keeper
Smash Champion
An Olimar Spacing, Mindgame, Positional, and Approach Guide
-Preface-
I word things badly as I usually just think them. It's actually kind of hard to write a guide for a game like Smash.
--Introduction--
Welcome to what I hope will be an enjoyable and successful guide that I do plan to finish and expand. The aim of this guide is expand your thoughts on what you are doing with Olimar other than just doing stuff when they are at the right spot. Consider this a close source guide for Olimar that doesn't involve "HAO DO EYE BEET DEM." I consider brawl one big tech chase. Don't question my methods.
--Approaches--
Olimar has decent approaches, but not only that, he has the ability to destroy approaches. I actually consider those approaches, just passive ones.
List time now... You can do the following
-Be passive with tosses and wait for them to grab, more on this later.
-Running Shield-Grab.
-Passive, C-Sticked, finished fairs mixed with tosses.
-Fake pressure to give yourself ground.
-Or anything that you know you can out range, out prioritize or their moves.
Olimar has an amazing defensive game. I'd like you all to get used to it.
-Baiting-
Pikmin tossing. Is baiting. Do it. You can toss Pikmin out of hops, and give them the option to either avoid the Pikmin and buy you some time to slowly go to them. You can predict the DI and do a pivot grab. Hooked and anchored, I don't know why I call it that, I just do. Honestly, I do endorse using a stream of grabs as a fake out or to make yourself open to abuse them rushing. Kind of like ninjutsu. You make one step the wrong way on purpose to make your next prediction easier. You have to think.
--Spacing--
When your opponent is on the ledge consider their options: Ledgehop, roll, jump, attack, standard get up.
Say they are on the right side of FD. I'll try to make a graph. Say the general roll up is three dashes. 20 dashes across=FD
#=you &=them on the ledge
----------------#--&
Consider the following. You have over 70% of the stage behind you. You have the advantage. If they roll up, you can easily dsmash them and initiate it before they have the chance to dodge or shield. It is probably their worst option to do. If they hop, you can do a running usmash and catch them if they do not air dodge, and if they do it doesn't matter anyway, just be careful, you have multiple options form that really. Chain, running usmash, SHuair or SHfair. If they ledgehop, you're too far away to attack, you can use an fsmash or chain or even just take a step back and still have favorable spacing. BY THE WAY, I recommend having a red or yellow pikmin at the head of your line for all of this, if you reconsider it, you'll see why.
Cheers,
keeper
Kickin' it Olimar since release. You can never change characters. "LOLimar."
-Preface-
I word things badly as I usually just think them. It's actually kind of hard to write a guide for a game like Smash.
--Introduction--
Welcome to what I hope will be an enjoyable and successful guide that I do plan to finish and expand. The aim of this guide is expand your thoughts on what you are doing with Olimar other than just doing stuff when they are at the right spot. Consider this a close source guide for Olimar that doesn't involve "HAO DO EYE BEET DEM." I consider brawl one big tech chase. Don't question my methods.
--Approaches--
Olimar has decent approaches, but not only that, he has the ability to destroy approaches. I actually consider those approaches, just passive ones.
List time now... You can do the following
-Be passive with tosses and wait for them to grab, more on this later.
-Running Shield-Grab.
-Passive, C-Sticked, finished fairs mixed with tosses.
-Fake pressure to give yourself ground.
-Or anything that you know you can out range, out prioritize or their moves.
Olimar has an amazing defensive game. I'd like you all to get used to it.
-Baiting-
Pikmin tossing. Is baiting. Do it. You can toss Pikmin out of hops, and give them the option to either avoid the Pikmin and buy you some time to slowly go to them. You can predict the DI and do a pivot grab. Hooked and anchored, I don't know why I call it that, I just do. Honestly, I do endorse using a stream of grabs as a fake out or to make yourself open to abuse them rushing. Kind of like ninjutsu. You make one step the wrong way on purpose to make your next prediction easier. You have to think.
--Spacing--
When your opponent is on the ledge consider their options: Ledgehop, roll, jump, attack, standard get up.
Say they are on the right side of FD. I'll try to make a graph. Say the general roll up is three dashes. 20 dashes across=FD
#=you &=them on the ledge
----------------#--&
Consider the following. You have over 70% of the stage behind you. You have the advantage. If they roll up, you can easily dsmash them and initiate it before they have the chance to dodge or shield. It is probably their worst option to do. If they hop, you can do a running usmash and catch them if they do not air dodge, and if they do it doesn't matter anyway, just be careful, you have multiple options form that really. Chain, running usmash, SHuair or SHfair. If they ledgehop, you're too far away to attack, you can use an fsmash or chain or even just take a step back and still have favorable spacing. BY THE WAY, I recommend having a red or yellow pikmin at the head of your line for all of this, if you reconsider it, you'll see why.
Cheers,
keeper
Kickin' it Olimar since release. You can never change characters. "LOLimar."