Olimar (SSB4): Difference between revisions

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Olimar is a [[Weight|lightweight]] with overall slow mobility, with his [[air acceleration]] being his only above average attribute. Olimar's playstyle is almost identical to how it was in ''Brawl'': he has retained the overwhelming majority of his moveset and animations, yet some moves have been slightly modified. Much like in his [[Pikmin (universe)|home series]], Olimar himself has extremely meager offensive prowess and must rely on instructing his multicolored Pikmin to remedy this glaring flaw. As a result, almost all of Olimar's moves involve Pikmin, and thus they can end up being useful or useless depending on whether or not he has Pikmin. When he has Pikmin, Olimar possesses arguably one of the most unique playstyles in the game, thanks to Pikmin functioning as both projectiles and separate characters, much like how [[Rosalina & Luma (SSB4)|Luma functions alongside Rosalina]].
Olimar is a [[Weight|lightweight]] with overall slow mobility, with his [[air acceleration]] being his only above average attribute. Olimar's playstyle is almost identical to how it was in ''Brawl'': he has retained the overwhelming majority of his moveset and animations, yet some moves have been slightly modified. Much like in his [[Pikmin (universe)|home series]], Olimar himself has extremely meager offensive prowess and must rely on instructing his multicolored Pikmin to remedy this glaring flaw. As a result, almost all of Olimar's moves involve Pikmin, and thus they can end up being useful or useless depending on whether or not he has Pikmin. When he has Pikmin, Olimar possesses arguably one of the most unique playstyles in the game, thanks to Pikmin functioning as both projectiles and separate characters, much like how [[Rosalina & Luma (SSB4)|Luma functions alongside Rosalina]].


When used correctly, the Pikmin provide noticeable and effective benefits: they can easily rack up high amounts of damage in short periods of time, they grant Olimar largely disjointed [[grab]]s by running out to grab opponents at any time, they can carry various [[item]]s back to Olimar as they run back to him much like in their home series, and they can also help with camping or hindering approaches. Additionally, each type of Pikmin provides [[Pikmin (species)#In Super Smash Bros. Brawl|unique and useful effects]]. Olimar's special moves are also heavily dependent on Pikmin, but they are all beneficial nonetheless. [[Pikmin Throw]] enables him to hinder approaches or, with Purple Pikmin, even stop them outright. [[Pikmin Order]] reorganizes his Pikmin for the proper situation at hand, and grants him [[armor]] that can function as a situational method to alleviate his light weight. Lastly, [[Winged Pikmin]] provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to other lightweights, yet also allow him to attack while they are carrying him.
When used correctly, the Pikmin provide noticeable and effective benefits: they can easily rack up high amounts of damage in short periods of time, they grant Olimar largely disjointed [[grab]]s by running out to grab opponents at any time, they can carry various [[item]]s back to Olimar as they run back to him much like in their home series, and they can also help with camping or hindering approaches. Additionally, each type of Pikmin provides [[Pikmin (species)#In Super Smash Bros. Brawl|unique and useful effects]]. Olimar's special moves are also heavily dependent on Pikmin, but they are all beneficial nonetheless. [[Pikmin Throw]] enables him to hinder approaches or, with a purple Pikmin, even stop them outright. [[Pikmin Order]] reorganizes his Pikmin for the proper situation at hand, and grants him [[armor]] that can function as a situational method to alleviate his light weight. Lastly, [[Winged Pikmin]] provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to other lightweights, yet also allow him to attack while they are carrying him.


With all things considered, Olimar has one of the most damaging playstyles among the cast, as he is able to KO nearly any character in a short period when his Pikmin are utilized wisely. For example, Pikmin Throw allots him a large array of options for offense, as it can both zone and get opponents to KO percents quickly; when the thrown Pikmin are not shaken off, they can rack up 10%-30% in a matter of seconds, forcing opponents to carefully calculate their approach. Olimar can also have up to three Pikmin at a time in his lineup, which, despite its aforementioned halving since ''Brawl'', can be hard for an opponent to keep track of, especially with each color boasting unique attributes. He can also KO early with his relatively fast and very powerful [[smash attack]]s; up smash, for example, is able to KO middleweights at 112% when uncharged and while using Purple Pikmin. Also, with his largely disjointed grab range, he can disrupt the movements of both quick characters and roll spammers, also being having an excellent [[shield grab]]. Olimar's air game is also quite powerful: up aerial is able to easily juggle or even KO outright near the upper [[blast line]], forward aerial is useful for approaching and edgeguarding, back aerial can KO outright and is also useful for edgeguarding, and down aerial is able to [[meteor smash]]. However, Pikmin can also double as a drawback: due to being treated as [[projectile]]s, they can be [[Reflection|reflected]], which can sometimes hinder Olimar's offense against characters with moves of this sort.
With all things considered, Olimar has one of the most damaging playstyles among the cast, as he is able to KO nearly any character in a short period when his Pikmin are utilized wisely. For example, Pikmin Throw allots him a large array of options for offense, as it can both zone and get opponents to KO percents quickly; when the thrown Pikmin are not shaken off, they can rack up 10%-30% in a matter of seconds, forcing opponents to carefully calculate their approach. Olimar can also have up to three Pikmin at a time in his lineup, which, despite its aforementioned halving since ''Brawl'', can be hard for an opponent to keep track of, especially with each color boasting unique attributes. He can also KO early with his relatively fast and very powerful [[smash attack]]s; up smash, for example, is able to KO middleweights at 112% when uncharged and while using Purple Pikmin. Also, with his largely disjointed grab range, he can disrupt the movements of both quick characters and roll spammers, also being having an excellent [[shield grab]]. Olimar's air game is also quite powerful: up aerial is able to easily juggle or even KO outright near the upper [[blast line]], forward aerial is useful for approaching and edgeguarding, back aerial can KO outright and is also useful for edgeguarding, and down aerial is able to [[meteor smash]]. However, Pikmin can also double as a drawback: due to being treated as [[projectile]]s, they can be [[Reflection|reflected]], which can sometimes hinder Olimar's offense against characters with moves of this sort.
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However, Olimar does have noticeable flaws. One of Olimar's greatest weaknesses is that he struggles against fast characters, such as {{SSB4|Sonic}} and {{SSB4|Captain Falcon}}. As Olimar is a slow character, they can easily catch up and punish Olimar if he tries to retreat to pluck more Pikmin. They can also easily kill Olimar's Pikmin, especially Sonic, whose [[Spin Dash]] can kill off any attached Pikmin in one or two hits. As Olimar needs his Pikmin to have a respectable offensive presence, Olimar must play very safely against these characters. Olimar also has poor aerial mobility, as his slow falling and air speeds make him easy to juggle and, when combined with his light weight, to KO. Not to mention all of his directional aerials have the crippling flaw of low [[priority]], making it impossible to combat [[edgeguard]]ers who are attacking with an aerial or up special. Another severe flaw he has is his over-reliance on Pikmin, much like in his home series. Without any Pikmin, Olimar's smash attacks, up, down, back, and forward aerials, grabs and side special will simply do nothing, which significantly harms his neutral game due to them being his most effective attacks. This also leaves Olimar with a total of six attacks that deal damage: his neutral attack, tilt attacks, dash attack, and neutral aerial, with his forward tilt being his only KOing option that does not use Pikmin. Due to this, it is crucial that Olimar has at least one Pikmin with him at all times.
However, Olimar does have noticeable flaws. One of Olimar's greatest weaknesses is that he struggles against fast characters, such as {{SSB4|Sonic}} and {{SSB4|Captain Falcon}}. As Olimar is a slow character, they can easily catch up and punish Olimar if he tries to retreat to pluck more Pikmin. They can also easily kill Olimar's Pikmin, especially Sonic, whose [[Spin Dash]] can kill off any attached Pikmin in one or two hits. As Olimar needs his Pikmin to have a respectable offensive presence, Olimar must play very safely against these characters. Olimar also has poor aerial mobility, as his slow falling and air speeds make him easy to juggle and, when combined with his light weight, to KO. Not to mention all of his directional aerials have the crippling flaw of low [[priority]], making it impossible to combat [[edgeguard]]ers who are attacking with an aerial or up special. Another severe flaw he has is his over-reliance on Pikmin, much like in his home series. Without any Pikmin, Olimar's smash attacks, up, down, back, and forward aerials, grabs and side special will simply do nothing, which significantly harms his neutral game due to them being his most effective attacks. This also leaves Olimar with a total of six attacks that deal damage: his neutral attack, tilt attacks, dash attack, and neutral aerial, with his forward tilt being his only KOing option that does not use Pikmin. Due to this, it is crucial that Olimar has at least one Pikmin with him at all times.


Olimar has a few beneficial [[Character customization|custom moves]]. Hardy Pikmin Pluck makes all types of Pikmin more durable at the cost of being plucked slower. Sticky Pikmin Throw has each Pikmin deal less damage and cover less distance when thrown, but they stay latched on for much longer and deal damage at a faster rate. True to its name, Tackle Pikmin Throw makes Red, Yellow, Blue and White Pikmin function like Purple Pikmin by tackling opponents instead of latching onto them. Mighty Winged Pikmin have reduced total travel distance, but the distance is not affected by the amount of Pikmin that Olimar is carrying. Lastly, Order Tackle has all latched on Pikmin deal damage upon being recalled, which gives Olimar another way to deal damage.
Olimar has a few beneficial [[Character customization|custom moves]]. Hardy Pikmin Pluck makes all types of Pikmin more durable at the cost of being plucked slower. Sticky Pikmin Throw has each Pikmin deal less damage and cover less distance when thrown, but they stay latched on for much longer and deal damage at a faster rate. True to its name, Tackle Pikmin Throw makes red, yellow, blue, and white Pikmin function like the purple Pikmin by tackling opponents instead of latching onto them. Mighty Winged Pikmin have reduced total travel distance, but the distance is not affected by the amount of Pikmin that Olimar is carrying. Lastly, Order Tackle has all latched on Pikmin deal damage upon being recalled, which gives Olimar another way to deal damage.


Overall, Olimar still retains many of his considerable strengths in spite of their nerfs, and has even had some traits buffed, mostly in regard to his damage output. While his potential damage output was reduced, a smart player can overcome this, especially with the new mechanics for keeping track of Pikmin, making Olimar a much more reliable character for the player. His recovery has also been completely revamped for the better, which many agree has helped to alleviate his other changes. Early in the [[metagame]], Olimar was thought to be one of the worst characters, yet dedicated mains such as {{sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Angbad}}, {{Sm|Myran}}, and {{sm|Logic}} have shown that, as in ''Brawl'', he is still a very capable character who retains a very high learning curve.<ref>[https://www.eventhubs.com/news/2016/dec/17/brawl-olimar-was-monster-when-smash-4-came-out-i-thought-he-was-bottom-tier-flat-out-garbage-dabuz-olimars-transition-brawl/ 'Brawl Olimar was a monster... When Smash 4 came out I thought he was bottom tier; flat out garbage' - Dabuz on Olimar's transition from Brawl]</ref>
Overall, Olimar still retains many of his considerable strengths in spite of their nerfs, and has even had some traits buffed, mostly in regard to his damage output. While his potential damage output was reduced, a smart player can overcome this, especially with the new mechanics for keeping track of Pikmin, making Olimar a much more reliable character for the player. His recovery has also been completely revamped for the better, which many agree has helped to alleviate his other changes. Early in the [[metagame]], Olimar was thought to be one of the worst characters, yet dedicated mains such as {{sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Angbad}}, {{Sm|Myran}}, and {{sm|Logic}} have shown that, as in ''Brawl'', he is still a very capable character who retains a very high learning curve.<ref>[https://www.eventhubs.com/news/2016/dec/17/brawl-olimar-was-monster-when-smash-4-came-out-i-thought-he-was-bottom-tier-flat-out-garbage-dabuz-olimars-transition-brawl/ 'Brawl Olimar was a monster... When Smash 4 came out I thought he was bottom tier; flat out garbage' - Dabuz on Olimar's transition from Brawl]</ref>
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