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:''This article is about Olimar's appearance in Super Smash Bros. 4. For other uses, see [[Captain Olimar]] and [[Pikmin (species)]].'' | :''This article is about Olimar's appearance in ''Super Smash Bros. 4''. For other uses, see [[Captain Olimar]] and [[Pikmin (species)]].'' | ||
{{Infobox Character | {{Infobox Character | ||
|name = Olimar | |name = Olimar | ||
|image = {{tabber|title1=Olimar| | |image = {{tabber|title1=Olimar|tab1=[[File:Olimar SSB4.png|x250px]]|title2=Alph|tab2=[[File:Alph SSB4 Render.png|x250px]]}} | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
Line 11: | Line 11: | ||
|ranking = 21 | |ranking = 21 | ||
}} | }} | ||
'''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. 4]]''. His | '''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on July 12th, 2013, which also commemorated ''{{s|pikipedia|Pikmin 3}}'' being released in Japan on the following day. '''[[Alph]]''' ({{ja|ピクミン&アルフ|Pikumin & Arufu}}, ''Pikmin & Alph''), one of the three {{s|pikipedia|leader}}s in ''Pikmin 3'', was revealed as an [[Alternate costume|alternate character]] in a Director's Room Miiverse post on September 11, 2014. | ||
Olimar is ranked 21st out of 58 on the [[tier list]], placing him at the top of the C tier. This is a significant drop from his top-tier placement in ''[[Super Smash Bros. Brawl]]'', where he was ranked 3rd out of 38. As in ''Brawl'', Olimar's [[Pikmin (species)|Pikmin]] possess an impressive level of utility: they grant him respectable KO and damage racking potentials, as Olimar can use them to deal direct and/or indirect damage via his standard moves, and by having the Pikmin latch onto opponents via [[Pikmin Throw]], respectively. | |||
Olimar | The Pikmin also grant Olimar a potent grab game: each of them function as [[Grab#Tether grabs|disjointed grabs]]; White Pikmin-based pummel is tied with {{SSB4|Shulk}}'s [[Monado Arts|Buster]]-boosted pummel as the most damaging in the game; Blue Pikmin-based up throw is a viable KOing option at high percents; and Red Pikmin-based down throw is a very reliable combo starter even at high percents. Lastly, [[Winged Pikmin]] function as a maneuverable, flight-based recovery that can be used regardless of whether or not Olimar has Pikmin,<ref name="Direct">[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which makes them vastly superior to [[Pikmin Chain]]'s [[Tether recovery|tether-based recovery]]. | ||
However, Olimar's active Pikmin count has now been halved from six to three,<ref name="Direct"/> which severely weakens the [[camp]]ing strategies he relied on in ''Brawl''. The Pikmin themselves have also been weakened in a few, yet noticeable ways. Red, Yellow, Blue, and Purple Pikmin have less [[hit points]], which is further compounded by them and White Pikmin dying faster while separated from Olimar. Each type of Pikmin have also had the majority of their damage outputs lowered, and suffer from somewhat flawed [[artificial intelligence]]. Olimar also retains his slow overall mobility; his aerial mobility is particularly problematic, as it renders him susceptible to [[juggling]] in spite of his light weight. By extension, his offense is still burdened by slow attack speed and an over-reliance on Pikmin. | |||
Overall, in spite of his retained and newfound weaknesses. Olimar has achieved impressive results at all levels of competitive play, thanks to smashers such as {{Sm|Dabuz}}, {{Sm|Shuton}}, {{Sm|Gomakenpi}}, and {{Sm|Myran}}. | |||
==Attributes== | ==Attributes== | ||
Olimar is a | Olimar is a [[Weight|lightweight]] with overall slow mobility. However, his [[air acceleration]] and [[traction]] are both above-average, while his [[jump]] and [[double jump]] are both average. 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's extremely meager offensive prowess forces him to rely on instructing his multicolored Pikmin to remedy this glaring flaw. As a result, almost all of his moves involve Pikmin; this, in turn, can result in his moveset being useful or useless depending on whether or not he has Pikmin. When Olimar has Pikmin, he possesses arguably one of the most unique playstyles in the game, thanks to the 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 disjointed [[grab]]s by running out to grab opponents | 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 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 [[camp]]ing or hindering [[approach]]es. 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 if not shielded. [[Pikmin Order]] reorganizes his Pikmin for the proper situation at hand, and thanks to it briefly granting [[ | [[Pikmin Throw]] enables him to hinder approaches or, with a Purple Pikmin, even stop them outright if they are not shielded. [[Pikmin Order]] reorganizes his Pikmin for the proper situation at hand, and thanks to it briefly granting super [[armor]], it can even allow Olimar to briefly [[Wikipedia:Tank (gaming)|tank]] an attack in spite of his light weight. Lastly, [[Winged Pikmin]] are very versatile: they provide a long-distanced and maneuverable recovery that makes Olimar more difficult to KO compared to other lightweights, yet they 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 | 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 plan 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. Despite being a lightweight, his smash attacks are fairly fast and, while using Red and Purple Pikmin, boast impressive power. | ||
Olimar's disjointed grab range also enables him to disrupt the movements of quick characters or roll | Olimar's disjointed grab range also enables him to disrupt the movements of quick characters or roll spammers. When coupled with his above-average traction, this also grants him an excellent [[shield grab]]. Olimar's air game is also quite powerful: neutral aerial is a reliable combo starter when [[SHFF]]'d; up aerial is useful for juggling, and can even KO outright while near the upper [[blast line]]; forward aerial is useful for approaching and edge-guarding; back aerial is useful for edge-guarding, and can even KO outright while near the edge or the left/right blast line; and down aerial is a powerful [[meteor smash]] against aerial opponents during its first frame. However, Pikmin can also double as a drawback: due to being treated as [[projectile]]s, they can be [[reflect]]ed, which can sometimes hinder Olimar's offense against characters with moves of this sort. | ||
However, Olimar has noticeable flaws. | However, Olimar has noticeable flaws. One of his 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 him if he tries to retreat to pluck more Pikmin. Due to all but White Pikmin having less [[hit points]] than in ''Brawl'', they are also susceptible to dying faster. Olimar also has poor aerial mobility, as his slow [[Air speed|air]] and [[falling speed]]s make him easy to juggle and, when coupled with his light weight, to KO. This is further compounded by his Pikmin-based aerials being burdened with low [[priority]], which makes them extremely difficult to use against edge-guarders. | ||
Another severe flaw is his over-reliance on Pikmin, much like in his home series. Without Pikmin | 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 because of them being his most effective attacks. This also leaves Olimar with a total of six moves that deal damage: his neutral attack; tilt attacks; dash attack; and neutral aerial. This, in turn, is further compounded by his forward tilt being the only move out of these that has KO potential. As a result, it is crucial that Olimar has at least one Pikmin with him at all times. | ||
Lastly, some of Olimar's useful Pikmin-based attacks have certain drawbacks: his KOing options have very minimal KO potential while using White Pikmin; each of his grabs have noticeably shorter ranges while using Purple Pikmin; up throw has KO potential | Lastly, some of Olimar's useful Pikmin-based attacks have certain drawbacks: his KOing options have very minimal KO potential while using White Pikmin; each of his grabs have noticeably shorter ranges while using Purple Pikmin; up throw has KO potential only while using Blue Pikmin; down throw's combo potential is consistent at high percents only while using Red Pikmin; and Winged Pikmin's recovery potential worsens when they are used too frequently. | ||
Olimar has a few beneficial [[Character customization|custom moves]]. Hardy Pikmin Pluck makes all | 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 grants Olimar another way to deal damage. | ||
Overall, Olimar | 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. Olimar's recovery has also been completely revamped for the better, which is generally agreed to have alleviated 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> | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
In ''Super Smash Bros. Brawl'', Olimar was considered to be a top | In ''Super Smash Bros. Brawl'', Olimar was considered to be a top tier character, usually being seen as a top 5 or even a top 3 character. This was mainly due to the effectiveness of his [[Pikmin]]. Olimar had six Pikmin available and they overall gave him incredible camping potential. Olimar could easily abuse his [[Pikmin Throw]] to keep his opponents out due to the amount of Pikmin he could have out and even at close range, Olimar still possessed strong tools. His damage output was very high especially with certain Pikmin, his smash attacks were very effective, his aerials were powerful, he had a strong grab game with a very fast and long ranged grab in addition to possessing combo and KO throws depending on the Pikmin used and he even had a solid defensive option with [[Pikmin Order]]. Olimar also had rather respectable KO power, with his purple Pikmin and red Pikmin in some situations being particularly powerful. While he did have poor mobility, limited approach options, a slew of multi hit attacks which could be avoided with SDI and he had an extremely exploitable recovery, these weaknesses did not hurt Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on stage, making it very difficult for most of the cast to deal with Olimar. | ||
Olimar | Olimar has naturally seen a mix 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 significantly nerfed overall. | ||
The most glaring nerf was the halving of his Pikmin count from six to three due to the limitations of the Nintendo 3DS' processing power. As a result, this hinders 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 is also worse as Olimar is lighter and his Pikmin (except for white Pikmin) have less 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 smashes. Olimar's smash attacks have seen various downgrades: they can all be reflected, forward smash has a shorter duration, and his down smash deals less knockback. Up smash, however, had the largest nerf out of all of Olimar's smash attacks. Not only is it much laggier, having increased startup lag and much higher ending lag, but it also has decreased range and power, significantly hindering its utility. Olimar's aerials also deal significantly less damage with forward and down aerial in particular being significantly weaker. Olimar's grab game was also weakened: his grabs have a shorter duration, considerably less range no longer being the longest reaching grabs in the game, and his standing and dash grabs are significantly laggier, making Olimar rely on his already nerfed pivot grab more often. His throws with Blue and especially Purple Pikmin are also weaker which hinders his ability to KO opponents with his throws, especially relative to the cast. Lastly, [[Pikmin Order]] has significantly decreased super [[armor]], hindering its both its safety and overall versatility. | |||
However, Olimar also received a few buffs: [[Winged Pikmin]] largely outclasses [[Pikmin Chain]] as a recovery tool due to being much more versatile and the removal of [[edge hog]]ging immensely aids Olimar. Olimar's white Pikmin have also been improved outside of Pikmin Throw as they have more HP and most of Olimar's attacks with White Pikmin are stronger (although they are still mostly useless for attacking). The removal of [[hitstun canceling]] has also given Olimar greater combo potential with moves such as down throw and his new up aerial which is now a powerful juggling tool. Lastly despite his overall damage output being reduced, a fair amount of Olimar's Pikmin attacks (mainly with Red and Purple Pikmin) deal more damage. | |||
Overall | Overall while his recovery has been improved significantly, Olimar's other flaws were not addressed and his strengths were significantly toned down making his flaws more detrimental. Despite this, Olimar has nevertheless retained most of his useful options from ''Brawl'' and remains an above average character. However, Olimar's buffs do not nearly compensate for his more severe nerfs and the changes to the game's mechanics do not benefit Olimar as much as some other returning veterans, which has led to him to be considered one of the characters to have been the most severely nerfed in the initial transition from ''Brawl'', alongside {{SSB4|King Dedede}}, {{SSB4|Meta Knight}}, {{SSB4|Falco}}, {{SSB4|Wario}} and {{SSB4|Marth}} (during the initial release). As a result, Olimar is still a viable character, albeit not to the degree as in ''Brawl''. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Olimar's design is now a combination of his | *{{change|Olimar's design is now a combination of his appearances in ''{{s|pikipedia|Pikmin 3}}'' and ''Super Smash Bros. Brawl''. His slightly smaller nose; helmet's {{s|pikipedia|whistle}} and gray collar; gloves' gray trim; and space suit's red and blue connectors are from ''Pikmin 3'', whereas his space suit's rivets and three connectors are from ''Brawl''. The aesthetic used in ''SSB4'' has also resulted in Olimar's space suit being sleeker, and his boots' red trim; his [[wikipedia:Primary Life Support System|life support system]]'s stripe; and his gloves and {{s|pikipedia|Hocotate Freight}} patches being more vibrant.}} | ||
*{{change|Olimar's white and green [[alternate costume]]s have been updated. The former's suit is now gray and its gloves are now blue, instead of both being white, while the latter's sleeves and boots are now green instead of white and red, respectively. Instead of receiving new alternate costumes, [[Alph]] | *{{change|Olimar's white and green [[alternate costume]]s have been updated. The former's suit is now gray and its gloves are now blue, instead of both being white, while the latter's sleeves and boots are now green instead of white and red, respectively. Instead of receiving new alternate costumes, [[Alph]] appears as an alternate character,<ref name=OlimarSSB4>[http://www.sourcegaming.info/2015/07/29/plucky-little-guys-olimar-and-alph-in-smash-4/ Plucky Little Guys: Olimar and Alph in Smash 4]</ref> complete with his own respective alternate costumes.}} | ||
*{{change|All [[taunt]]s | *{{change|All [[taunt]]s have updated sound effects.}} | ||
*{{change|The Pikmin's proportions are now significantly more in | *{{change|The Pikmin's proportions are now significantly more in line with their appearances in ''Pikmin 3''.}} | ||
*{{change|{{GameIcon|ssb4-3ds}}Pikmin now have more limited cosmetics, as their leaves do not [[pikipedia:Maturity|turn into buds or flowers]]. Additionally, if two or three Pikmin stand in the same spot in Olimar's lineup, it can produce [[:File:MeshedPikmin.jpg|odd results]] and make it difficult to tell which Pikmin will be used next. Lastly, their idle animations are all synchronized, presumably to avoid any unnecessary hardware strain | *{{change|{{GameIcon|ssb4-3ds}}Pikmin now have more limited cosmetics, as their leaves do not [[pikipedia:Maturity|turn into buds or flowers]]. Additionally, if two or three Pikmin stand in the same spot in Olimar's lineup, it can produce [[:File:MeshedPikmin.jpg|odd results]] and make it difficult to tell which Pikmin will be used next. Lastly, their idle animations are all synchronized, presumably to avoid any unnecessary hardware strain.}} | ||
*{{buff|The Pikmin at the head of the line now | *{{buff|The Pikmin at the head of the line now has a visual indicator in the form of a player-colored arrowhead above it. This allows the player to better visualize which Pikmin will be used next.}} | ||
===Attributes=== | ===Attributes=== | ||
*Olimar: | *Olimar: | ||
**{{buff|Olimar [[dash]]es faster (1.4 → 1.47).}} | **{{buff|Olimar [[dash]]es faster (1.4 → 1.47).}} | ||
**{{buff|Olimar's initial dash is faster (1.4 → 1.6).}} | |||
**{{change|Olimar | **{{change|Olimar falls faster (1.3 → 1.35). This slightly improves his vertical endurance, but makes him slightly more susceptible to combos.}} | ||
**{{change|Olimar's [[gravity]] is higher (0.06 → 0.068).}} | **{{change|Olimar's [[gravity]] is higher (0.06 → 0.068).}} | ||
**{{buff|Olimar's [[fast fall]]ing speed | **{{buff|Olimar's [[fast fall]]ing speed is higher (1.82 → 2.16).}} | ||
**{{nerf|Olimar is [[Weight|lighter]] (82 → 79), | **{{nerf|Olimar is [[Weight|lighter]] (82 → 79), hindering his endurance.}} | ||
**{{nerf|Instead of | **{{nerf|Instead of having multiple hurtboxes for each of his body parts, Olimar now has one hurtbox which is a giant orb around him. This gives him a bigger hurtbox around his body, making him easier to hit, especially horizontally.}} | ||
**{{buff|[[Roll]]s have less | **{{buff|[[Roll]]s have less ending lag (FAF 33 → 30).}} | ||
**{{nerf|Rolls have | **{{nerf|Rolls have a shorter duration (frames 4-19 → 4-16).}} | ||
**{{nerf|[[Spot dodge]] has | **{{nerf|[[Spot dodge]] has a shorter duration (frames 3-20 → 3-17) and it has more ending lag (FAF 26 → 27).}} | ||
**{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 40 → 33).}} | **{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 40 → 33).}} | ||
**{{nerf|Air dodge has | **{{nerf|Air dodge has a shorter duration (frames 4-29 → 3-27).}} | ||
**{{nerf|The removal of [[meteor cancel]]ing drastically hinders Olimar's endurance against | **{{nerf|The removal of [[meteor cancel]]ing drastically hinders Olimar's endurance against meteor smashes moreso than any other returning veteran besides {{SSB4|Zero Suit Samus}} due to him previously having one of the most lenient meteor cancel windows in ''Brawl''. While it does also increase the reliability of his down aerial, the move's power has been significantly reduced to compensate.}} | ||
* | *Pikmin: | ||
**{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> the maximum Pikmin count has been halved (6 → 3). <ref name="Direct"/>}} This significantly weakens his [[camp]]ing game and damage ranking potential. | |||
**{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> the maximum Pikmin count has been halved (6 → 3). <ref name="Direct"/>}} This significantly weakens his [[camp]]ing game and damage | **{{change|Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on [[terrain]].<ref name="Direct"/> This means Olimar no longer has to depend on certain types of terrain in order to pluck certain Pikmin. However, this also makes it significantly less frequent to have two or more of the same type of Pikmin at once, especially when combined with the reduced maximum Pikmin count.}} | ||
**{{change|Pikmin are now plucked in a set cycle (Red → Yellow → Blue → White → Purple), instead of being random and based on [[terrain]].<ref name="Direct"/> This means Olimar no longer has to depend on certain types of terrain in order to pluck certain Pikmin. However, this also makes it significantly less frequent to have two or more of the same | |||
**{{nerf|Pikmin now have somewhat flawed [[artificial intelligence]]. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the {{GameIcon|ssb4-u}} version, as their flawed AI only occurs at edges.}} | **{{nerf|Pikmin now have somewhat flawed [[artificial intelligence]]. As a result, they can potentially fly out of line if Olimar moves too quickly, which prevents combos or follow-ups from being performed effectively. However, this is significantly less prevalent in the {{GameIcon|ssb4-u}} version, as their flawed AI only occurs at edges.}} | ||
**{{buff|The Pikmin's safespot distance from Olimar has decreased (6 → 4), making them follow Olimar sooner.}} | **{{buff|The Pikmin's safespot distance from Olimar has decreased (6 → 4), making them follow Olimar sooner.}} | ||
Line 92: | Line 87: | ||
**{{buff|Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).}} | **{{buff|Pikmin follow the previous aerial velocity for a shorter period of time (15 frames → 8).}} | ||
**{{buff|Pikmin have a larger teleport box size (20u → 24u), allowing Olimar to use his Pikmin based attacks from further away, if he is separated from his Pikmin.}} | **{{buff|Pikmin have a larger teleport box size (20u → 24u), allowing Olimar to use his Pikmin based attacks from further away, if he is separated from his Pikmin.}} | ||
**{{nerf|All Pikmin | **{{nerf|All Pikmin except white Pikmin have decreased [[hit points]] (9 (Red/Yellow)/14 (Blue)/15 (Purple) → 9 (R/Y)/11 (B)/13 (P)). Pikmin separated from Olimar also die faster.}} | ||
**{{buff|White Pikmin have increased hit points (4 → 7).}} | **{{buff|White Pikmin have increased hit points (4 → 7).}} | ||
**{{buff|All Pikmin have increased maximum | **{{buff|All Pikmin have increased maximum walk/run speed (2.4 (Red/Yellow/Blue)/3 (White)/1.5 (Purple) → 3 (R/Y/B)/4 (W)/1.7 (P)).}} | ||
**{{buff|All Pikmin have increased | **{{buff|All Pikmin have increased walk/run acceleration (0.075 (Red/Yellow/Blue)/0.12 (White)/0.5 (Purple) → 0.1 (R/Y/B)/0.135 (W)/0.8 (P)).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]] | *[[Neutral attack]] | ||
**{{change|Olimar | **{{change|Olimar has a new neutral attack, the [[pikipedia:Upgrade#Rocket Fist|Rocket Fist]]'s {{s|wikipedia|one-two combo}}.}} | ||
**{{nerf|Neutral attack has a shorter duration (frames 4-7 (hit 1)/ 8-10 (hit 1 antenna)/4-6 (hit 2) → 4 (hit 1 clean)/5 (hit 1 late)/4-5 (hit 2)).}} | **{{nerf|Neutral attack has a shorter duration (frames 4-7 (hit 1)/ 8-10 (hit 1 antenna)/4-6 (hit 2) → 4 (hit 1 clean)/5 (hit 1 late)/4-5 (hit 2)).}} | ||
**{{buff|The first hit has increased set knockback (10 (base), 10 (set), 80 (scaling) → 0/(40/30/35)/80).}} | **{{buff|The first hit has increased set knockback (10 (base), 10 (set), 80 (scaling) → 0/(40/30/35)/80).}} | ||
**{{buff|The first hit now | **{{buff|The first hit now has a late hit which deals more damage on Olimar's fist (3% → 4%).}} | ||
**{{buff|The first hit transitions into the second hit sooner (frame 8 → 6).}} | **{{buff|The first hit transitions into the second hit sooner (frame 8 → 6).}} | ||
**{{buff|The | **{{buff|The far hitbox now launches opponents vertically (361° → 80°), allowing it to connect more reliably into the second hit.}} | ||
***{{nerf|However, this also remove's the | ***{{nerf|However, this also remove's the far hit's ability to [[lock]].}} | ||
**{{nerf|The first hit has smaller hitboxes (4u/4u → 2.5u/3u (clean)/2.5u/3.5u (late)) and it now | **{{nerf|The first hit has smaller hitboxes (4u/4u → 2.5u/3u (clean)/2.5u/3.5u (late)) and it now has static hitboxes which overall do not reach as far as the previous hitboxes.}} | ||
**{{nerf|The first hit's antenna | **{{nerf|The first hit's antenna hitbox has been removed, which in turn:}} | ||
***{{nerf|Reduces its maximum damage output (5% → 4%).}} | ***{{nerf|Reduces its maximum damage output (5% → 4%).}} | ||
***{{nerf|Reduces its range, especially vertically.}} | ***{{nerf|Reduces its range, especially vertically.}} | ||
***{{buff|However, this prevents Olimar from being stuck in | ***{{buff|However, this prevents Olimar from being stuck in hitlag before being able to perform the second hit. When combined with the move transitioning sooner along with its increased knockback, this means it is no longer possible for the opponent to shield the second hit if Olimar lands the move at close range.}} | ||
**{{nerf|The second hit deals less damage (5% → 4%/3%) without full compensation on its knockback scaling (75 → 80).}} | **{{nerf|The second hit deals less damage (5% → 4%/3%) without full compensation on its knockback scaling (75 → 80).}} | ||
**{{nerf|The second hit launches opponents at a less favorable angle (361° → 45°).}} | **{{nerf|The second hit launches opponents at a less favorable angle (361° → 45°).}} | ||
**{{nerf|The second hit has smaller hitboxes (4u/4u/2.5u → 2.5u/3.5u) and it now has static hitboxes which overall do not reach as far as the previous hitboxes.}} | **{{nerf|The second hit has smaller hitboxes (4u/4u/2.5u → 2.5u/3.5u) and it now has static hitboxes which overall do not reach as far as the previous hitboxes.}} | ||
***{{nerf|This also means that the move can no longer hit opponents behind Olimar.}} | ***{{nerf|This also means that the move can no longer hit opponents behind Olimar.}} | ||
**{{nerf|The second hit's antenna | **{{nerf|The second hit's antenna hitbox has been removed, which in turn:}} | ||
***{{nerf|Greatly reduces its maximum damage output (10% → 4%).}} | ***{{nerf|Greatly reduces its maximum damage output (10% → 4%).}} | ||
***{{nerf|Reduces its range, especially vertically.}} | ***{{nerf|Reduces its range, especially vertically.}} | ||
*[[Forward tilt]] | *[[Forward tilt]] | ||
**{{change|Olimar | **{{change|Olimar has a new forward tilt, the Rocket Fist's wind-up punch. Olimar stays still while performing the punch.}} | ||
***{{buff|This makes it a safer | ***{{buff|This makes it a safer spacing tool.}} | ||
***{{nerf|However, this also significantly reduces its range.}} | ***{{nerf|However, this also significantly reduces its range.}} | ||
**{{buff|Forward tilt has less ending lag (FAF 38 → 36).}} | **{{buff|Forward tilt has less ending lag (FAF 38 → 36).}} | ||
**{{buff|Forward tilt deals much more damage (6% → 11%) without full compensation on its knockback (15 (base), 130 (scaling) → 35/97), significantly improving its KO potential.}} | **{{buff|Forward tilt deals much more damage (6% → 11%) without full compensation on its knockback (15 (base), 130 (scaling) → 35/97), significantly improving its KO potential.}} | ||
**{{buff|Forward tilt now | **{{buff|Forward tilt now uses two extended hitboxes which overall cover more horizontal distance relative to Olimar than the previous hitboxes.}} | ||
***{{nerf|However, the move is also no longer | ***{{nerf|However, the move is also no longer disjointed due to its new animation.}} | ||
**{{nerf|Forward tilt has more startup lag with a much shorter duration (frames 9-18 → 15 (clean)/16-17 (late)).}} | **{{nerf|Forward tilt has more startup lag with a much shorter duration (frames 9-18 → 15 (clean)/16-17 (late)).}} | ||
**{{nerf|Forward tilt has smaller hitboxes (5u/5u/5u → 3.5u/2.2u).}} | **{{nerf|Forward tilt has smaller hitboxes (5u/5u/5u → 3.5u/2.2u).}} | ||
***{{nerf|In addition to this, the larger, further | ***{{nerf|In addition to this, the larger, further reaching hitbox is only active for the first frame, further reducing the move's range during its later frames.}} | ||
*[[Up tilt]] | *[[Up tilt]] | ||
**{{buff|Up tilt's | **{{buff|Up tilt's loop hits' left side hitbox now launches opponents towards Olimar (70° → 120°). When combined with the weakening of [[SDI]], this makes up tilt connect more reliably, especially if the opponent is behind Olimar.}} | ||
**{{nerf|Up tilt has more ending lag (FAF 40 → 44).}} | **{{nerf|Up tilt has more ending lag (FAF 40 → 44).}} | ||
**{{nerf|The | **{{nerf|The loop hits deal less damage (1% → 0.6%).}} | ||
**{{nerf|Up tilt now only | **{{nerf|Up tilt now only has five loop hits instead of seven which in turn:}} | ||
***{{nerf|Shortens its duration (frame 6/8/10/12/14/16/18/20 → 6/8/10/12/14/16) | ***{{nerf|Shortens its duration (frame 6/8/10/12/14/16/18/20 → 6/8/10/12/14/16) which also further increases the move's ending lag along with its longer total duration.}} | ||
***{{nerf|Reduces its damages, especially when combined with each individual hit's lower damage (11% → 7.6%).}} | ***{{nerf|Reduces its damages, especially when combined with each individual hit's lower damage (11% → 7.6%).}} | ||
**{{nerf|The | **{{nerf|The loop hit's head hitbox is smaller (5.5u → 5u) and the antenna hitbox has been removed, significantly reducing the move's vertical range although the head hitbox has lower set knockback (30 → 20) to partially compensate.}} | ||
*[[Down tilt]] | *[[Down tilt]] | ||
**{{nerf|Down tilt's antenna | **{{nerf|Down tilt's antenna hitbox has been removed, which in turn:}} | ||
***{{nerf|Shortens its duration (frames 6-12/16-22 → 6-12).}} | ***{{nerf|Shortens its duration (frames 6-12/16-22 → 6-12).}} | ||
***{{nerf|Reduces its maximum damage output (8% → 6%).}} | ***{{nerf|Reduces its maximum damage output (8% → 6%).}} | ||
***{{nerf|Reduces its range, especially vertically.}} | ***{{nerf|Reduces its range, especially vertically.}} | ||
***{{buff|However, this also means that Olimar can no longer suffer from additional | ***{{buff|However, this also means that Olimar can no longer suffer from additional hitlag by landing the antenna hitbox, preventing the move from having more ending lag in some situations.}} | ||
**{{nerf|Down tilt has a longer animation (29 frames → 37), increasing the amount of time Olimar cannot | **{{nerf|Down tilt has a longer animation (29 frames → 37), increasing the amount of time Olimar cannot walk backwards after performing it.}} | ||
**{{buff|The changes to [[hitstun canceling]] and [[DI]] | **{{buff|The changes to [[hitstun canceling]] and [[DI]] improves down tilt's combo potential.}} | ||
*[[Dash attack]] | *[[Dash attack]] | ||
**{{buff|Dash attack's first hit has a longer duration (frames 8-9 → 8-10).}} | **{{buff|Dash attack's first hit has a longer duration (frames 8-9 → 8-10).}} | ||
***{{nerf|However, this also makes it more difficult to connect both hits.}} | ***{{nerf|However, this also makes it more difficult to connect both hits.}} | ||
**{{nerf|Dash attack has more ending lag (FAF 35 → 38).}} | **{{nerf|Dash attack has more ending lag (FAF 35 → 38).}} | ||
**{{nerf|Dash attack has smaller hitboxes (6.5u/4u (hit 1)/5.2u/3.3u (hit 2) → 3.5u (both) and the | **{{nerf|Dash attack has smaller hitboxes (6.5u/4u (hit 1)/5.2u/3.3u (hit 2) → 3.5u (both) and the near hit has been removed.}} | ||
*{{nerf|All of Olimar's smash attacks can now be [[reflect]]ed | *{{nerf|All of Olimar's smash attacks can now be [[reflect]]ed hindering their reliability against certain characters.}} | ||
*[[Forward smash]] | *[[Forward smash]] | ||
**{{buff|When forward smash is | **{{buff|When forward smash is used on an upward slope, Pikmin now fly parallel to the slope, instead of directly into it.}} | ||
**{{change|Forward smash no longer | **{{change|Forward smash no longer makes Pikmin fly off edges unless it is initiated close to an edge. This makes it safer to use Pikmin near ledges, but hinders their ability to hit opponents below platforms or off stage.}} | ||
**{{nerf|Forward smash | **{{nerf|Forward smash with non purple Pikmin has a much shorter duration (frames 11-15 (clean)/16-22 (mid)/23-47 (late) → 11-14/15-20/21-29).}} | ||
***{{nerf|Purple Pikmin | ***{{nerf|Purple Pikmin forward smash also has a shorter duration overall (frames 11-15 (clean)/16-20 (mid)/21-25 (late) → 11-14/15-19/20-24).}} | ||
* | *Red Pikmin: | ||
**{{buff|The clean hit deals more damage (15% → 17.4%) and knockback (10 (base), 96 (scaling) → 30/86), improving its KO potential.}} | **{{buff|The clean hit deals more damage (15% → 17.4%) and knockback (10 (base), 96 (scaling) → 30/86), improving its KO potential.}} | ||
**{{buff|The mid | **{{buff|The mid hit deals slightly more knockback (20 (base), 90 (scaling) → 33/86).}} | ||
**{{nerf|The late hit deals less damage (9% → 7.2%) without full compensation on its knockback (20 (base), 90 (scaling) → 33/86).}} | **{{nerf|The late hit deals less damage (9% → 7.2%) without full compensation on its knockback (20 (base), 90 (scaling) → 33/86).}} | ||
* | *Yellow Pikmin: | ||
**{{buff|The clean and mid | **{{buff|The clean and mid hits deal more damage (13% (clean)/9% (mid) → 14.5%/10%).}} | ||
**{{buff|Yellow Pikmin | **{{buff|Yellow Pikmin forward smash deals more knockback (10 (base), 96 (scaling) → 33/94 (clean), 20/90 → 33/94 (mid/late)) improving its KO potential, especially the clean hit when combined with its higher damage.}} | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin forward smash has smaller hitboxes (6.5u (clean)/5.5u (mid)/5u (late) → 5u/3.75u/3.75u).}} | ||
* | *Blue Pikmin: | ||
**{{buff|Blue Pikmin | **{{buff|Blue Pikmin forward smash deals more knockback (10 (base), 96 (scaling) → 33/94 (clean), 20/90 → 33/94 (mid/late)) improving its KO potential.}} | ||
**{{nerf|The clean and mid | **{{nerf|The clean and mid hits deal less damage (15% (clean)/11% (mid) → 14.5%/10%).}} | ||
* | *White Pikmin: | ||
**{{buff|White Pikmin | **{{buff|White Pikmin Forward smash deals more damage (9% (clean)/6% (mid)/3% (late) → 11.6%/8%/4.8%) and knockback (10 (base), 80 (scaling) → 33/94 (clean), 15/80 → 33/94 (late)).}} | ||
*Purple Pikmin: | *Purple Pikmin: | ||
**{{buff|The clean hit deals more damage (18% → 20.3%) without full compensation on its knockback (20 (base), 95 (scaling) → 33/84), improving its KO potential.}} | **{{buff|The clean hit deals more damage (18% → 20.3%) without full compensation on its knockback (20 (base), 95 (scaling) → 33/84), improving its KO potential.}} | ||
***{{buff|When combined with the | ***{{buff|When combined with the changes to shields, this significantly improves purple Pikmin forward smash's shield pressuring potential.}} | ||
**{{change|Purple Pikmin | **{{change|Purple Pikmin forward smash now launches opponents horizontally (70° → 361°), now matching the other variants of forward smash.}} | ||
**{{nerf|The mid | **{{nerf|The mid hit and especially the late hit deal less damage (16% (mid)/13% (late) → 14%/8.4%) and knockback (20 (base), 95 (scaling) → 33/84) hindering their KO potential.}} | ||
*[[Up smash]] | *[[Up smash]] | ||
**{{change|Up smash's animation has changed | **{{change|Up smash's animation has changed. Olimar only points up once instead of twice.}} | ||
**{{nerf|Up smash has more startup lag (frame 8 → 12).}} | **{{nerf|Up smash has more startup lag (frame 8 → 12).}} | ||
**{{nerf|Up smash has much more ending lag (FAF 33 → 56) | **{{nerf|Up smash has much more ending lag (FAF 33 → 56) removing its followup potential and greatly hindering its safety.}} | ||
**{{nerf| | **{{nerf|Pikmin gain less vertical momentum from up smash (3.5 → 2.8), resulting in the Pikmin not jumping as high or as quickly.}} | ||
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's | **{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential.}} | ||
**{{nerf|Up smash | **{{nerf|Up smash with non purple Pikmin has a slightly shorter duration (frames 8-9 (clean)/10-12 (mid)/13-19 (late) → 12-13/14-16/17-22).}} | ||
**{{nerf|The clean | **{{nerf|The clean sweetspot (7u (red/blue/white)/9u (yellow)/6.5u (purple) → 6u (P/B/W/P)/7u (Y)) and late hit (6u (red/blue/white)/8u (yellow)/5.5u (purple) → 5u (P/B/W/P)/6.25u (Y)) have smaller hitboxes.}} | ||
*Red Pikmin | *Red Pikmin | ||
**{{buff|The clean sweetspot and late hit deal more damage (15% (clean sweetspot)/12% (late) → 15.6%/13.2%).}} | **{{buff|The clean sweetspot and late hit deal more damage (15% (clean sweetspot)/12% (late) → 15.6%/13.2%).}} | ||
**{{nerf|The clean sweetspot and late hit have | **{{nerf|The clean sweetspot and late hit have lower knockback scaling (90 → 83 (clean)/78 (late)), hindering their KO potential despite their higher damage.}} | ||
**{{nerf|The clean | **{{nerf|The clean far hit deals less damage (14% → 12%) and has lower knockback scaling (87 → 74), greatly hindering its KO potential.}} | ||
*Yellow Pikmin: | *Yellow Pikmin: | ||
**{{buff|The late hit deals more damage (10% → 11%), without full compensation on its knockback scaling (90 → 85).}} | **{{buff|The late hit deals more damage (10% → 11%), without full compensation on its knockback scaling (90 → 85).}} | ||
**{{nerf|The clean hit deals less damage (14% (near)/12% (far) → 13%/10%). The sweetspot's knockback scaling was | **{{nerf|The clean hit deals less damage (14% (near)/12% (far) → 13%/10%). The sweetspot's knockback scaling was marginally increased (90 → 91) while the sourspot's was decreased (90 → 81), hindering its KO potential, especially the far hit.}} | ||
*Blue Pikmin: | *Blue Pikmin: | ||
**{{nerf|The clean hit deals less damage (15% (near)/13% (far) → 13%/10%). The sweetspot's knockback scaling was | **{{nerf|The clean hit deals less damage (15% (near)/13% (far) → 13%/10%). The sweetspot's knockback scaling was marginally increased (90 → 91) while the sourspot's was decreased (90 → 81), hindering its KO potential, especially the far hit.}} | ||
**{{nerf|The late hit has lower knockback scaling (90 → 85).}} | **{{nerf|The late hit has lower knockback scaling (90 → 85).}} | ||
*White Pikmin: | *White Pikmin: | ||
**{{buff|White Pikmin | **{{buff|White Pikmin up smash deals more damage (9% (clean sweetspot)/7% (clean sourspot)/5% (late) → 10.8%/8%/8.8%). The clean hit has increased knockback scaling (90 → 91), while the late hit's knockback scaling was not fully compensated (90 → 85), improving its KO potential.}} | ||
**{{nerf|The clean | **{{nerf|The clean far hit has lower knockback scaling (90 → 81), slightly hindering its KO potential despite its higher damage.}} | ||
*Purple Pikmin: | *Purple Pikmin: | ||
**{{buff|Purple Pikmin | **{{buff|Purple Pikmin up smash has a longer duration (frames 8-9 (clean)/10-12 (mid)/13-16 (late) → 12-13/14-16/17-22), now matching the other variants.}} | ||
**{{buff|Purple Pikmin | **{{buff|Purple Pikmin up smash deals more damage (16% (clean sweetspot)/13% (clean sourspot/late) → 18.2%/14%/15.4%).}} | ||
**{{nerf|Purple Pikmin | **{{nerf|Purple Pikmin up smash deals less knockback (50 (base), 100 (scaling) → 50/(81/72) (clean), 40/100 → 50/76 (late)), hindering its KO potential despite its increased damage.}} | ||
*[[Down smash]] | *[[Down smash]] | ||
**{{change|Pikmin will now always fly off edges after down smash is performed, as opposed to only happening if Olimar is very close to an edge.}} | **{{change|Pikmin will now always fly off edges after down smash is performed, as opposed to only happening if Olimar is very close to an edge.}} | ||
**{{change|Down smash has a lower bonus [[trip]] chance (40% → 20%) although due to its angle remaining unchanged, this does not affect the move.}} | **{{change|Down smash has a lower bonus [[trip]] chance (40% → 20%) although due to its angle remaining unchanged, this does not affect the move.}} | ||
Line 222: | Line 217: | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|All aerials have longer animations (41 frames (neutral/forward)/48 (back)/34 (up)/51 (down) → 53/51/57/42/59), increasing the amount of time Olimar cannot grab ledges after performing an aerial.}} | *{{nerf|All aerials have longer animations (41 frames (neutral/forward)/48 (back)/34 (up)/51 (down) → 53/51/57/42/59), increasing the amount of time Olimar cannot grab ledges after performing an aerial.}} | ||
*{{nerf|Olimar and his opponent now suffer from the 1.5x hitlag multiplier caused by electric attacks (rather than just the opponent), giving all of his | *{{nerf|Olimar and his opponent now suffer from the 1.5x hitlag multiplier caused by electric attacks (rather than just the opponent), giving all of his yellow Pikmin aerials more ending lag when they connect.}} | ||
*[[Neutral aerial]] | *[[Neutral aerial]] | ||
**{{nerf|Neutral aerial has more ending lag (FAF 42 → 54).}} | **{{nerf|Neutral aerial has more ending lag (FAF 42 → 54).}} | ||
**{{nerf|Neutral aerial has smaller hitboxes, especially the final hit (4.5u/3.5u/3.5u/4.5u → 3.5u/2.5u/2.5u/3.5u (loop hits), 9u/8u/8u/9u → 5u/4u/4u/5u (final hit)).}} | **{{nerf|Neutral aerial has smaller hitboxes, especially the final hit (4.5u/3.5u/3.5u/4.5u → 3.5u/2.5u/2.5u/3.5u (loop hits), 9u/8u/8u/9u → 5u/4u/4u/5u (final hit)).}} | ||
Line 230: | Line 225: | ||
**{{nerf|Neutral aerial now only has four loop hits instead of five which in turn reduces its damages, especially when combined with each individual hit's lower damage (12% → 8%).}} | **{{nerf|Neutral aerial now only has four loop hits instead of five which in turn reduces its damages, especially when combined with each individual hit's lower damage (12% → 8%).}} | ||
**{{buff|The changes to hitstun canceling/DI improve neutral aerial's combo potential after landing with the move.}} | **{{buff|The changes to hitstun canceling/DI improve neutral aerial's combo potential after landing with the move.}} | ||
*[[Forward aerial]] | *[[Forward aerial]] | ||
**{{change|Forward aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}} | **{{change|Forward aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}} | ||
***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.4u).}} | ***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.4u).}} | ||
**{{nerf|Forward aerial no longer deals extra shield damage (1 → 0).}} | **{{nerf|Forward aerial no longer deals extra shield damage (1 → 0).}} | ||
*Red Pikmin | *Red Pikmin | ||
**{{nerf|Red Pikmin | **{{nerf|Red Pikmin forward aerial deals much less damage (15% → 10.2%) and knockback (25 (base), 88 (scaling) → 32/82), greatly hindering its KO potential.}} | ||
*Yellow Pikmin | *Yellow Pikmin | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin forward aerial has a shorter duration (frames 7-10 → 7-9), now matching the other variants.}} | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin forward aerial deals much less damage (12% → 8.5%) with it only seeing a slight increase to its base knockback (25 → 32), significantly hindering its KO potential.}} | ||
*Blue Pikmin | *Blue Pikmin | ||
**{{nerf|Blue Pikmin | **{{nerf|Blue Pikmin forward aerial deals much less damage (13% → 8.5%) with it only seeing a slight increase to its base knockback (25 → 32), significantly hindering its KO potential.}} | ||
*White Pikmin: | *White Pikmin: | ||
**{{buff|White Pikmin | **{{buff|White Pikmin forward aerial deals more damage (5% → 6.8%) and has higher base knockback (25 → 32), improving its KO potential.}} | ||
*Purple Pikmin | *Purple Pikmin | ||
**{{nerf|Purple Pikmin | **{{nerf|Purple Pikmin forward aerial deals less damage (14% → 11.9%) and knockback (25 (base), 90 (scaling) → 32/81), significantly hindering its KO potential.}} | ||
*[[Back aerial]] | *[[Back aerial]] | ||
**{{change|Back aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}} | **{{change|Back aerial now uses one extended hitbox which covers the Pikmin rather than three normal hitboxes.}} | ||
***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.2u).}} | ***{{buff|This hitbox is larger than any of the hitboxes used on the previous non yellow Pikmin variants of forward aerial (3.7u/3.2u/2.7u → 4.2u).}} | ||
***{{buff|This also means that the move no longer has a weaker sourspot, making it more consistent.}} | ***{{buff|This also means that the move no longer has a weaker sourspot, making it more consistent.}} | ||
**{{nerf|Back aerial no longer deals extra shield damage (1 → 0).}} | **{{nerf|Back aerial no longer deals extra shield damage (1 → 0).}} | ||
*Red Pikmin: | *Red Pikmin: | ||
**{{nerf|Red Pikmin | **{{nerf|Red Pikmin back aerial deals marginally less damage compared to its previous sweetspot (13% → 12.96%).}} | ||
**{{buff|Red Pikmin | **{{buff|Red Pikmin back aerial deals slightly more knockback (20 (base), 91 (scaling) → 30/90).}} | ||
*Yellow Pikmin: | *Yellow Pikmin: | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin back aerial has a shorter duration (frames 10-14 → 10-13), now matching the other variants.}} | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin back aerial has a smaller hitbox (5.5u/5u/4.5u → 5.2u).}} | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin back aerial deals less damage compared to its previous sweetspot (12% → 10.8%).}} | ||
**{{buff|Yellow Pikmin | **{{buff|Yellow Pikmin back aerial deals more knockback (20 (base), 91 (scaling) → 30/98), improving its KO potential despite its lower damage.}} | ||
*Blue Pikmin | *Blue Pikmin | ||
**{{nerf|Blue Pikmin | **{{nerf|Blue Pikmin back aerial deals less damage compared to its previous sweetspot (13% → 10.8%) without full compensation on its knockback (20 (base), 91 (scaling) → 30/98).}} | ||
*White Pikmin: | *White Pikmin: | ||
**{{buff|White Pikmin | **{{buff|White Pikmin back aerial deals more damage (5% → 8.64%) and knockback (20 (base), 91 (scaling) → 30/98) compared to its previous sweetspot.}} | ||
*Purple Pikmin: | *Purple Pikmin: | ||
**{{buff|Purple Pikmin | **{{buff|Purple Pikmin back aerial deals more damage (13% → 15.12%) and knockback (20 (base), 91 (scaling) → 30/88) compared to its previous sweetspot.}} | ||
*[[Up aerial]] | *[[Up aerial]] | ||
**{{change|Olimar has a new up aerial | **{{change|Olimar has a new up aerial. He swings a Pikmin directly above him, with the move now consisting of a single hit.}} | ||
***{{buff|This makes the move much more consistent, and it has more knockback than the final hit of the previous forward aerial on all variants.}} | ***{{buff|This makes the move much more consistent, and it has more knockback than the final hit of the previous forward aerial on all variants.}} | ||
***{{nerf|However, this makes the move much easier to out prioritise as since there is only one hitbox, the move can no longer beat trades with its later hitboxes.}} | ***{{nerf|However, this makes the move much easier to out prioritise as since there is only one hitbox, the move can no longer beat trades with its later hitboxes.}} | ||
Line 275: | Line 268: | ||
**{{nerf|Up aerial now only consists of one much smaller extended hitbox which is now positioned directly above Olimar due to the new animation (7.5u (hits 1-6 red/blue/white/purple)/10u (hits 1-6 yellow/hit 7 red/blue/white/purple)/13u (hit 7 yellow) → 4u (R/B/W/P)/5u (Y)), drastically reducing its range.}} | **{{nerf|Up aerial now only consists of one much smaller extended hitbox which is now positioned directly above Olimar due to the new animation (7.5u (hits 1-6 red/blue/white/purple)/10u (hits 1-6 yellow/hit 7 red/blue/white/purple)/13u (hit 7 yellow) → 4u (R/B/W/P)/5u (Y)), drastically reducing its range.}} | ||
*Red Pikmin: | *Red Pikmin: | ||
**{{nerf|Red Pikmin | **{{nerf|Red Pikmin up aerial deals drastically less damage (3% (hits 1-6/6% (hit 7)/24% (total) → 10.8%).}} | ||
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 90 (scaling) → 50/84), significantly improving its KO potential.}} | ***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 90 (scaling) → 50/84), significantly improving its KO potential.}} | ||
*Yellow Pikmin: | *Yellow Pikmin: | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin up aerial deals much less damage (2% (hits 1-6/4% (hit 7)/16% (total) → 9%).}} | ||
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}} | ***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}} | ||
*Blue Pikmin: | *Blue Pikmin: | ||
**{{nerf|Blue Pikmin | **{{nerf|Blue Pikmin up aerial deals drastically less damage (3% (hits 1-6/4% (hit 7)/22% (total) → 9%).}} | ||
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}} | ***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/92), significantly improving its KO potential.}} | ||
*White Pikmin: | *White Pikmin: | ||
**{{nerf|White Pikmin | **{{nerf|White Pikmin up aerial deals much less damage (1% (hits 1-6/3% (hit 7)/9% (total) → 7.2%).}} | ||
***{{buff|However, its knockback scaling was not fully compensated compared to the previous final hit (110 → 92), significantly improving its KO potential.}} | ***{{buff|However, its knockback scaling was not fully compensated compared to the previous final hit (110 → 92), significantly improving its KO potential.}} | ||
*Purple Pikmin: | *Purple Pikmin: | ||
**{{nerf|Purple Pikmin | **{{nerf|Purple Pikmin up aerial deals much less damage (3% (hits 1-6/4% (hit 7)/22% (total) → 12.6%).}} | ||
***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/82), significantly improving its KO potential.}} | ***{{buff|However, its knockback was not fully compensated compared to the previous final hit (70 (base), 110 (scaling) → 50/82), significantly improving its KO potential.}} | ||
*[[Down aerial]] | *[[Down aerial]] | ||
**{{buff|Down aerial's meteor | **{{buff|Down aerial's meteor smash hitbox with non yellow Pikmin is slightly larger (3.5u → 3.7u) and it is now extended.}} | ||
**{{change|Down aerial can no longer meteor smash grounded opponents.}} | **{{change|Down aerial can no longer meteor smash grounded opponents.}} | ||
**{{change|Down aerial's non | **{{change|Down aerial's non meteor smash hitbox now uses one extended hitbox rather than two normal hitboxes.}} | ||
***{{buff|For | ***{{buff|For non yellow Pikmin variants, this hitbox is the same size as the previous aerial only non meteor smash hitbox, giving it a larger hitbox against grounded opponents (3.8u → 4.6u).}} | ||
***{{nerf|However, this also gives it less horizontal range against aerial opponents.}} | ***{{nerf|However, this also gives it less horizontal range against aerial opponents.}} | ||
**{{nerf|Down aerial has a shorter duration (frames 9-11 (clean), 12-19 (late) → 9/10-15).}} | **{{nerf|Down aerial has a shorter duration (frames 9-11 (clean), 12-19 (late) → 9/10-15).}} | ||
***{{buff|However, its late hit no longer consists of drastically weaker hitboxes, with the move just losing its meteor smash hitbox instead. This makes the move much stronger during frames 12-15 of its duration regardless of the Pikmin used.}} | ***{{buff|However, its late hit no longer consists of drastically weaker hitboxes, with the move just losing its meteor smash hitbox instead. This makes the move much stronger during frames 12-15 of its duration regardless of the Pikmin used.}} | ||
**{{nerf|Down aerial's non | **{{nerf|Down aerial's non meteor smash hitbox launches opponents at a higher angle (361° → 50°).}} | ||
**{{nerf|Down aerial no longer deals extra shield damage (1 → 0).}} | **{{nerf|Down aerial no longer deals extra shield damage (1 → 0).}} | ||
*Red Pikmin | *Red Pikmin | ||
**{{nerf|The clean hit deals much less damage (16% → 10.8%) and knockback (30 (base), 100 (scaling) → (10/30)/91), drastically hindering its KO potential.}} | **{{nerf|The clean hit deals much less damage (16% → 10.8%) and knockback (30 (base), 100 (scaling) → (10/30)/91), drastically hindering its KO potential.}} | ||
***{{buff|However, the move also deals more damage (7% → 10.8%) and much more knockback (10 (base), 70 (scaling) → 30/91) during frames 12-15 of its duration.}} | ***{{buff|However, the move also deals more damage (7% → 10.8%) and much more knockback (10 (base), 70 (scaling) → 30/91) during frames 12-15 of its duration.}} | ||
*Yellow Pikmin | *Yellow Pikmin | ||
**{{nerf|The clean hit deals less damage (12% → 9%) and knockback (30 (base), 100 (scaling) → (10/30)/99), greatly hindering its KO potential.}} | **{{nerf|The clean hit deals less damage (12% → 9%) and knockback (30 (base), 100 (scaling) → (10/30)/99), greatly hindering its KO potential.}} | ||
***{{buff|However, the move also deals more damage (6% → 9%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}} | ***{{buff|However, the move also deals more damage (6% → 9%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}} | ||
**{{nerf|The meteor | **{{nerf|The meteor smash hitbox is smaller (5u → 4.625u).}} | ||
**{{buff|The non meteor smash hitbox is larger, especially against grounded opponents (5.5u/4.5u → 5.75u).}} | **{{buff|The non meteor smash hitbox is larger, especially against grounded opponents (5.5u/4.5u → 5.75u).}} | ||
*Blue Pikmin | *Blue Pikmin | ||
Line 313: | Line 306: | ||
**{{nerf|The clean hit deals less damage (8% → 7.2%) and knockback (30 (base), 100 (scaling) → (10/30)/99), hindering its KO potential.}} | **{{nerf|The clean hit deals less damage (8% → 7.2%) and knockback (30 (base), 100 (scaling) → (10/30)/99), hindering its KO potential.}} | ||
***{{buff|However, the move also deals more damage (4% → 7.2%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}} | ***{{buff|However, the move also deals more damage (4% → 7.2%) and much more knockback (10 (base), 70 (scaling) → 30/99) during frames 12-15 of its duration.}} | ||
*Purple Pikmin | *Purple Pikmin | ||
**{{nerf|The clean hit deals much less damage (14% → 12.6%) and knockback (30 (base), 100 (scaling) → (10/30)/89), significantly hindering its KO potential.}} | **{{nerf|The clean hit deals much less damage (14% → 12.6%) and knockback (30 (base), 100 (scaling) → (10/30)/89), significantly hindering its KO potential.}} | ||
***{{buff|However, the move also deals much more damage (6% → 12.6%) and knockback (10 (base), 70 (scaling) → 30/89) during frames 12-15 of its duration.}} | ***{{buff|However, the move also deals much more damage (6% → 12.6%) and knockback (10 (base), 70 (scaling) → 30/89) during frames 12-15 of its duration.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*[[Grab]]s | *[[Grab]]s | ||
**{{buff|All grabs have less startup lag (frame 11 → 10).}} | **{{buff|All grabs have less startup lag (frame 11 → 10).}} | ||
**{{buff|White Pikmin | **{{buff|White Pikmin grabs have a larger grabbox (3u → 3.5u).}} | ||
**{{nerf|All grabs have shorter durations (frames 11-25 → 10-19).}} | **{{nerf|All grabs have shorter durations (frames 11-25 → 10-19).}} | ||
**{{nerf|Standing and dash grabs have more ending lag, especially standing grab (FAF 30 (standing)/40 (dash) → 50/53).}} | **{{nerf|Standing and dash grabs have more ending lag, especially standing grab (FAF 30 (standing)/40 (dash) → 50/53).}} | ||
**{{nerf|Red, | **{{nerf|Red, yellow and especially blue Pikmin grabs have considerably reduced range. Their standing and pivot grab ranges in particular have been reduced to the point that they only reach about as far as Olimar's purple Pikmin grabs did previously.}} | ||
**{{nerf|White and | **{{nerf|White and purple Pikmin grabs have reduced range (especially the former), albeit to a lesser extent than the other colours (although white Pikmin grabs overall have noticeably less range than Olimar's red/yellow Pikmin grabs did previously).}} | ||
*[[Pummel]] | *{{buff|The changes to aerial [[grab release]]s benefits Olimar as he is less susceptible to air release followups.}} | ||
*[[Pummel]] | |||
**{{buff|Pummel has a larger hitbox (4u → 4.4u).}} | **{{buff|Pummel has a larger hitbox (4u → 4.4u).}} | ||
**{{nerf|Pummel has more startup lag (frame 10 → 11).}} | **{{nerf|Pummel has more startup lag (frame 10 → 11).}} | ||
**{{nerf|Olimar now suffers from hitlag when pummeling his opponent, giving pummel more ending lag.}} | **{{nerf|Olimar now suffers from hitlag when pummeling his opponent, giving pummel more ending lag.}} | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin pummel now has an electric effect. This gives it more hitlag (4 frames → 7) which along with the previous change, gives it considerably more ending lag.}} | ||
*[[Forward throw]] | *[[Forward throw]] | ||
**{{nerf|Olimar releases opponents from forward throw later (frame 4 → 8) with its total duration compensated (FAF 32 → 36).}} | **{{nerf|Olimar releases opponents from forward throw later (frame 4 → 8) with its total duration compensated (FAF 32 → 36).}} | ||
*Red Pikmin: | *Red Pikmin: | ||
**{{nerf|Red Pikmin | **{{nerf|Red Pikmin forward throw deals less damage (6% → 5.6%).}} | ||
**{{buff|Red Pikmin | **{{buff|Red Pikmin forward throw deals more knockback (60 (base), 50 (scaling) → 65/60).}} | ||
*Yellow Pikmin | *Yellow Pikmin | ||
**{{buff|Yellow Pikmin | **{{buff|Yellow Pikmin forward throw deals more knockback (60 (base), 50 (scaling) → 65/60).}} | ||
*Blue Pikmin | *Blue Pikmin | ||
**{{nerf|Blue Pikmin | **{{nerf|Blue Pikmin forward throw deals less damage (13% → 11.2%) and knockback (30 (base), 85 (scaling) → 65/60) considerably hindering its KO potential, especially from far distances.}} | ||
*White Pikmin | *White Pikmin | ||
**{{buff|White Pikmin | **{{buff|White Pikmin forward throw deals more damage (6% → 7%) and knockback (60 (base), 50 (scaling) → 65/60).}} | ||
*Purple Pikmin | *Purple Pikmin | ||
**{{nerf|Purple Pikmin | **{{nerf|Purple Pikmin forward throw deals less knockback (60 (base), 90 (scaling) → 65/60).}} | ||
*[[Back throw]] | *[[Back throw]] | ||
**{{nerf|Olimar releases opponents from back throw later (frame 7 → 13) and it has a longer total duration (FAF 36 → 40).}} | **{{nerf|Olimar releases opponents from back throw later (frame 7 → 13) and it has a longer total duration (FAF 36 → 40).}} | ||
***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}} | ***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}} | ||
*Red Pikmin: | *Red Pikmin: | ||
**{{buff|Red Pikmin | **{{buff|Red Pikmin back throw deals more damage (7% → 7.2%) and knockback (48 (base), 52 (scaling) → 50/60).}} | ||
*Yellow Pikmin: | *Yellow Pikmin: | ||
**{{buff|Yellow Pikmin | **{{buff|Yellow Pikmin back throw deals more knockback (48 (base), 52 (scaling) → 50/60).}} | ||
*Blue Pikmin: | *Blue Pikmin: | ||
**{{buff|Blue Pikmin | **{{buff|Blue Pikmin back throw deals more damage (14% → 14.4%).}} | ||
**{{nerf|Blue Pikmin | **{{nerf|Blue Pikmin back throw deals less knockback (30 (base), 85 (scaling) → 50/60), considerably hindering its KO potential despite its increased damage.}} | ||
*White Pikmin: | *White Pikmin: | ||
**{{buff|White Pikmin | **{{buff|White Pikmin back throw deals more damage (6% → 9%) and knockback (48 (base), 52 (scaling) → 50/60).}} | ||
*Purple Pikmin | *Purple Pikmin | ||
**{{nerf|Purple Pikmin | **{{nerf|Purple Pikmin back throw deals less knockback (48 (base), 90 (scaling) → 50/60).}} | ||
*{{nerf|The removal of [[chain grab]]bing has hindered up and down throw's damage | *{{nerf|The removal of [[chain grab]]bing has hindered up and down throw's damage racking potential.}} | ||
*[[Up throw]] | *[[Up throw]] | ||
**{{nerf|Olimar releases opponents from up throw later (frame 27 → 32) and it has more ending lag (FAF 42 → 50).}} | **{{nerf|Olimar releases opponents from up throw later (frame 27 → 32) and it has more ending lag (FAF 42 → 50).}} | ||
**{{nerf|Up throw has increased base knockback (55 → 80). When combined with the previous change, this hinders up throw's combo potential at lower percents.}} | **{{nerf|Up throw has increased base knockback (55 → 80). When combined with the previous change, this hinders up throw's combo potential at lower percents.}} | ||
*Red Pikmin | *Red Pikmin | ||
**{{nerf|Red Pikmin | **{{nerf|Red Pikmin up throw deals less damage (9% → 6.4%) without full compensation on its knockback (55 (base), 72 (scaling) → 80/65). This hinders its KO potential while also not improving its combo potential due to the throw's higher base knockback/ending lag.}} | ||
*Yellow Pikmin | *Yellow Pikmin | ||
**{{nerf|Yellow Pikmin | **{{nerf|Yellow Pikmin up throw deals less damage (11% → 8%) without full compensation on its knockback (55 (base), 72 (scaling) → 80/65). This hinders its KO potential while also not improving its combo potential due to the throw's higher base knockback/ending lag.}} | ||
*Blue Pikmin: | *Blue Pikmin: | ||
**{{buff|Blue Pikmin | **{{buff|Blue Pikmin up throw deals more damage (12% → 12.8%).}} | ||
**{{nerf|Blue Pikmin | **{{nerf|Blue Pikmin up throw deals less knockback (55 (base), 72 (scaling) → 80/58), hindering its KO potential (despite its increased damage) while also not improving its combo potential due to the throw's higher base knockback/ending lag.}} | ||
*White Pikmin | *White Pikmin | ||
**{{buff|White Pikmin | **{{buff|White Pikmin up throw deals more damage (6% → 8%) and knockback (55 (base), 72 (scaling) → 80/65), improving its KO potential.}} | ||
***{{nerf|However, this also hinders its combo potential.}} | ***{{nerf|However, this also hinders its combo potential.}} | ||
*Purple Pikmin: | *Purple Pikmin: | ||
**{{nerf|Purple Pikmin | **{{nerf|Purple Pikmin up throw deals less damage (11% → 8%) and knockback (55 (base), 100 (scaling) → 80/65), greatly hindering its KO potential. It is no longer the strongest up throw in the game or even the strongest version of Olimar's up throw.}} | ||
*[[Down throw]] | *[[Down throw]] | ||
**{{nerf|Down throw's hitbox has more startup lag (frame 15 → 23 (red/yellow/blue/white)/22 (purple)).}} | **{{nerf|Down throw's hitbox has more startup lag (frame 15 → 23 (red/yellow/blue/white)/22 (purple)).}} | ||
**{{nerf|Olimar now suffers from hitlag when down throw's hitbox connects. This means that Olimar now freezes for a short amount of time after the hitbox connects, giving it more ending lag.}} | **{{nerf|Olimar now suffers from hitlag when down throw's hitbox connects. This means that Olimar now freezes for a short amount of time after the hitbox connects, giving it more ending lag.}} | ||
**{{buff|The hitbox with non | **{{buff|The hitbox with non purple Pikmin has a longer duration (frames 15-18 → 23-30).}} | ||
**{{nerf|Olimar releases opponents from down throw much later (frame 19 → 31 (red/yellow/blue/white)/26 (purple)) and it has a longer total duration (FAF 36 → 42).}} | **{{nerf|Olimar releases opponents from down throw much later (frame 19 → 31 (red/yellow/blue/white)/26 (purple)) and it has a longer total duration (FAF 36 → 42).}} | ||
***{{buff|However, its total duration was not fully compensated with red, blue and white Pikmin, even considering Olimar now suffering from hitlag. This gives these variants of the throw less ending lag and improving their combo potential.}} | ***{{buff|However, its total duration was not fully compensated with red, blue and white Pikmin, even considering Olimar now suffering from hitlag. This gives these variants of the throw less ending lag and improving their combo potential.}} | ||
***{{nerf|In the case of | ***{{nerf|In the case of yellow and purple Pikmin however, its total duration was overcompensated, giving these variants more ending lag, especially with purple Pikmin.}} | ||
**{{buff|The changes to hitstun canceling/DI considerably improves down throw's combo potential at higher percents.}} | **{{buff|The changes to hitstun canceling/DI considerably improves down throw's combo potential at higher percents.}} | ||
*Red Pikmin: | *Red Pikmin: | ||
**{{nerf|Red Pikmin | **{{nerf|Red Pikmin down throw deals less damage (9% → 6.6%).}} | ||
***{{buff|However, its knockback was not compensated. When combined with the throw's lower ending lag and the changes to hitstun canceling/DI, this greatly improves its combo potential beyond low percents.}} | ***{{buff|However, its knockback was not compensated. When combined with the throw's lower ending lag and the changes to hitstun canceling/DI, this greatly improves its combo potential beyond low percents.}} | ||
*Yellow Pikmin: | *Yellow Pikmin: | ||
**{{buff|The hitbox is larger (7u → 9.45u).}} | **{{buff|The hitbox is larger (7u → 9.45u).}} | ||
*Blue Pikmin: | *Blue Pikmin: | ||
**{{buff|Blue Pikmin | **{{buff|Blue Pikmin down throw deals more damage (11% → 11.2%) and has higher knockback scaling (40 → 60).}} | ||
***{{nerf|However, these changes also hinder down throw's followup potential at higher percents, while also still being too weak to KO at realistic percents.}} | ***{{nerf|However, these changes also hinder down throw's followup potential at higher percents, while also still being too weak to KO at realistic percents.}} | ||
*White Pikmin: | *White Pikmin: | ||
**{{nerf|The hitbox deals less damage (1% → 0.8%).}} | **{{nerf|The hitbox deals less damage (1% → 0.8%).}} | ||
**{{buff|White Pikmin | **{{buff|White Pikmin down throw deals more damage (6% → 8%).}} | ||
***{{nerf|However, its knockback was not compensated, hindering its followup potential at higher percents.}} | ***{{nerf|However, its knockback was not compensated, hindering its followup potential at higher percents.}} | ||
*Purple Pikmin: | *Purple Pikmin: | ||
**{{buff|The hitbox deals more damage (1% → 1.4%).}} | **{{buff|The hitbox deals more damage (1% → 1.4%).}} | ||
**{{buff|Purple Pikmin | **{{buff|Purple Pikmin down throw has less knockback scaling (100 → 60). When combined with the changes to hitstun canceling/DI, this greatly improves its combo potential despite its increased ending lag.}} | ||
***{{nerf|However, this also greatly hinders its KO potential, no longer being a viable KO throw at very high percents.}} | ***{{nerf|However, this also greatly hinders its KO potential, no longer being a viable KO throw at very high percents.}} | ||
*[[Floor attack]]s: | *[[Floor attack]]s: | ||
Line 402: | Line 396: | ||
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | **{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}} | ||
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}} | **{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}} | ||
**{{nerf|Floor attacks have less intangibility (frames 1-29 (front)/1-27 (back) → 1-21).}} | **{{nerf|Floor attacks have less intangibility (frames 1-29 (front)/1-27 (back) → 1-21).}} | ||
**{{nerf|Floor attacks have a shorter duration per hit (3 frames → 2).}} | **{{nerf|Floor attacks have a shorter duration per hit (3 frames → 2).}} | ||
**{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Olimar's body, which covers less range overall.}} | **{{nerf|Floor attacks now use one extended static hitbox rather than multiple normal hitboxes attached to Olimar's body, which covers less range overall.}} | ||
*Back floor attack: | *Back floor attack: | ||
**{{change|Back floor attack now starts in front of Olimar rather than from behind.}} | **{{change|Back floor attack now starts in in front of Olimar rather than from behind.}} | ||
**{{nerf|Back floor attack has more startup lag (frame 15 → 16).}} | **{{nerf|Back floor attack has more startup lag (frame 15 → 16).}} | ||
*[[Edge attack]] | *[[Edge attack]] | ||
**{{change|Olimar has a new edge attack, a {{s|pikipedia|punch}} from the ''Pikmin'' series.}} | **{{change|Olimar has a new edge attack, a {{s|pikipedia|punch}} from the ''Pikmin'' series.}} | ||
**{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | **{{buff|As with other edge attacks, edge attack no longer has set knockback (110 (set), 100 (scaling) → 90 (base)/20).}} | ||
**{{buff|Edge attack has more intangibility (frames 1-15 → 1-16).}} | **{{buff|Edge attack has more intangibility (frames 1-15 → 1-16).}} | ||
***{{nerf|However, there is a longer period of time where Olimar is vulenrable before the hitbox comes out (1 frame → 2).}} | ***{{nerf|However, there is a longer period of time where Olimar is vulenrable before the hitbox comes out (1 frame → 2).}} | ||
**{{nerf|Edge attack has more startup lag with a shorter duration (frames 17-21 (clean)/22-23 (late) → 19-21).}} | **{{nerf|Edge attack has more startup lag with a shorter duration (frames 17-21 (clean)/22-23 (late) → 19-21).}} | ||
**{{nerf|Edge attack deals less damage (8% → 7%).}} | **{{nerf|Edge attack deals less damage (8% → 7%).}} | ||
**{{nerf|Edge attack now only has one static extended hitbox, rather than two hitboxes attached to Olimar as he jumps up, followed by three normal static hitboxes once he lands. This hitbox has less range than the previous late hit, in addition to the move also having much less vertical range.}} | **{{nerf|Edge attack now only has one static extended hitbox, rather than two hitboxes attached to Olimar as he jumps up, followed by three normal static hitboxes once he lands. This hitbox has less range than the previous late hit, in addition to the move also having much less vertical range.}} | ||
Line 424: | Line 418: | ||
===Special moves=== | ===Special moves=== | ||
*[[Pikmin Pluck]] | *[[Pikmin Pluck]] | ||
**{{buff|Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge, significantly improving its reliability when used near edges.}} | **{{buff|Using Pikmin Pluck while near the edge will no longer propel Pikmin over the edge, significantly improving its reliability when used near edges.}} | ||
**{{buff|Pikmin Pluck's speed is now consistent regardless of the terrain, making Olimar pluck Pikmin faster on rocky, dirty, metallic and icy terrains.}} | **{{buff|Pikmin Pluck's speed is now consistent regardless of the terrain, making Olimar pluck Pikmin faster on rocky, dirty, metallic and icy terrains.}} | ||
***{{nerf|However, this also makes Olimar pluck Pikmin slower on cloth terrains.}} | ***{{nerf|However, this also makes Olimar pluck Pikmin slower on cloth terrains.}} | ||
**{{change|Pikmin Pluck has updated sound effects.}} | **{{change|Pikmin Pluck has updated sound effects.}} | ||
**{{nerf|Pikmin Pluck can no longer be edge canceled to laglessly pluck Pikmin.}} | **{{nerf|Pikmin Pluck can no longer be edge canceled to laglessly pluck Pikmin.}} | ||
*[[Pikmin Throw]] | *[[Pikmin Throw]] | ||
**{{buff|Pikmin Throw can now enable Pikmin to latch onto a [[Smash Ball]] and {{GameIcon|ssb4-u}}[[pikipedia:Carrying|carry]] [[item]]s to Olimar.<ref>[http://www.gfycat.com/RemorsefulBarrenCreature Pikmin carrying items to Olimar]</ref>}} | **{{buff|Pikmin Throw can now enable Pikmin to latch onto a [[Smash Ball]] and {{GameIcon|ssb4-u}}[[pikipedia:Carrying|carry]] [[item]]s to Olimar.<ref>[http://www.gfycat.com/RemorsefulBarrenCreature Pikmin carrying items to Olimar]</ref>}} | ||
**{{buff|Pikmin Throw's additional latch time has increased (200 frames → 300).}} | **{{buff|Pikmin Throw's additional latch time has increased (200 frames → 300).}} | ||
Line 437: | Line 431: | ||
**{{buff|Purple Pikmin Throw now has a hitbox against boss enemies which deals more damage (6% → 9.1%), is larger (2.2u → 4.5u) and deals more knockback (60 (base), 50 (scaling) → 40/90).}} | **{{buff|Purple Pikmin Throw now has a hitbox against boss enemies which deals more damage (6% → 9.1%), is larger (2.2u → 4.5u) and deals more knockback (60 (base), 50 (scaling) → 40/90).}} | ||
**{{change|Pikmin fly off of the opponent much faster once they have finished attacking the opponent (0.6 → 1.3). This makes them fly further after but also makes them land later, giving them more lag.}} | **{{change|Pikmin fly off of the opponent much faster once they have finished attacking the opponent (0.6 → 1.3). This makes them fly further after but also makes them land later, giving them more lag.}} | ||
**{{nerf|Pikmin Throw deals less damage when thrown | **{{nerf|Pikmin Throw deals less damage when thrown with non purple Pikmin (9% (red)/7% (yellow/blue)/6% (white) → 7.8%/6.5%/5.2%), with red Pikmin throw also having decreased knockback scaling (100 → 92), hindering its effectiveness against boss enemies.}} | ||
**{{nerf|Pikmin Throw deals less damage when latched (2% (red/yellow/blue)/6% (white) → 1.1%/3.7%). This significantly reduces its damage racking potential, especially with white Pikmin.}} | **{{nerf|Pikmin Throw deals less damage when latched (2% (red/yellow/blue)/6% (white) → 1.1%/3.7%). This significantly reduces its damage racking potential, especially with white Pikmin.}} | ||
***{{nerf|When combined with Olimar's reduced maximum Pikmin count, this significantly hinders Pikmin Throw's damage | ***{{nerf|When combined with Olimar's reduced maximum Pikmin count, this significantly hinders Pikmin Throw's damage racking and camping potential, in addition to making the move more committal to use overall.}} | ||
*[[Winged Pikmin]] | *[[Winged Pikmin]] | ||
**{{buff|Olimar has a new up special, Winged Pikmin. Unlike [[Pikmin Chain]] which was a tether recovery, Winged Pikmin is a maneuverable, fuel-based recovery. Winged Pikmin can cover significantly more distance, it can be controlled and Olimar can cancel it by using an aerial (similarly to [[Robo Burner]], | **{{buff|Olimar has a new up special, Winged Pikmin. Unlike [[Pikmin Chain]] which was a tether recovery, Winged Pikmin is a maneuverable, fuel-based recovery. Winged Pikmin can cover significantly more distance, it can be controlled and Olimar can cancel it by using an aerial (similarly to [[Robo Burner]], except Olimar is put into free-fall after using an aerial).}} | ||
***{{buff|Altogether, these traits combined with the removal of edge-hogging make Winged Pikmin a significantly safer, more versatile and less predictable and exploitable recovery move compared to Pikmin Chain.}} | ***{{buff|Altogether, these traits combined with the removal of edge-hogging make Winged Pikmin a significantly safer, more versatile and less predictable and exploitable recovery move compared to Pikmin Chain.}} | ||
**{{change|Compared to Pikmin Chain, Winged Pikmin are more effective when Olimar has less Pikmin, and less effective when he has more Pikmin.}} | **{{change|Compared to Pikmin Chain, Winged Pikmin are more effective when Olimar has less Pikmin, and less effective when he has more Pikmin.}} | ||
***{{buff|Because of this, Olimar can more safely use Pikmin Throw while recovering to offensively challenge his opponent, as it will now improve his up special's | ***{{buff|Because of this, Olimar can more safely use Pikmin Throw while recovering to offensively challenge his opponent, as it will now improve his up special's recovery potential rather than reducing it.}} | ||
**{{nerf|Unlike Pikmin Chain, Winged Pikmin lacks a hitbox, preventing it from being | **{{nerf|Unlike Pikmin Chain, Winged Pikmin lacks a hitbox, preventing it from being used as a long ranged anti air or as a powerful stage spike option.}} | ||
**{{nerf|Winged Pikmin no longer | **{{nerf|Winged Pikmin no longer auto-cancels before Olimar enters free fall, making it riskier to land with.}} | ||
*[[Pikmin Order]] | *[[Pikmin Order]] | ||
**{{nerf|Pikmin Order's [[ | **{{nerf|Pikmin Order's super [[armor]] has much more startup lag with a much shorter duration (frames 2-16 → 6-12), significantly hindering its safety.}} | ||
**{{change|Pikmin Order's animation has slightly changed. Olimar's hand no longer goes through his helmet when he {{s|pikipedia|whistle}}s.}} | **{{change|Pikmin Order's animation has slightly changed. Olimar's hand no longer goes through his helmet when he {{s|pikipedia|whistle}}s.}} | ||
***{{nerf|This new animation is longer, especially the aerial version (35 frames → 39 (grounded)/45 (aerial), increasing the amount of time Olimar cannot grab ledges after using the move.}} | ***{{nerf|This new animation is longer, especially the aerial version (35 frames → 39 (grounded)/45 (aerial), increasing the amount of time Olimar cannot grab ledges after using the move.}} | ||
*[[End of Day]] | *[[End of Day]] | ||
**{{buff|End of Day slows down time more (4x → 5x) and for a longer period of time (30 frames → 40) when it is activated.}} | **{{buff|End of Day slows down time more (4x → 5x) and for a longer period of time (30 frames → 40) when it is activated.}} | ||
**{{buff|End of Day has much less startup lag (frame 19 → 6) due to both the more severe time slowdown and the hitbox coming out sooner.}} | **{{buff|End of Day has much less startup lag (frame 19 → 6) due to both the more severe time slowdown and the hitbox coming out sooner.}} | ||
**{{buff|End of Day now has a separate hitbox against aerial opponents for its liftoff which launches opponents vertically (250° → 90°), allowing it to link into the ascent hitbox.}} | **{{buff|End of Day now has a separate hitbox against aerial opponents for its liftoff which launches opponents vertically (250° → 90°), allowing it to link into the ascent hitbox.}} | ||
***{{nerf|However, this hitbox also has significantly decreased set knockback (400 → 100) which along with its angle change, hinders its effectiveness against opponents | ***{{nerf|However, this hitbox also has significantly decreased set knockback (400 → 100) which along with its angle change, hinders its effectiveness against opponents off stage.}} | ||
**{{buff|The grounded liftoff hitbox has drastically higher set knockback (400 → 1500) and it launches opponents at a more favorable angle (250° → 270°), burying them for much longer.}} | **{{buff|The grounded liftoff hitbox has drastically higher set knockback (400 → 1500) and it launches opponents at a more favorable angle (250° → 270°), burying them for much longer.}} | ||
**{{nerf|The ascent deals less damage (15% → 10%) | **{{nerf|The ascent deals less damage (15% → 10%). Its knockback was not compensated, hindering the upper hitbox's KO potential.}} | ||
**{{nerf|The ascent has smaller hitboxes (20u/20u → 17u/17u).}} | **{{nerf|The ascent has smaller hitboxes (20u/20u → 17u/17u).}} | ||
**{{nerf|The Bulborbs deal much less damage (43% (total) → 15%).}} | **{{nerf|The Bulborbs deal much less damage (43% (total) → 15%).}} | ||
**{{buff|The Hocotate Ship can now be maneuvered during its descent, similarly to a [[Warp Star]].}} | **{{buff|The Hocotate Ship can now be maneuvered during its descent, similarly to a [[Warp Star]].}} | ||
**{{buff|The falling hit deals more knockback (60 (base), 100 (scaling) → 70/105).}} | **{{buff|The falling hit deals more knockback (60 (base), 100 (scaling) → 70/105).}} | ||
**{{nerf|The landing hit deals much less damage (20%/15% → 12%/10%) | **{{nerf|The landing hit deals much less damage (20%/15% → 12%/10%). The sweetspot's knockback was not fully compensated (50 (base), 100 (scaling) → 65/140), slightly hindering its KO potential.}} | ||
**{{buff|The landing hit's sourspot deals more knockback (50 (base), 100 (scaling) → 85/125) and it launches opponents at a more favorable angle (45° → 361°).}} | **{{buff|The landing hit's sourspot deals more knockback (50 (base), 100 (scaling) → 85/125) and it launches opponents at a more favorable angle (45° → 361°).}} | ||
**{{nerf|The landing hit has smaller hitboxes (33u/33u/75u → 25u/25u/60u).}} | **{{nerf|The landing hit has smaller hitboxes (33u/33u/75u → 25u/25u/60u).}} | ||
==Update history== | ==Update history== | ||
Olimar has received a | Olimar has received a mix of buffs and nerfs from game updates. Update [[1.0.4]] made Pikmin Pluck unable to be [[Ledge-canceling|edge-canceled]] and decreased the amount of damage that Red, Yellow, and Blue Pikmin deal when they latch onto opponents. To compensate for this, White Pikmin deal more damage when latched on, and the latch time for Red, Yellow, Blue, and White Pikmin has increased. | ||
However, Olimar also | However, Olimar also significantly benefits from the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]]. This is thanks to latched Pikmin becoming better at damaging an opponent's shield, while the low ending lag on his smash attacks makes them even less punishable on shield, thanks to the increased [[shieldstun]]. As a result, Olimar is very slightly better than he was during ''SSB4''{{'}}s initial release. | ||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
Line 475: | Line 469: | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
{{ | *{{bugfix|Fixed a glitch where [[reflect]]ing Order Tackle would give the Pikmin a permanent power boost.}} | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
{{ | *{{bugfix|Fixed a glitch where [[Pikmin Order]] no longer reverses from edge grabs.}} | ||
==Moveset== | ==Moveset== | ||
*All Pikmin-based moves and grabs | *All Pikmin-based moves and grabs use the next Pikmin in the line to perform the given attack. Upon performing a move, that Pikmin goes to the back of the line. | ||
*Each Pikmin follows a general set of rules for their attacks: | *Each Pikmin follows a general set of rules for their attacks: | ||
** Red Pikmin deal more damage for attacks (around 1.2x damage for most attacks), but less for throws (around 0.8x damage). Their attacks have a [[flame]] effect. | ** Red Pikmin deal more damage for attacks (around 1.2x damage for most attacks), but less for throws (around 0.8x damage). Their attacks have a [[flame]] effect. | ||
** Yellow Pikmin have larger hitboxes (around 1.25x larger for most hitboxes). Their attacks have an [[electric]] effect. | ** Yellow Pikmin have larger hitboxes (around 1.25x larger for most hitboxes). Their attacks have an [[electric]] effect. | ||
** Blue Pikmin have more damaging throws (around 1.6x damage). | ** Blue Pikmin have more damaging throws (around 1.6x damage). | ||
** White Pikmin | ** White Pikmin are very weak in attacks (around 0.8x damage for most hitboxes), but have significantly longer grab and [[Pikmin Throw|toss]] range and deal more latch damage. Their grab related attacks have a [[darkness]] effect. | ||
** Purple Pikmin | ** Purple Pikmin are very strong in damage (around 1.4x damage for most hitboxes) and knockback, but have very poor range for ranged attacks. | ||
''For a gallery of Olimar's hitboxes, see [[/Hitboxes|here]].'' | ''For a gallery of Olimar's hitboxes, see [[/Hitboxes|here]].'' | ||
{{MovesetTable | {{MovesetTable | ||
Line 503: | Line 497: | ||
|utiltname= | |utiltname= | ||
|utiltdmg=0.6% (hits 1-6), 4% (hit 7){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |utiltdmg=0.6% (hits 1-6), 4% (hit 7){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|utiltdesc=A jumping twirl. It hits on frame 6, has decent vertical range, and hits multiple times, with its last hit | |utiltdesc=A jumping twirl. It hits on frame 6, has decent vertical range, and hits multiple times, with its last hit having very high knockback growth. Altogether, these traits make it a decent anti-air attack. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=6%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dtiltdmg=6%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
Line 509: | Line 503: | ||
|dashname= | |dashname= | ||
|dashdmg=7% (hit 1), 4% (hit 2){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |dashdmg=7% (hit 1), 4% (hit 2){{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
|dashdesc=A cartwheel. It can function as a mix-up, as it is able combo into up aerial at 0%-10%. However, its second hit's | |dashdesc=A cartwheel. It can function as a mix-up, as it is able combo into up aerial at 0%-10%. However, its second hit's very low damage output, high base knockback, and low knockback growth collectively make it unable to combo past very low percents, or KO at reasonable percents. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg=—{{!!}}{{ChargedSmashDmgSSB4|17.4}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|7.2}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|11.6}} (clean), {{ChargedSmashDmgSSB4|8}} (mid), {{ChargedSmashDmgSSB4|4.8}} (late){{!!}}{{ChargedSmashDmgSSB4|20.3}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|8.4}} (late) | |fsmashdmg=—{{!!}}{{ChargedSmashDmgSSB4|17.4}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|7.2}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|14.5}} (clean), {{ChargedSmashDmgSSB4|10}} (mid), {{ChargedSmashDmgSSB4|6}} (late){{!!}}{{ChargedSmashDmgSSB4|11.6}} (clean), {{ChargedSmashDmgSSB4|8}} (mid), {{ChargedSmashDmgSSB4|4.8}} (late){{!!}}{{ChargedSmashDmgSSB4|20.3}} (clean), {{ChargedSmashDmgSSB4|14}} (mid), {{ChargedSmashDmgSSB4|8.4}} (late) | ||
Line 552: | Line 546: | ||
|dthrowdmg=—{{!!}}1% (hit 1), 5.6% (throw){{!!}}1% (hit 1), 7% (throw){{!!}}1% (hit 1), 11.2% (throw){{!!}}0.8% (hit 1), 7% (throw){{!!}}1.4% (hit 1), 7% (throw) | |dthrowdmg=—{{!!}}1% (hit 1), 5.6% (throw){{!!}}1% (hit 1), 7% (throw){{!!}}1% (hit 1), 11.2% (throw){{!!}}0.8% (hit 1), 7% (throw){{!!}}1.4% (hit 1), 7% (throw) | ||
|dthrowdesc=The Pikmin pins the opponent to the ground and then jumps to perform a downward battering ram. It is Olimar's best combo starter, especially while using Red Pikmin. Red Pikmin down throw can combo into neutral aerial at 0% to low percents; forward and [[reverse aerial rush]]ed back aerials at 0% to high percents; and up aerial at low to high percents. One particularly notable combo is a Red Pikmin down throw followed by a Purple Pikmin back aerial, which is a [[true combo]] that KOs reliably while near the edge. Red Pikmin down throw can also combo into forward tilt and forward smash at 0% to low percents, albeit only against fast-fallers. Yellow, Blue, White, and Purple Pikmin can also perform these combos, but their combo potential wanes considerably past medium percents because of their throw damage being much higher than the Red Pikmin's. | |dthrowdesc=The Pikmin pins the opponent to the ground and then jumps to perform a downward battering ram. It is Olimar's best combo starter, especially while using Red Pikmin. Red Pikmin down throw can combo into neutral aerial at 0% to low percents; forward and [[reverse aerial rush]]ed back aerials at 0% to high percents; and up aerial at low to high percents. One particularly notable combo is a Red Pikmin down throw followed by a Purple Pikmin back aerial, which is a [[true combo]] that KOs reliably while near the edge. Red Pikmin down throw can also combo into forward tilt and forward smash at 0% to low percents, albeit only against fast-fallers. Yellow, Blue, White, and Purple Pikmin can also perform these combos, but their combo potential wanes considerably past medium percents because of their throw damage being much higher than the Red Pikmin's. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | |floorfdmg=7%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
Line 605: | Line 597: | ||
|fsdmg=colspan{{=}}"6"{{!}}10% (launch), 10% (ascent), 0.125% (Red Bulborbs), 10% (descent), 12%/10% (explosion) | |fsdmg=colspan{{=}}"6"{{!}}10% (launch), 10% (ascent), 0.125% (Red Bulborbs), 10% (descent), 12%/10% (explosion) | ||
|fsdesc=Jumps into the {{s|pikipedia|Hocotate Ship}} and launches into outer space, which [[bury|buries]] any nearby opponents. While the ship has left the stage, {{s|pikipedia|Red Bulborb}}s attack opponents to steadily inflict damage; they deal damage every [[frame]] for 120 frames (2 seconds), dealing up to 15%. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. Its KO potential has significantly worsened since ''Brawl'', but it is still fairly strong, as its most damaging explosion is strong enough to KOs middleweights at 70% while near the edge of Final Destination in the 3DS version. Although its least damaging explosion deals slightly less damage, it has significantly less knockback. The Hocotate Ship can also be maneuvered during its descent, similarly to a [[Warp Star]]. However, it is actually possible for Olimar to inadvertently [[self-destruct]] if he descends towards the lower blast line. | |fsdesc=Jumps into the {{s|pikipedia|Hocotate Ship}} and launches into outer space, which [[bury|buries]] any nearby opponents. While the ship has left the stage, {{s|pikipedia|Red Bulborb}}s attack opponents to steadily inflict damage; they deal damage every [[frame]] for 120 frames (2 seconds), dealing up to 15%. The Hocotate Ship then descends from outer space, and explodes upon crash landing onto the stage. Its KO potential has significantly worsened since ''Brawl'', but it is still fairly strong, as its most damaging explosion is strong enough to KOs middleweights at 70% while near the edge of Final Destination in the 3DS version. Although its least damaging explosion deals slightly less damage, it has significantly less knockback. The Hocotate Ship can also be maneuvered during its descent, similarly to a [[Warp Star]]. However, it is actually possible for Olimar to inadvertently [[self-destruct]] if he descends towards the lower blast line. | ||
}} | }} | ||
===[[Announcer]] calls=== | ===[[Announcer]] calls=== | ||
{{audio|Needs announcer calls from other languages.}} | |||
The announcer also calls the Pikmin in the Japanese, Chinese, and Korean versions. | The announcer also calls the Pikmin in the Japanese, Chinese, and Korean versions. | ||
<gallery> | <gallery> | ||
Olimar English Announcer SSB4-SSBU.wav|Olimar (English) | |||
Olimar Japanese Announcer SSB4-SSBU.wav|Olimar (Japanese/Chinese/Korean) | |||
Alph | Alph English Announcer SSB4-SSBU.wav|Alph (English) | ||
</gallery> | Alph Japanese Announcer SSB4-SSBU.wav|Alph (Japanese/Chinese/Korean) | ||
</gallery>'' | |||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
Line 707: | Line 657: | ||
|char=Olimar}} | |char=Olimar}} | ||
==In [[competitive play]]== | ==In [[Competitive play|competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
Line 723: | Line 673: | ||
}} | }} | ||
=== | ===Notable players=== | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
*{{Sm|Angbad|USA}} - Placed 25th at [[CEO 2016]]; 33rd at [[Paragon Los Angeles 2015]] and 33rd at [[EVO 2016]]; and 49th at [[Apex 2015]]. | |||
*{{Sm|Coco|USA}} - Placed 2nd at [[Combo Breaker 2015]] and 13th at [[The Big House 5]] in [[doubles]] play. Formerly ranked 7th on the [[Michigan Power Rankings]]. | |||
*{{Sm|Dabuz|USA}} (#4) - The best Olimar player in the United States and one of the two best ones in the world. Placed 1st at [[WTFox 2]], [[Aftershock 2016]], and [[Smash Valley]]; 2nd at Apex 2015 and [[Super Smash Con 2016]]; 3rd at CEO 2016; 4th at [[Frostbite 2017]]; 5th at [[EVO 2015]] and [[The Big House 6]]; and 7th at [[GENESIS 4]]. | |||
*{{Sm|Gomakenpi|USA}} - The best Olimar player in the Midwest. Placed 9th at [[Chronicles of Olympus II]] and 33rd at [[Midwest Mayhem 11]]. Also ranked 12th on the [[Michigan Smash 4 Power Rankings]]. Has taken a set off of {{Sm|Marss}}. | |||
*{{Sm|GreenBeast|USA}} - Placed 7th at [[Midwest Mayhem]] and 13th at [[Smash 'N' Splash]]. | |||
*{{Sm|ImHip|USA}} - Placed 9th at [[Tournament:Final Battle|Final Battle]]; 17th at Paragon Los Angeles 2015 and [[2GGC: GENESIS Saga]]; and 33rd at [[2GGC: Midwest Mayhem Saga]] and [[2GGC: Civil War]]. Ranked 15th on the [[SoCal Power Rankings]]. | |||
*{{Sm|Klaatu|USA}} - Placed 17th at [[2GGT: Abadango Saga]]; 25th at [[2GGC: Greninja Saga]]; and 33rd at [[2GGT: Mexico Saga]] and [[2GGT: ZeRo Saga]]. | |||
*{{Sm|Krow|USA}} - Placed 2nd at [[Full Bloom 2]]; 17th at [[Midwest Mayhem 4]]; and 25th at [[Midwest Mayhem 3]]. Ranked 5th on the [[Indiana Power Rankings]]. | |||
*{{Sm|Logic|USA}} - Placed 7th at [[PAX Prime 2015]]; 9th at Smash 'N' Splash and [[Enthusiast Gaming Live Expo]]; 17th at [[Royal Flush (tournament)|Royal Flush]]; 25th at [[Super Smash Con 2015]]; 33rd at [[CEO 2015]]; and 49th at EVO 2016 and Super Smash Con 2016. Formerly ranked 15th on the [[MD/VA Power Rankings]]. | |||
*{{Sm|Myran|USA}} - Considered one of the best Olimar players in the world. Placed 5th at Paragon Los Angeles 2015; 17th at [[Frame Perfect Series 2]] and [[2GGC: Nairo Saga]]; 25th at {{Trn|CEO 2015}} and {{Trn|Frostbite 2017}}; and 33rd at {{Trn|Apex 2015}} and {{Trn|CEO 2016}}. | |||
*{{Sm|Rich Brown|USA}} - Formerly a Olimar main before switching to {{SSB4|Mewtwo}}. Placed 13th at {{Trn|Paragon Los Angeles 2015}}, 17th at {{Trn|Final Battle}}, and 25th at {{Trn|Apex 2015}} with solo Olimar. | |||
*{{Sm|Shuton|Japan}} (#23) - The best Olimar player in the world. Placed 1st at [[Sumabato 15]]; 3rd at [[Sumabato 14]] and [[2GGC: West Side Saga]]; 5th at [[Frostbite 2017]]; 9th at [[Umebura S.A.T.]]; and 13th at [[2GGC: Civil War]]. Ranked 4th on the [[JAPAN Power Rankings]]. | |||
*{{Sm|Syco|USA}} - Placed 25th at [[Midwest Mayhem 6: SoCal Invasion]] and [[Naifu Wars: World War 1]]. Ranked 6th on the [[Ohio Smash 4 Power Rankings|Ohio Power Rankings]]. | |||
===Tier placement and history=== | |||
Like in ''Brawl'', Olimar's placing in ''SSB4'' was one of the most contentious among the cast. At first, players would deem his nerfs as being too harsh for him to even be assessed as a mid-tier character, with some even considering him to be a bottom-tier character. This was primarily due to the game mechanics in ''SSB4'' being faster mixed with Olimar’s camping game being toned down, and his strengths not being recognized as much. This perception would remain intact for several months until players soon started to demonstrate Olimar's retained strengths, with professionals like {{Sm|Dabuz}}, {{Sm|ImHip}}, {{Sm|Shuton}}, and {{Sm|Soulimar}} placing highly. As a result, Olimar was ranked 24th on the first [[tier list]]. | |||
Although his competitive prospects and placings were accelerating, Olimar's rare usage negatively stood out compared with other high-tier characters. To reflect this, he dropped 30th on the second tier list. As before, representatives such as Dabuz and Shuton continued to defeat top players at high-level tournaments and achieve great placings. These demonstrations allowed Olimar to achieve 27th and then to 21st on the third and fourth tier lists respectively. Although he was not as overwhelmingly effective as he was in ''Brawl'', Olimar has nevertheless managed to achieve solid success in spite of the faster mechanics and the dominance of the DLC characters. | |||
==[[Trophies]]== | |||
:'''Olimar''' | |||
::{{flag|ntsc}} ''A veteran spaceship pilot for Hocotate Freight, Captain Olimar partners with Pikmin in Smash Bros. to help him in battle. Olimar is much stronger when he's got Pikmin with him, so keep them plucked and good to go. Pikmin abilities are based on their color—learn what each is best at!'' | |||
::{{flag|pal}} ''Captain Olimar, veteran Hocotate Freight astronaut, joins forces with Pikmin again in this game to take on the world. Olimar isn't much of an attacker without Pikmin by his side, so you should always keep some ready. Pikmin have different abilities depending on their colour, so learn how they work to use them effectively!'' | |||
{{Trophy games|console1=GCN|game1=Pikmin (12/2001)|console2=GCN|game2=Pikmin 2 (08/2004)}} | |||
:'''Olimar (Alt.)''' | |||
::{{flag|ntsc}} ''Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, though! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them in their tracks!'' | |||
'' | ::{{flag|pal}} ''Pikmin aren't just good for attacking, you know. For example, when you throw them, they can pick up items on their way back. Only items that aren't very heavy, but still! Also, if there's someone charging or shooting at you, a well-timed Pikmin throw can stop them. Just don't forget to replace your Pikmin when they're gone!'' | ||
{{Trophy games|console1=GCN|game1=Pikmin (12/2001)|console2=GCN|game2=Pikmin 2 (08/2004)}} | |||
:'''End of Day''' | |||
::{{flag|ntsc}} ''On the planet Olimar is investigating, the native creatures become extra violent at night, forcing him to retreat to orbit every evening. His Final Smash works the same way: night falls and Olimar takes to the sky, leaving his foes to the mercy of the wildlife below. Olimar returns when dawn breaks and you can adjust his less-than-safe landing!'' | |||
::{{flag|pal}} ''On the planet of the Pikmin, the native creatures get quite violent come nightfall, so Olimar retreats into orbit every evening. That's how his Final Smash works, too: Olimar takes off in his trusty Dolphin{{sic}}, then in comes the beasties to take care of the other fighters. When Olimar returns, make sure he touches down, er...safely!'' | |||
<center> | |||
<gallery> | |||
OlimarTrophy3DS.png|Classic (3DS) | |||
OlimarAltTrophy3DS.png|Alt. (3DS) | |||
OlimarTrophyWiiU.png|Classic (Wii U) | |||
OlimarAltTrophyWiiU.png|Alt. (Wii U) | |||
EndOfDayTrophyWiiU.png|[[End of Day]] | |||
</gallery> | |||
</center> | |||
== | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[A Battle of Scale]]''': A tiny Olimar must defeat a giant {{SSB4|Bowser}}. | * '''[[A Battle of Scale]]''': A tiny Olimar must defeat a giant {{SSB4|Bowser}}. | ||
* '''[[All-Star Battle: Brawl]]''': Olimar is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | * '''[[All-Star Battle: Brawl]]''': Olimar is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | ||
* '''[[The Big 7650!]]''': As {{SSB4|Pac-Man}}, the player must use his [[Final Smash]], [[Super Pac-Man]], on three Olimars within 15 seconds. | * '''[[The Big 7650!]]''': As {{SSB4|Pac-Man}}, the player must use his [[Final Smash]], [[Super Pac-Man]], on three Olimars within 15 seconds. | ||
===Co-op Events=== | |||
* '''[[Poisonous Planet]]''': Olimar and {{SSB4|Samus}} must defeat two giant {{SSB4|Charizard}} in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing. | * '''[[Poisonous Planet]]''': Olimar and {{SSB4|Samus}} must defeat two giant {{SSB4|Charizard}} in a [[Stamina Mode|Stamina Battle]] before their own health is depleted via [[flower]]ing. | ||
* '''[[Solidarity]]''': Olimar and {{SSB4|Rosalina & Luma}} must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}, and then defeat Bowser and {{SSB4|Bowser Jr.}} | * '''[[Solidarity]]''': Olimar and {{SSB4|Rosalina & Luma}} must defeat {{SSB4|Mario}} and {{SSB4|Luigi}}, and then defeat Bowser and {{SSB4|Bowser Jr.}} | ||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | * '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
* '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Olimar, {{SSB4|Kirby}}, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, and Rosalina & Luma. All of the opponents are outer space-based characters. | * '''[[Visiting Onett]]''': {{SSB4|Ness}} and {{SSB4|Villager}} must defeat Olimar, {{SSB4|Kirby}}, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, and Rosalina & Luma. All of the opponents are outer space-based characters. | ||
==[[Alternate costume (SSB4)#Olimar|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Olimar|Alternate costumes]]== | ||
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*Although Alph travels in the {{s|pikipedia|S.S. Drake}} in ''Pikmin 3'', he instead travels in the Hocotate Ship for his [[on-screen appearance]] and [[Final Smash]] because of his status as an alternate costume. | *Although Alph travels in the {{s|pikipedia|S.S. Drake}} in ''Pikmin 3'', he instead travels in the Hocotate Ship for his [[on-screen appearance]] and [[Final Smash]] because of his status as an alternate costume. | ||
*Olimar and Alph have different expressions when they are hit. Olimar's eyes comically bulge out, which he commonly does in ''Pikmin 2'' upon being surprised, whereas Alph winces. | *Olimar and Alph have different expressions when they are hit. Olimar's eyes comically bulge out, which he commonly does in ''Pikmin 2'' upon being surprised, whereas Alph winces. | ||
*Olimar is the only character to have only one [[special move]] in his default moveset that deals damage. | *Olimar is the only character to have only one [[special move]] in his default moveset that deals damage. | ||
**He is also the only character to have a special move ([[Winged Pikmin]] in his case) that lacks any damage-dealing custom versions. | **He is also the only character to have a special move ([[Winged Pikmin]] in his case) that lacks any damage-dealing custom versions. | ||
*In the European version of End of Day's trophy, it mistakenly says that Olimar pilots the S.S. Dolphin during it. However, he actually pilots the Hocotate Ship during End of Day. | *In the European version of End of Day's trophy, it mistakenly says that Olimar pilots the S.S. Dolphin during it. However, he actually pilots the Hocotate Ship during End of Day. | ||
*Despite [[Pikmin Throw]]'s ability to make thrown Pikmin bring [[item]]s to Olimar being exclusive to {{forwiiu}}, his alt. trophy in {{for3ds}} mentions it regardless. | *Despite [[Pikmin Throw]]'s ability to make thrown Pikmin bring [[item]]s to Olimar being exclusive to {{forwiiu}}, his alt. trophy in {{for3ds}} mentions it regardless. | ||
*Olimar | *Olimar, Alph, Iggy and {{SSB4|Ike}} are the only characters in ''Smash 4'' whose names start with vowels. | ||
==References== | ==References== |