Template:SSB4 to SSBU changelist/Olimar: Difference between revisions
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(Wording reverts and corrections. Pummel does not have that much hitlag in either case) |
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*{{change|[[Pikmin (species)|Pikmin]] now always face the screen regardless of which direction they turn.}} | *{{change|[[Pikmin (species)|Pikmin]] now always face the screen regardless of which direction they turn.}} | ||
*{{change|Pikmin now have trails that match their colors when attacking, like in the ''Pikmin'' games.}} | *{{change|Pikmin now have trails that match their colors when attacking, like in the ''Pikmin'' games.}} | ||
===Attributes=== | ===Attributes=== | ||
*Olimar: | *Olimar: | ||
**{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}} | **{{buff|Like all characters, Olimar's [[jumpsquat]] animation takes three frames to complete (down from 5).}} | ||
**{{buff|Olimar [[walk | **{{buff|Olimar [[walk]]s slightly faster (0.9 → 0.945).}} | ||
**{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}} | **{{buff|Olimar [[dash]]es faster (1.47 → 1.617).}} | ||
***{{buff|Olimar's [[initial dash]] is also | ***{{buff|Olimar's [[initial dash]] is also faster (1.4 → 1.606).}} | ||
**{{buff|Olimar's [[air speed]] is slightly faster (0.82 → 0.861).}} | **{{buff|Olimar's [[air speed]] is slightly faster (0.82 → 0.861).}} | ||
**{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}} | **{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-16 → 4-15).}} | ||
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**{{nerf|Pikmin can be [[Item swallowing|swallowed]].}} | **{{nerf|Pikmin can be [[Item swallowing|swallowed]].}} | ||
**{{nerf|Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.}} | **{{nerf|Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.}} | ||
**{{nerf|Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a move | **{{nerf|Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.}} | ||
**{{nerf|Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.}} | **{{nerf|Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.}} | ||
**{{nerf|When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.}} | **{{nerf|When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.}} | ||
===Ground attacks=== | |||
===Ground attacks=== | |||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff| | **{{buff|Hit 1 has less ending lag (FAF 30 → 20).}} | ||
***{{change|Its angles have been altered (361°/80° → 361°/180°) making it a more consistent [[jab lock]]ing tool but hindering its [[jab cancel]]ing potential.}} | ***{{change|Its angles have been altered (361°/80° → 361°/180°) making it a more consistent [[jab lock]]ing tool but hindering its [[jab cancel]]ing potential.}} | ||
**{{nerf|The second hit hitboxes have been moved inwards (Z offset: 7/13 → 6/10), reducing its range. | **{{nerf|The second hit hitboxes have been moved inwards (Z offset: 7/13 → 6/10), reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.}} | ||
**{{nerf|Hit 2's sweetspot is closer to the sourspot, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.}} | |||
**{{nerf| | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).}} | **{{buff|Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).}} | ||
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***{{buff|Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%}} | ***{{buff|Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%}} | ||
***{{buff|Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%}} | ***{{buff|Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%}} | ||
**{{nerf|Forward smash has more ending lag (FAF 40 → 43).}} | **{{nerf|Forward smash has more ending lag (FAF 40 → 43).}} | ||
**{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).}} | **{{nerf|Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
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***{{buff|Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68}} | ***{{buff|Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68}} | ||
***{{buff|Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68}} | ***{{buff|Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68}} | ||
**{{buff|Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.}} | **{{buff|Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash deals more damage when using Red or Purple Pikmin.}} | **{{buff|Down smash deals more damage when using Red or Purple Pikmin.}} | ||
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***{{buff|Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%}} | ***{{buff|Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).}} | *{{buff|All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).}} | ||
