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'''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. 4]]''. His reappearance to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on July | '''Olimar''' ({{ja|ピクミン&オリマー|Pikumin & Orimā}}, ''Pikmin & Olimar'') is a playable character in ''[[Super Smash Bros. 4]]''. His reappearance 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|alternative 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, and is his worst placement in the series. As in ''Brawl'', Olimar's signature [[Pikmin (species)|Pikmin]] possess an impressive level of respective utility: they grant him respectable KO and damage-racking capabilities, which is further supplemented by Olimar's solid frame-data, as Olimar can make usage of them to deal direct and/or indirect damage via his standard movesets, and by possessing the Pikmin latch onto opponents via [[Pikmin Throw]], respectively. | |||
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 signature [[Pikmin (species)|Pikmin]] possess an impressive level of respective utility: they grant him respectable KO and damage-racking capabilities, which is further supplemented by Olimar's solid frame-data, as Olimar can make usage of them to deal direct and/or indirect damage via his standard movesets, and by possessing the Pikmin latch onto opponents via [[Pikmin Throw]], respectively. | |||
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, his new [[up special move]], [[Winged Pikmin]], functions as a maneuverable, flight-based [[recovery]] that can be performed regardless of whether or not Olimar has Pikmin equipped,<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]]. | 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, his new [[up special move]], [[Winged Pikmin]], functions as a maneuverable, flight-based [[recovery]] that can be performed regardless of whether or not Olimar has Pikmin equipped,<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]]. | ||
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However, Olimar's active Pikmin count has now been halved from six to three due to the limitations to [[Nintendo 3DS]]' hardware,<ref name="Direct"/> which considerably 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 kind 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 especially problematic, as it renders him susceptible to [[juggling]] despite his light weight, and causes him to flounder against speed demons, such as {{SSB4|Sonic}} and {{SSB4|Fox}}. By extension, Olimar suffers from poor endurance: the combination of his light [[weight]] and low [[gravity]] leaves him vulnerable to early KOs, which is further pronounced by the loss of [[momentum canceling]] and the introduction of [[rage]]. Finally, his offense is still burdened by slow attacking speed and an over-reliance on Pikmin. | However, Olimar's active Pikmin count has now been halved from six to three due to the limitations to [[Nintendo 3DS]]' hardware,<ref name="Direct"/> which considerably 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 kind 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 especially problematic, as it renders him susceptible to [[juggling]] despite his light weight, and causes him to flounder against speed demons, such as {{SSB4|Sonic}} and {{SSB4|Fox}}. By extension, Olimar suffers from poor endurance: the combination of his light [[weight]] and low [[gravity]] leaves him vulnerable to early KOs, which is further pronounced by the loss of [[momentum canceling]] and the introduction of [[rage]]. Finally, his offense is still burdened by slow attacking speed and an over-reliance on Pikmin. | ||
Overall, despite his retained and newfound weaknesses, Olimar has still achieved impressive representation and results at all levels of competitive play, thanks to dedicated smashers, such as {{Sm|Dabuz}}, {{Sm|Shuton}}, and {{Sm|Myran}}. | Overall, despite his retained and newfound weaknesses, Olimar has still achieved impressive representation and results at all levels of competitive play, thanks to dedicated smashers, such as {{Sm|Dabuz}}, {{Sm|Shuton}}, {{Sm|Gomakenpi}}, and {{Sm|Myran}}. | ||
==Attributes== | ==Attributes== | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
In ''Super Smash Bros. Brawl'', Olimar was considered to be a top-tier character, typically being perceived as a top 5-to-top 3 character. This was primarily due to the effectiveness of his [[Pikmin]]: Olimar possessed six Pikmin available in his disposal, and they overall gave him incredible [[camping]] potential. Olimar could easily abuse his [[Pikmin Throw]] to restrain his opponents out due to the amount of Pikmin he could have out and even at close-ranged proximity, Olimar still possessed strong tools. His damage-output was exceptionally high, especially with certain Pikmin, his [[smash attack]]s were exceptionally effective, his aerials were powerful, he had a strong grab game with an exceptionally quick and long-ranged [[grab]] in addition to possessing [[combo]] and [[KO]] [[throw]]s depending on the Pikmin equipped, and he even had a solid defensive option with [[Pikmin Order]]. Olimar also had rather respectable KO power, with his Purple and Red Pikmin (in some situations) being particularly powerful. While he did suffer from poor mobility, limited [[approach]]ing options, a slew of multi-hitting attacks which could be avoided with [[SDI]], and he had an extremely exploitable [[recovery]], these weaknesses failed to impair Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on-stage, making it exceptionally difficult for most of the cast to deal with Olimar. As a result, Olimar has naturally seen a mixture of [[buff]]s and [[nerf]]s in the transition to ''Super Smash Bros. 4'', although due to his top-tier status in the previous game, he has been | In ''Super Smash Bros. Brawl'', Olimar was considered to be a top-tier character, typically being perceived as a top 5-to-top 3 character. This was primarily due to the effectiveness of his [[Pikmin]]: Olimar possessed six Pikmin available in his disposal, and they overall gave him incredible [[camping]] potential. Olimar could easily abuse his [[Pikmin Throw]] to restrain his opponents out due to the amount of Pikmin he could have out and even at close-ranged proximity, Olimar still possessed strong tools. His damage-output was exceptionally high, especially with certain Pikmin, his [[smash attack]]s were exceptionally effective, his aerials were powerful, he had a strong grab game with an exceptionally quick and long-ranged [[grab]] in addition to possessing [[combo]] and [[KO]] [[throw]]s depending on the Pikmin equipped, and he even had a solid defensive option with [[Pikmin Order]]. Olimar also had rather respectable KO power, with his Purple and Red Pikmin (in some situations) being particularly powerful. While he did suffer from poor mobility, limited [[approach]]ing options, a slew of multi-hitting attacks which could be avoided with [[SDI]], and he had an extremely exploitable [[recovery]], these weaknesses failed to impair Olimar too much. Altogether, these factors made Olimar an incredibly dominant character on-stage, making it exceptionally difficult for most of the cast to deal with Olimar. As a result, Olimar has naturally seen a mixture of [[buff]]s and [[nerf]]s in the transition to ''Super Smash Bros. 4'', although due to his top-tier status in the previous game, he has been drastically nerfed overall. | ||
