290
edits
Tag: Mobile edit |
|||
Line 43: | Line 43: | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
In ''Super Smash Bros. Brawl'', Olimar was considered to be a top-tier character, typically being perceived as a top 5-to-top 3 character. This was primarily due to the effectiveness of his [[Pikmin]]: Olimar possessed six Pikmin available in his disposal, and they overall gave him incredible [[camping]] potential. Olimar could easily abuse his [[Pikmin Throw]] to restrain his opponents out due to the amount of Pikmin he could have out and even at close-ranged proximity, Olimar still possessed strong tools. His damage-output was exceptionally high, especially with certain Pikmin, his [[smash attack]]s were exceptionally effective, his aerials were powerful, he had a strong grab game with an exceptionally quick and long-ranged [[grab]] in addition to possessing [[combo]] and [[KO]] [[throw]]s depending on the Pikmin equipped, and he even had a solid defensive option with [[Pikmin Order]]. Olimar also had rather respectable KO power, with his Purple and Red Pikmin (in some situations) being particularly powerful. While he did suffer from poor mobility, limited [[approach]]ing options, a slew of multi-hitting attacks which could be avoided with [[SDI]], and he had an extremely exploitable [[recovery]], these weaknesses failed to impair Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on-stage, making it exceptionally difficult for most of the cast to deal with Olimar. As a result, Olimar has naturally seen a mixture of [[buff]]s and [[nerf]]s in the transition to ''Super Smash Bros. 4'', although due to his top-tier status in the previous game, he has been | In ''Super Smash Bros. Brawl'', Olimar was considered to be a top-tier character, typically being perceived as a top 5-to-top 3 character. This was primarily due to the effectiveness of his [[Pikmin]]: Olimar possessed six Pikmin available in his disposal, and they overall gave him incredible [[camping]] potential. Olimar could easily abuse his [[Pikmin Throw]] to restrain his opponents out due to the amount of Pikmin he could have out and even at close-ranged proximity, Olimar still possessed strong tools. His damage-output was exceptionally high, especially with certain Pikmin, his [[smash attack]]s were exceptionally effective, his aerials were powerful, he had a strong grab game with an exceptionally quick and long-ranged [[grab]] in addition to possessing [[combo]] and [[KO]] [[throw]]s depending on the Pikmin equipped, and he even had a solid defensive option with [[Pikmin Order]]. Olimar also had rather respectable KO power, with his Purple and Red Pikmin (in some situations) being particularly powerful. While he did suffer from poor mobility, limited [[approach]]ing options, a slew of multi-hitting attacks which could be avoided with [[SDI]], and he had an extremely exploitable [[recovery]], these weaknesses failed to impair Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on-stage, making it exceptionally difficult for most of the cast to deal with Olimar. As a result, Olimar has naturally seen a mixture of [[buff]]s and [[nerf]]s in the transition to ''Super Smash Bros. 4'', although due to his top-tier status in the previous game, he has been noticeably nerfed overall. | ||
The most glaring downgrade includes the halving of his Pikmin, counting from six to three due to the limitations of the [[Nintendo 3DS]]' processing power. As a result, this drastically lowers his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with [[White Pikmin]]). Both Olimar and his Pikmin's endurance are also worse: as Olimar himself is [[weight|lighter]] and his signature Pikmin (excluding White Pikmin) have less [[hit points|HP]], and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against [[meteor smash]]es, and the changes to [[hitstun canceling]] is considered a double-edged sword for Olimar: they indirectly removed [[momentum canceling]], so this means Olimar is much more susceptible to early KOs and combos, with the latter being further pronounced by Olimar's aforementioned lighter weight and the introduction of [[rage]], yet it also drastically improves Olimar's [[combo]] game as well, especially with his throws. | The most glaring downgrade includes the halving of his Pikmin, counting from six to three due to the limitations of the [[Nintendo 3DS]]' processing power. As a result, this drastically lowers his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with [[White Pikmin]]). Both Olimar and his Pikmin's endurance are also worse: as Olimar himself is [[weight|lighter]] and his signature Pikmin (excluding White Pikmin) have less [[hit points|HP]], and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against [[meteor smash]]es, and the changes to [[hitstun canceling]] is considered a double-edged sword for Olimar: they indirectly removed [[momentum canceling]], so this means Olimar is much more susceptible to early KOs and combos, with the latter being further pronounced by Olimar's aforementioned lighter weight and the introduction of [[rage]], yet it also drastically improves Olimar's [[combo]] game as well, especially with his throws. |
edits