*{{buff|All aerials involving Pikmin have [[ | *{{buff|All aerials involving Pikmin have [[transcendent priority]].}} | ||
*{{buff|All aerials that involve Pikmin have more range.}} | *{{buff|All aerials that involve Pikmin have more range.}} | ||
*{{buff|The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).}} | *{{buff|The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).}} | ||
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***{{buff|Red: 10.8% → 12.6%}} | ***{{buff|Red: 10.8% → 12.6%}} | ||
***{{buff|Purple: 12.6% → 14.4%}} | ***{{buff|Purple: 12.6% → 14.4%}} | ||
**{{nerf| | **{{nerf|They [[auto-cancel]] one frame later (frame 30 → 31).}} | ||
===Throws and other attacks=== | ===Throws and other attacks=== | ||
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***{{nerf|Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).}} | ***{{nerf|Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{change|Pummel is a quick {{ | **{{change|Pummel is a quick {{iw|wikipedia|knifehand thrust}} from Olimar himself.}} | ||
***{{buff|Pummel | ***{{buff|Pummel has much less startup (frame 11 → 1) and ending lag (FAF 21 → 7) and deals more [[hitlag]] (5 (Red, Blue, Purple)/6 (White)/8 (Yellow) → 10)}} | ||
***{{nerf|It deals less damage (4% (White)/2% (others) → 1%).}} | ***{{nerf|It deals less damage (4% (White)/2% (others) → 1%).}} | ||
****{{nerf|As such, Olimar can no longer benefit from the damaging pummel of White Pikmin.}} | ****{{nerf|As such, Olimar can no longer benefit from the damaging pummel of White Pikmin.}} |
Latest revision as of 20:55, March 9, 2024
Aesthetics
- Due to the aesthetic used in Ultimate, Olimar's model features a more vibrant color scheme. His proportions have been adjusted; he has a slightly smaller nose and eyes, and his skin tone is paler. His spacesuit and life-support systems have more subtle detailing, and his helmet has a more glossy sheen. The new detailing is also expressed by Alph.
- Olimar's antenna has less independent physics, allowing it to move more naturally.
- Olimar's helmet cracks after taking a certain amount of damage, but will quickly be repaired. It also appears cracked when he is Screen KO'd.
- Olimar now only jumps twice during his up taunt, shortening its duration.
- Sidestep and ledge-hanging's animations have changed.
- Pikmin now always face the screen regardless of which direction they turn.
- Pikmin now have trails that match their colors when attacking, like in the Pikmin games.
Attributes
- Olimar:
- Like all characters, Olimar's jumpsquat animation takes three frames to complete (down from 5).
- Olimar walks slightly faster (0.9 → 0.945).
- Olimar dashes faster (1.47 → 1.617).
- Olimar's initial dash is also faster (1.4 → 1.606).
- Olimar's air speed is slightly faster (0.82 → 0.861).
- Forward roll grants less intangibility (frames 4-16 → 4-15).
- Back roll has more startup with less intangibility (frames 4-16 → 5-16) and more ending lag (FAF 29 → 34).
- Spot dodge has less ending lag (FAF 26 → 25).
- Air dodge grants more intangibility (frames 3-27 → 3-29).
- Air dodge has drastically more ending lag (FAF 32 → 57).
- Olimar's hurtbox is modeled around his body instead of being a giant orb around him. This effectively gives him a smaller hurtbox around some parts of his body, making him harder to hit.
- However, Olimar has a larger hurtbox vertically.
- Pikmin:
- All Pikmin have less HP.
- Red, Yellow: 8 → 6.
- Blue: 11 → 8.
- White: 7 → 5.
- Purple: 13 → 11.
- Pikmin can be swallowed.
- Pikmin can get stuck on platforms if they were plucked beneath them, making it impossible to use them for attacks for a while.
- Pikmin in Olimar's squad are no longer intangible directly after Olimar gets hit with a high knockback move, making it possible to kill the Pikmin and send Olimar offstage without any Pikmin.
- Pikmin can die from hitboxes that Olimar already shielded or perfect shielded, making it very hard to punish the attack.
- When a Pikmin dies, it becomes the active Pikmin in Olimar's squad, making it impossible to use Pikmin for attacks for a short while.
- All Pikmin have less HP.
Ground attacks
- Neutral attack:
- Hit 1 has less ending lag (FAF 30 → 20).
- Its angles have been altered (361°/80° → 361°/180°) making it a more consistent jab locking tool but hindering its jab canceling potential.
