RichBrown
Smash Master
I make one of these every few months and it basically consists of a lot of random little idea I've come up with in smash. There's no real organization to this, but a lot of these little ideas have really helped me, and I hope you all can look at this and it will inspire more ideas which you can post here.
K here we go
1. The "Olimar Pocket": I recently realized that if Olimar is played right, the only true weakness he has is the "Olimar Pocket." This is basically the space that is 45 degrees in front of him and kinda funnels into him. We all have kinda known this for a while, but have we really given any thought to this? I realized that for the most part whenever I get hit by something, it's because I let them enter the pocket, which is usually done by jumping just in front of his grab range and into that little space. Now when I play I just imagine this little funnel in front of Olimar that I want people to stay out of. So yeah keep them out of there and you'll realize you'll get hit a lot less.
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2. Double pivot to grab: This is awesome, just run up to someone, pivot in front of them, then pivot grab them. They will think you wiffed a pivot grab and so they'll run in and attack you, and then all of the sudden they get grabbed. There's so much you can do with this, like pivot-dash dance one-pivot grab/Usmash, or whatever the situation calls for.
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3. Purple Pikmin: Are these not the greatest things ever? I used to throw a purple and follow it in the air and do a fair, and while that works a decent chunk of the time, sometimes players catch on and I get shieldgrabbed. So I'm trying to break that habit and instead land and grab. It's kinda like what ZSS does when she shoots her gun and runs in and grabs.
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4. Diddy Kong: Yes I'm gonna talk about how to fight Diddy now. This is my topic I can do what I want.
My golden rule for Diddy: Diddy does not have bananas. Once the bananas are out, the both of you have equal access to them. If anything I tell myself they are MY bananas, and I try to scare Diddy into pulling them out.
The way to deal with his bananas is to try to grab one, then spam pikmin throw. That way Diddy won't know if you are throwing a pikmin or a banana. I like to throw the banana after I throw the purple because they either get hit by the purple, or feel the purple on their shield and assume it's a banana.
When Diddy has a banana, I just wait in my shield for him to throw it, then grab him. For some reason every single diddy I've ever played likes to run in and grab or dash attack the moment they throw a banana. Just grab. And if they learn and don't run in, grab the banana and begin controlling it.
Just be smart about banana control and be very patient. Diddy will get his **** combos, just stay cool when it happens. Diddy is a character that you have to devote yourself to fighting, he is really obscure and can't be beaten by the normal tricks you may use to beat other characters.
Negrolimar is the best in this matchup because the yellow on his suit makes it hard to see if he is holding a banana (dead serious).
You can gimp Diddy sometimes by doing that tether thing that Toon Link does.
K yall better never lose to a Diddy ever again.
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5. White-Purple-Red-Yellow-Blue After a KO
This is how you want your lineup to look. That way when they respawn, you can throw the white and then the purple. With any luck the white will latch and the purple will knock back, and then you can run in and grab (if you do it right purple throw-grab is a combo). Then you can Dthrow them right away into a Fair.
I like this the best because it's an insanely fast 50% and it sucks the life out of an opponent. And if you miss with the white but land the purple, you still get the grab at 6%, which is basically the same as 0%. If you land the white but miss the purple, then they still have all that white damage. If you miss both, you can just go for a regular 0% grab combo. Ya got nothing to lose.
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EDIT (8/4): 6. Whistle Bouncing
Omg this is amazing, I can't believe none of the other Olimars ever do this, and I cant believe I forgot to put it in the original post. Ok so you know how in general it's a bad idea to be above your opponent at any given moment? Olimar is very ground based, so when he's high in the air, his top priority is landing. You normally don't ever wanna land on or in front of your opponent, so you can use the whistle to "whistle bounce" in the same fashion snake does the grenade/C4 bouncing. It's an amazing tool to get back on the ground.
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7. Incomplete Nair-jab-grab
Amazing at those mid percents when you don't wanna stale your Usmash. Jab comes out a little faster than the Usmash so there's less of a chance of them getting out. Because you jab them when they are right on top of you, you can usually run and grab them as a follow up. You can follow up with whatever you want but I like grab because they are usually are shielding when you run up to grab them.
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8. Stutterstepped Fsmashes: This is done by initiating a dash, then canceling the dash with a foward smash. This is an amazing spacing tool. I can't really describe the specific situations of when to use it, but just trust me: play around with it and see what works for you. It's been working wonders for me.
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9. Blue-White-Purple after a KO
I've been playing with this one lately. The idea is you grab with a blue, jump at them and sideB the white, then once you've jumped past them throw the purple in the other direction. It should lead to a grab because since they are DIing away from you, once you've jumped past them and hit them in the opposite direction, they are actually DIing towards you.
