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#27 Mar 12 2008 at 6:02 PM Rating: Good
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the way i play him (which is admittedly, not pro by any means) is to try to use red and yellow pikmin if my opponents are at low damage, and opt out for purples and blues if theyre at high damage. a hit from a purple will really hurt for any non-heavyweight above 60% damage or so, and the more damage a person has the more likely the blues will get a freeze off, which can be key if it happens at the right time.

so ya, in that sense, he is a lot like game and watch, but a bit more controlled. keeping track of pikmin on a big wide open stage can be a pain tho.

edit: scratch the freeze comments. now that i think of it, all those happened during ice climber battles.

Edited, Mar 12th 2008 7:04pm by Quor
#28 Mar 12 2008 at 6:11 PM Rating: Good
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This is what my friend had to ramble to me. He plays a resto shaman in WoW, and is the reason why I go onto the shaman forums.

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Main pro is that he's got a line of defense and big range. He can throw Pikmin at enemies that rush him and at projectiles too; his range for certain move is purty large too, you just need to exploit it. For example, keep lighter, weaker characters at bay by throwing Pikmin now and again. For larger, stronger ones, especially those that like to stay close, stick to Down Smash and a crouch+A. His dashing smash is pretty long and strong, and his in-air Up-Smash works wonders, especially if you can follow it up with an Up+B. Pikmin offer a great defensive game in that sense - he can always back away and attack.

That's not all, though. He's got lots of offensive potential, too. His Pikmin offer great range for attacks, not just defensive manuvers. Again, exploit his range, but don't forget simple combos. If you're being choked up and can't get off a Down Smash, or if your enemy is fast, throw in a simple A A A combo to slow them down. His crouching A move is also fast and good for offense as well as defense. Furthermore, if your enemy is nearby but out of arm's reach, his smash will be extended - he'll throw the Pikmin. Great. Oh, and you can't forget, he's like a warlock. A lot of his Pikmin will attatch themselves to the enemy and do damage. Its very useful if you can catch the enemy off-guard, because if they see it coming, Pikmin are easy to swat away or shake off.

Mainly, you want to play a good mixture of offense and defense. Personally, I like to be defensive most of the time against hard-hitters - once I hit the enemy pretty well, I go into a combo. His air moves are just amazing, really. His in-air Up A does a lot, and if it ends in a yellow, red, or purple pikmin, it'll have great knockback too. I like to follow it up with an Up B if the enemy is within reach. His in-air Forward A is also an amazing killer if you have a red pikmin in hand. If you're playing defense a lot, expect a lot of kills from yellow pikmin hitting the enemy when you use your Down Smash. They're killer with the Down Smash. XD Olimar is a fast dodger, and you want to use that to your advantage as much as you possibly can. Dodge dodge dodge. It helps you approach and run away. Since Olimar is a moderately speedy runner, fake-outs and feints can come in handy a lot. Just don't fall into the trap of dodging predictably. With Olimar, you have offensive range, you have a huge grab range, you have tons of defensive potential (hit and run), and you're pretty tiny - you need to mix things up. Never let your enemy feel safe - play hardcore defense, and cautious offense. Your pikmin will make your caution look hardcore, and your enemy will be surely annoyed.

Cons? Yes....there are those. The most glaringly obvious con is that his Up B is tether-only. Try to get on stage without using it, and air dodge a lot if you need to. (Dodge more! MOAR!) If you don't have enough pikmin, it could be too short, and you'll get screwed. If your pikmin are all over the place, you need to do your Down B to call them all to you in time to use your tether to get to the ledge. In short, Olimar is very susceptible to edge-guarding. Be careful.

He's also kind of claustrophobic. You need your space. You can only dodge so much without getting hit. It may just be me, but his only great moves against enemies that like to stay in your face are his Down Smash and crouching A attack. If they're tall, maybe - maybe - his Up B. Other than that, you're bound to get hit a lot if you can't keep the enemy a decent distance away. This is not to say you need to stay very far away and spam, but you need your space to act defensively. The only time you're quite safe in super-close-combat is if you're the aggressor (ie. you dash-smash, crouch A, follow up with a jump and an in-air forward smash). The only other thing you can do against enemies like Sonic, who is all over the level - back and forth and back and forth - and like Meta Knight, who has good close-combat range (like an aura of attack range) and long attack duration, is SHIELD. Shielding is your friend against hit-and run and against pre-made combo-ers. The only thing is that it makes you vulnerable to grabs if they catch on.

Other than that, he's kind of light and his pikmin are easy-pickings (Ha!) for sweeping-hard-hitters like Marth, Donkey Kong, and Dash Smashes in general.

He plucks 'em fast, so its not really a con, and the fact that certain ones die in water and fire is only a slight con - the fast plucking speed makes up for it.

Summarily, he's got great offense, great defense, good air game, needs space on land, has expendable but easily-killable Warlock-esque pets, and he's cute. Olimar = Awesome. You just need to get a feel for his combos and his situational techniques. What to do against what kind of enemy in what situation - which, according to your style, may change. What I wrote above is solely based off of how I've found success, and how I find I kick *** with Olimar.
#29 Mar 13 2008 at 12:16 PM Rating: Decent
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2,740 posts
I tend to stick with Samus and Ice Climbers, both for different reasons, but I mainly swap between the two for a change of pace.

I haven't played the game enough with the new characters to feel totally comfortable with them to the point where I would consider using one as a main... I'm liking Ike more and more as I play around with him, but I would still prefer a Roy 2.0. The game's a blast though, if I wasn't gone for the weekend I'd have to take you up on that little tournament Smiley: wink
#30 Mar 14 2008 at 10:07 AM Rating: Decent
BismarcksFinest wrote:
I tend to stick with Samus and Ice Climbers, both for different reasons, but I mainly swap between the two for a change of pace.

I haven't played the game enough with the new characters to feel totally comfortable with them to the point where I would consider using one as a main... I'm liking Ike more and more as I play around with him, but I would still prefer a Roy 2.0. The game's a blast though, if I wasn't gone for the weekend I'd have to take you up on that little tournament Smiley: wink


Wtf you been up to lately?

And when is Nelf getting his rogue back?
#31 Mar 16 2008 at 4:15 PM Rating: Decent
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2,740 posts
Salwrathis wrote:
BismarcksFinest wrote:
I tend to stick with Samus and Ice Climbers, both for different reasons, but I mainly swap between the two for a change of pace.

I haven't played the game enough with the new characters to feel totally comfortable with them to the point where I would consider using one as a main... I'm liking Ike more and more as I play around with him, but I would still prefer a Roy 2.0. The game's a blast though, if I wasn't gone for the weekend I'd have to take you up on that little tournament Smiley: wink


Wtf you been up to lately?

And when is Nelf getting his rogue back?


I've been leveling up an Alliance Warrior on a different server (where Nightts' warlock is and Nelf's Pally is), but that's kind of stopped production since I've gotten more and more into CoD4/other assorted Xbox games. I just have a hard time logging on to any character, let alone a Rogue I don't have time to raid with anymore. If I did have the time, I'd still be in Byte Club Smiley: wink
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