- The second hit hitboxes have been moved inwards (Z offset: 7/13 → 6/10), reducing its range. Oddly, the animation has not been properly altered, and so suggests the move has more range than it actually does.
- Hit 2's sweetspot is closer to the sourspot, and the sourspot is bigger (2.5u → 2.8u). Due to it taking priority over the sweetspot this makes the sweetspot much harder to land.
- Hit 1 has less ending lag (FAF 30 → 20).
- Dash attack:
- Dash attack has a bigger hitbox (3.5u (clean)/3.5u (late) → 5u/4.5u).
- Up tilt:
- Up tilt has less ending lag (FAF 45 → 39).
- All smash attacks:
- The damage multipliers when using smash attacks with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
- Forward smash:
- Forward smash deals more damage when using Red or Purple Pikmin.
- Red: 17.4% (clean)/12% (mid)/7.2% (late) → 20.3%/14%/8.4%
- Purple: 20.3% (clean)/14% (mid)/8.4% (late) → 23.2%/16%/9.6%
- Forward smash has more ending lag (FAF 40 → 43).
- Forward smash's clean hit has a shorter duration, with the mid and late hits having a longer duration instead (frames 11-14 (clean)/15-20 (mid)/21-29 (late) → 11-12/13-19/20-29).
- Forward smash deals more damage when using Red or Purple Pikmin.
- Up smash:
- Up smash deals more damage when using Red or Purple Pikmin with knockback scaling compensated.
- Red: 15.6% (clean)/12% (weak)/13.2% (late) → 18.2%/14%/15.4%, knockback scaling: 83/74/78 → 72/64/68
- Purple: 18.2% (clean)/14% (weak)/15.4% (late) → 20.8%/16%/17.6%, knockback scaling: 81/72/78 → 72/64/68
- Up smash has significantly less ending lag (FAF 56 → 40), increasing its safety and giving it combo potential.
- Up smash deals more damage when using Red or Purple Pikmin with knockback scaling compensated.
- Down smash:
- Down smash deals more damage when using Red or Purple Pikmin.
- Red: 13.2% (clean)/10.8% (late) → 15.4%/12.6%
- Purple: 15.4% (clean)/12.6% (late) → 17.6%/14.4%
- Down smash deals more damage when using Red or Purple Pikmin.
Aerial attacks
- All aerials have less landing lag (15 frames → 13 (neutral), 15 → 9 (forward/back), 30 → 18 (up/down)).
- All aerials involving Pikmin have transcendent priority.
- All aerials that involve Pikmin have more range.
- The damage multipliers when using aerials with red or purple Pikmin have been increased (Red: 1.2× → 1.4×, Purple: 1.4× → 1.6×).
- Neutral aerial:
- Neutral aerial's hitboxes are smaller (loop: 3.5u/2.5u/2.5u/3.5u → 3u/2u/2u/3u, last: 5u/4u/4u/5u → 4u/3u/3u/4u).
- Forward aerial:
- Forward aerial deals more damage when using Red or Purple Pikmin.
- Red: 10.2% → 11.9%
- Purple: 11.9% → 13.6%
- Forward aerial deals more damage when using Red or Purple Pikmin.
- Back aerial:
- Back aerial deals more damage when using Red or Purple Pikmin.
- Red: 12.9% → 15.1%
- Purple: 15.1% → 17.2%
- Back aerial deals more damage when using Red or Purple Pikmin.
- Up aerial and down aerial:
- Up aerial and down aerial deal more damage when using Red or Purple Pikmin.
- Red: 10.8% → 12.6%
- Purple: 12.6% → 14.4%
- They auto-cancel one frame later (frame 30 → 31).
- Up aerial and down aerial deal more damage when using Red or Purple Pikmin.
Throws and other attacks
- Grabs:
- All Pikmin in Olimar's squad will be used at once for his grab, significantly improving its potential range. The more Pikmin he has, the greater the range.
- All grabs have slightly more startup lag (frame 10 → 12).
- Attempting to grab near a ledge using Pikmin that were plucked just before that will cause the grab to have no hitbox.
- All grabs' ending lag is changed and depends on the amount of Pikmin in Olimar's squad.
