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Pit v Olimar guide, by Yin

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Oct 19th, 2016
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  1. Generally, Olimar is mostly going to be grounded, zoning you out with Fsmash and SideB, alongside punishing whiffs and such with grab
  2. The main cases Olimar is gonna be out of the air is to gain extra distance on SideB, or a surprise nair.
  3. You can sorta figure which one he's going to do depending on the next Pikmin in line, which you can see if you're attentive to the arrow pointing at the next Pikmin
  4. For example, Olimar is rarely going to be using a purple pikmin Fsmash with the intention of spacing you out, and will generally be using it to SideB if your percent is too low for a kill.
  5. Get yourself familiar with what each Pikmin does, and you'll be able to see what most are intended for.
  6. If you don't wanna look it up yourself, just to list how each work
  7. I'll go in the order of Pikmin plucks for this, so RBYWP
  8. Red has the standard 8%, and has the strongest aerials out of all the Pikmin, alongside an immunity to fire
  9. Pretty in Pink :sparkling_heart: | Yin ~ ☆ - Last Sunday at 1:00 AM
  10. Blue has an extra 3 HP from the standard (11%), doesn't drown in water, and possesses the strongest throws of the Pikmin, having the most range of them, alongside having potential as a kill throw with Uthrow, although that thing can be very rage dependant(edited)
  11. Yellow has the standard 8 HP, and possesses the most range and hitstun out of the Pikmin in terms of normals. Yellows shoot at a much higher arch in comparison when used for a SideB, which can be a bit easier to avoid, but also a lot harder to catch and avoid at times depending on the situation. This one is immune to electric attacks, meaning something like Electroshock actually won't break it.
  12. Whites don't do as much in terms of attacks, and is a lot more easily killed than the other Pikmin (7 HP), but they make up for it, thanks to having a slightly longer grab than standards, alongside the strongest pummel in the game. However, where the fun starts comes in SideB, due to how fast and far this thing goes in comparison to other Pikmin, and how this racks up way more damage upon latching than all the other Pikmin
  13. Purples are the heaviest among the Pikmin, and while short ranged all around in comparison to everything else, it's the only thing that deals knockback with SideB, is the most durable of Pikmin (13 HP), and has the strongest smash attacks. However, by being the heaviest, it's the easiest to hit on the way back, and slows down Olimar's recovery the most of the Pikmin
  14. With that out of the way, now you can probably get a basic idea of which ones are going to be used for what in the neutral
  15. However, there's one thing that can complicate the neutral from your side, and that's SideB.
  16. Whenever a Pikmin is latched onto you, they also lag any hitbox you throw at you
  17. this becomes very noticable with your multi-hits
  18. So if you're gonna be killing the Pikmin off, don't use things like nair or fair
  19. Generally, you kinda have to be patient for an opening
  20. It's worth noting that all of Olimar's Pikmin have projectile properties, meaning they can't trade, can only win or lose.
  21. Oh it's fine lol
  22. but if you're already doing it, might as well
  23. Alright, back on track
  24. Since they can only win or lose, you don't have to worry too much about breaking through them with things like dash attck if they're getting really trigger happy with things like SideB'
  25. You can also usually punish things like whiffed grabs, but it's still sorta weird at times
  26. However, if you do force a shield, go nuts, as Olimar does not have great OoS options
  27. Just be aware of which Pikmin he has next, as it limits what he can immediately do
  28. Now that you can find room for openings, the minute you touch him, don't let him touch the ground again
  29. Which is actually very easy, as Olimar is one of the worst characters at landing
  30. Even if you can't carry for that long, just putting him away from the stage is fantastic, as he has a hard time regaining stage
  31. If you put him offstage in that case, even better
  32. As his recovery is fairly bad.
  33. Mostly because while he can use a hitbox, it forces freefall afterward
  34. So generally, he can't fend you off with a hitbox during his recovery, meaning you can freely swat him away till the fuel in UpB dies, as it doesn't come back till he returns to the stage
  35. There's a very popular thing among Olimar mains as of late, which is avoiding ledge entirely, and floating just above you with a nair
  36. This is really easily punishable if you see it coming, so take notes if you see an Olimar doing this
  37. If he goes for ledge, he really only has one or two mixups from the ledge, and both are generally meh if you see through them
  38. The first is ledgehop purple pikmin SideB
  39. This one is okay since it forces shield, but you can usually catch him on the way down.
  40. The second is another UpB, into that falling nair situation I explained earlier(edited)
  41. Similar deal as last time
  42. Other than those, all Olimar can do is the standard ledge options, which can be punished on reaction.
  43. Generally, depending on percent, I mostly just reset the situation till I can convert a kill off of it, or put him in an even worse spot, like recovering again.
  44. I think that's about all I wanna say about the MU
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