The most glaring downgrade includes the halving of his Pikmin, counting from six to three due to the limitations of the [[Nintendo 3DS]]' processing power. As a result, this drastically lowers his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with [[White Pikmin]]). Both Olimar and his Pikmin's endurance are also worse: as Olimar himself is [[weight|lighter]] and his signature Pikmin (excluding White Pikmin) have less [[hit points|HP]], and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against [[meteor smash]]es, and the changes to [[hitstun canceling]] is considered a double-edged sword for Olimar: they indirectly removed [[momentum canceling]], so this means Olimar is much more susceptible to early KOs and combos, with the latter being further pronounced by Olimar's aforementioned lighter weight and the introduction of [[rage]], yet it also drastically improves Olimar's [[combo]] game as well, especially with his throws. | The most glaring downgrade includes the halving of his Pikmin, counting from six to three due to the limitations of the [[Nintendo 3DS]]' processing power. As a result, this drastically lowers his general damage output, as well as his [[camp]]ing potential, especially since [[Pikmin Throw]] deals less damage (especially with [[White Pikmin]]). Both Olimar and his Pikmin's endurance are also worse: as Olimar himself is [[weight|lighter]] and his signature Pikmin (excluding White Pikmin) have less [[hit points|HP]], and they die faster if they are separated from Olimar. The removal of [[meteor cancel]]ing also significantly hinders Olimar's endurance against [[meteor smash]]es, and the changes to [[hitstun canceling]] is considered a double-edged sword for Olimar: they indirectly removed [[momentum canceling]], so this means Olimar is much more susceptible to early KOs and combos, with the latter being further pronounced by Olimar's aforementioned lighter weight and the introduction of [[rage]], yet it also drastically improves Olimar's [[combo]] game as well, especially with his throws. | ||
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**{{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: | ||
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***{{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: | ||
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**{{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]]: | ||
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===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.}} | ||
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**{{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).}} | ||
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**{{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-racking and camping potential, in addition to making the move more committal to use overall.}} | ***{{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]], with the exception of Olimar being put into free-fall after using an aerial).}} | **{{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]], with the exception of Olimar being 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.}} | ||
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**{{nerf|Unlike Pikmin Chain, Winged Pikmin lacks a hitbox, preventing it from being useable as a long-ranged anti-air or as a powerful [[stage spike]] option.}} | **{{nerf|Unlike Pikmin Chain, Winged Pikmin lacks a hitbox, preventing it from being useable as a long-ranged anti-air or as a powerful [[stage spike]] option.}} | ||
**{{nerf|Winged Pikmin no longer [[auto-cancel]]s before Olimar enters free-fall, making it riskier to land with.}} | **{{nerf|Winged Pikmin no longer [[auto-cancel]]s before Olimar enters free-fall, making it riskier to land with.}} | ||
*[[Pikmin Order]] | *[[Pikmin Order]] | ||
**{{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.}} | **{{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.}} | ||
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|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%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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|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) | ||
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|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%{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===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. | |||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3312 | |set10=3312 | ||
}} | }} | ||
===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| | *{{Sm|GreenBeast|USA}} - Placed 7th at [[Midwest Mayhem]] and 13th at [[Smash 'N' Splash]]. | ||
*{{Sm| | *{{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| | *{{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| | *{{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| | *{{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]]. | |||
* | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Olimar | |name=Olimar | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
* '''[[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''. | |||
* '''[[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. | |||
* '''[[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. | |||
* '''[[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. | ||
*Alph was | *Alph was intended to be promoted from an alternate costume to a [[clone]] of Olimar, much like {{SSB4|Dr. Mario}}, {{SSB4|Dark Pit}}, and {{SSB4|Lucina}}, however he was left as an alternate costume presumably due to time constraints.<ref>[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> | ||
*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. |