to throw out. His recovery also became less abusable as a result of the travel distance of [[Winged Pikmin]] now being further reduced with consecutive use, as well as its regeneration time being slower. Despite his faster mobility, Olimar now possesses one of the slowest [[initial dash]]es in the game, due to other fighters' initial dashes getting far more substantial buffs than his. Finally, Olimar's hurtbox is taller vertically, making him easier to hit.
Olimar's [[down throw]] launches opponents at a more horizontal angle, making follow-ups less reliable. In exchange for longer range, Olimar's grabs tend to have more ending lag, making them riskier to throw out. His recovery also became less abusable as a result of the travel distance of [[Winged Pikmin]] now being further reduced with consecutive use, as well as its regeneration time being slower. Despite his faster mobility, Olimar now possesses one of the slowest [[initial dash]]es in the game, due to other fighters' initial dashes getting far more substantial buffs than his. Finally, Olimar's hurtbox is larger vertically, making it easier to hit him.


Overall, Olimar's oppressive damage output and camping abilities have been improved further. However, this comes at the cost of Pikmin's fragility becoming even more pronounced and Olimar himself becoming more susceptible to punishment. He has also received some noticeable nerfs in game updates, which have affected his initial performance and made him less oppressive, despite also receiving a few important bugfixes. In the end, however, Olimar's buffs outweigh his nerfs, and he is considered to be better in ''Ultimate'' than in ''SSB4''.   
Overall, Olimar's oppressive damage output and camping abilities have been improved further, though this comes in exchange for Pikmin's fragility becoming even more pronounced than before and Olimar himself being more susceptible to punishment. He has also received some noticeable nerfs in game updates, which have affected his initial performance and made him less oppressive, despite also receiving a few important bugfixes. In the end, however, Olimar's buffs outweigh his nerfs, and he is considered to be better in ''Ultimate'' than in ''SSB4''.   


{{SSB4 to SSBU changelist|char=Olimar}}
{{SSB4 to SSBU changelist|char=Olimar}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: