Olimar (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Olimar was buffed significantly overall in his transition from ''SSB4'' to ''Ultimate'', with many aspects of his core playstyle being buffed and further improved by general gameplay mechanic changes.
Olimar was buffed significantly overall in his transition from ''SSB4'' to ''Ultimate'', with several aspects of his core playstyle being buffed and further improved by ''Ultimate''{{'}}s universally adjusted mechanics. 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 deals 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 most ultimate 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 deals even more damage when latched to an opponent via [[Pikmin Throw]], and all aerial attacks that use 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. Adding 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'', fixing 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 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 KOing 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}}. Olimar's 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 to ''Ultimate''{{'}}s engine, Olimar's mobility, while still below-average, has been improved via faster [[dash]]ing and [[air speed]]s. [[Dash-canceling]]'s expanded utility improves Olimar's ability to safely approach in tandem with his improved mobility. Furthermore, the alterations to [[air dodging]] mechanics have further enhanced Olimar's formidable [[edgeguarding]] and ledge-trapping game without compromising himself due to his excellent and maneuverable recovery.


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 includde 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 notable nerfs. To compensate for their strengthened attributes, Pikmin are even easier to KO in general; they have slightly toned down [[hit points|HP]], are now left vulnerable to attacks if Olimar gets hit with a move with high enough power, they can be hit by moves that Olimar already [[shield]]ed or [[perfect shield]]ed, and deceased Pikmin temporarily becomes the active Pikmin in Olimar's squad upon their death. The former two changes make it more difficult for Olimar to maintain the endurance of his Pikmin, forcing to replenish them more often, while 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 kill in general; they have slightly lower HP, are now left vulnerable to attacks if Olimar gets hit with a move with enough high knockback move, 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 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 traveling distance and maneuverability of his up special, [[Winged Pikmin]], being further reduced with consecutive usage, as well as its regeneration-time being slower. Despite his quicker mobility, Olimar now possesses one of the slowest [[initial dash]]es in ''Ultimate'', due to other fighters' initial dashes receiving far more substantial buffs than his, while the improvement to Olimar's initial dash was only extremely marginal in a similar vein to {{SSBU|Ike}}'s dashing speed. Finally, his hurtbox is larger vertically despite being smaller horizontally, making it easier to hit Olimar.


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 his up special, [[Winged Pikmin]], 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, his hurtbox is larger vertically, making it easier to hit Olimar.
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 somewhat affected his viability. Regardless, these nerfs are not enough to outweigh his buffs, and Olimar is considered to be improved in comparison to in ''SSB4''.  
 
Overall, Olimar's oppressive damage output and camping abilities have been improved further, though this comes in exchange for Pikmin being even frailer than before and Olimar himself being more susceptible to punishment. He has also seen some noticeable nerfs in game updates, which have somewhat affected his viability. Regardless, these nerfs are not enough to outweigh his buffs, and Olimar is considered to be better than he was in ''SSB4''.  


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