- Standing: FAF 50 → 42/48/57 (1/2/3 Pikmin).
- Dash: FAF 53 → 50/58/69 (1/2/3 Pikmin).
- Pivot: FAF 36 → 45/52/61 (1/2/3 Pikmin).
- Pummel:
- Pummel is a quick knifehand thrust from Olimar himself.
- Pummel has much less startup (frame 11 → 1) and ending lag (FAF 21 → 7) and deals more hitlag (5 (Red, Blue, Purple)/6 (White)/8 (Yellow) → 10)
- It deals less damage (4% (White)/2% (others) → 1%).
- As such, Olimar can no longer benefit from the damaging pummel of White Pikmin.
- Pummel is a quick knifehand thrust from Olimar himself.
- Forward throw:
- Forward throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 5.6% → 5.6%/6.1%/6.7% (1/2/3 Pikmin).
- Yellow, White, Purple: 7% → 7%/7.7%/8.4% (1/2/3 Pikmin).
- Blue: 11.2% → 11.8%/13%/14.2% (1/2/3 Pikmin).
- Forward throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Back throw:
- Back throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 7.2% → 7.2%/7.9%/8.6% (1/2/3 Pikmin).
- Yellow, White, Purple: 9% → 9%/9.9%/10.8% (1/2/3 Pikmin).
- Blue: 14.4% → 15.3%/16.8%/18.3% (1/2/3 Pikmin).
- Back throw deals significantly more knockback when using Blue Pikmin.
- Back throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Up throw:
- Up throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 6.4% → 6.4%/7%/7.6% (1/2/3 Pikmin).
- Yellow, White, Purple: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Blue: 12.8% → 13.5%/14.8%/16.2% (1/2/3 Pikmin).
- Up throw deals significantly more knockback when using Blue Pikmin, being the strongest up throw in the game.
- Up throw has a more exaggerated animation.
- Up throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Down throw:
- Down throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
- Red: 6.6% → 6.6%/7.2%/7.9% (1/2/3 Pikmin).
- Yellow: 8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- White: 7.8% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Purple: 8.4% → 8%/8.8%/9.6% (1/2/3 Pikmin).
- Blue: 12.2% → 12.8%/14.1%/15.4% (1/2/3 Pikmin).
- Down throw sends opponents at a more horizontal angle (90° → 60°), reducing its combo potential.
- Down throw deals more damage when using Blue Pikmin and when Olimar has multiple Pikmin in his squad.
Special moves
- Pikmin Throw:
- Pikmin that latch onto opponents deal more damage (1.1% → 2% (Red, Yellow, Blue), 3.7% → 4.7% (White)).
- Pikmin take fall damage when thrown and landing on the ground.
- The removal of multiple player slot glitch and changes to jostle mechanics no longer crashes the game with Pikmin Throw.
- Opponents make a discomforted facial expression (the same expression used by poisoned fighters) when a Pikmin is latched onto them.
- Winged Pikmin:
- Winged Pikmin travels a significantly shorter distance with consecutive uses.
- If Pikmin are in certain animations while using Winged Pikmin, attempting to use them for aerials will cause the attack to have no hitbox.
- Pikmin Order:
- Olimar orders his Pikmin much sooner (frame 12 → 2).
- Pikmin Order has less ending lag (FAF 21 → 18).
- Olimar gains super armor sooner (frame 6 → 2), much like in Brawl. This improves its use as a defensive tool and as a combo breaker.
- However, it also has a shorter duration (frames 6-12 → 2-7). This effectively increases the move's ending lag despite its reduced total duration.
- Pikmin Order's whistling animation is less exaggerated. This new animation is shorter (39 frames → 33), decreasing the amount of time Olimar cannot grab the ledge after performing the move in the air.
- End of Day
- End of Day has been drastically sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.
- This gives the opponent less time to avoid the explosion, especially those who are buried.
- The explosion has less knockback scaling (140 (sweetspot)/125 (sourspot) → 120/105).
- End of Day has been drastically sped up, with the Hocotate Ship crashing onto the stage almost immediately after the move's cutscene.