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10. Tether stuffs (Dabuz)
my halberd trick, while its in floating form or W/E, run off the stage, use upair then up-b just enough for the hop to let land you on the stage kinda near the edge, the up-b will grab the edge and let oli land on the stage lagless allowing for a grab or W/E attack right after
it works on japes and to some extent norfair as well, actually allows for some interesting mindgames on the center platform on japes (like for people that try to run of one of the side platforms and grab one of the edges, if you predict it you can shorthop up-b and hit them when they try)
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11. Uthrow combo @ mid % (Weruop)
On characters around marios weight , at about mid percent and up, if i get a grab, i usually upthrow to SH UpB. its nearly flawless. if it doesnt hit them, chances are itll be a good set up, sinc u can DI towards or away after the upb. its especially good for a set up if they air dodge the upb.
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12. mindgame stuffs (weruop)
sh pikmin throw, air dodge, land a LIITLE behind thier shield and uptilt = fergalicious
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13. Nair-upB (weruop)
When someone is on a BF platform, i love nairing thier shield and following up with an upb. the upb seems to hit a lot of the time because they drop their shield after the nair.
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14. Options out of Nair (Fino)
Yeah, pivot grabs (if they DI out), jab jab, jab dtilt uair/usmash profit, utilt pivotgrab (at low percents/fatties ... they DI out the majority of the time setting this up), dair, pluck cancelled dash reverse pikmin toss nair (on big characters at low/midlow %)... There are so many things to do.
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15. Blue/Purple KO ideas (PhoenixAlpha)
Olimars, when grabbing, kill with a purple up-throw and a blue back-throw.
I was thinking about this and wondered if it was possible to kill opponents earlier by catching them DI-ing poorly.
Meaning, grab and pummel with a blue pikmin at around lethal percent. Your opponent would DI toward the ceiling expecting the Bthrow, and then you throw them UP for a surprise kill. When doing this near the edge on FD, it didn't appear to work though. Even if they are DI'ing the bthrow perfectly, it's STILL better to bthrow than to uthrow.
According to the kill percent chart on this thread:
http://www.smashboards.com/showthread.php?t=185696
-the color coded one-
Blue Uthrow kills earlier than blue Bthrow from the center of FD without DI. I'm guessing that if you are playing anywhere in the center you can trick your opponent into DI'ing bad and dying to the uthrow from a blue.
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16. More Dthrow ideas (Fino)
fair combos into white pikmin toss from dthrow... additionally, yellow pikmin toss combos into fair from dthrow... wait what?
dthrow, toss yellow pikmin, fair *fair sends them into yellow pikmin* of course, this is old as rocks.... I still think it's funny. It's a good way to continue using dthrow fair, tossing pikmin assumes your opponent aerial dodges after dthrow, and the fair will catch them at the end of it
Side note: almost every single attack combos into white pikmin toss in some shape or form
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17. Fox and Falco (IcyLight)
lastly, if we are mentioning small things....if you are edge guarding like a falco or fox or something, and you have a purple next and you grab the edge, jump off the edge, reverse purp throw their recovery. It also works if you drop below the stage, jump reverse purple and tether recovery, good mix up.
^^^^^^^^to go with this awesomeness, you can also do this with a white pikmin if you know you have to let them recover so you don't get yourself killed, get a bit of extra % in there, drop off ledge, reverse white, recover
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18. Even more Dthrow stuff
Something I noticed: we are all familiar with the mid% "combo" of Dthrow-runfoward-pivot grab. For some reason, people always DI the second Dthrow from the pivot grab very poorly, and it sets up for a fair like 99% of the time. My guess is that they are trying to DI away, and they probably don't even notice you are on the other side of them, so they just go straight up, and then you can **** em up.
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19. Olimar's Dthrow ***** (Weruop)
if a white pikmin is 2nd a good combo is d throw sh throw white pimkin fast fall air dodge up tilt. uptilt when used suddenly breaks thru shields often, and if ur opponent has a white pikmin on, itll rack up a lot of damage during the uptilt and after it
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K here we go
1. The "Olimar Pocket": I recently realized that if Olimar is played right, the only true weakness he has is the "Olimar Pocket." This is basically the space that is 45 degrees in front of him and kinda funnels into him. We all have kinda known this for a while, but have we really given any thought to this? I realized that for the most part whenever I get hit by something, it's because I let them enter the pocket, which is usually done by jumping just in front of his grab range and into that little space. Now when I play I just imagine this little funnel in front of Olimar that I want people to stay out of. So yeah keep them out of there and you'll realize you'll get hit a lot less.
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2. Double pivot to grab: This is awesome, just run up to someone, pivot in front of them, then pivot grab them. They will think you wiffed a pivot grab and so they'll run in and attack you, and then all of the sudden they get grabbed. There's so much you can do with this, like pivot-dash dance one-pivot grab/Usmash, or whatever the situation calls for.
-------------------------------------------------------------------------------------------------
3. Purple Pikmin: Are these not the greatest things ever? I used to throw a purple and follow it in the air and do a fair, and while that works a decent chunk of the time, sometimes players catch on and I get shieldgrabbed. So I'm trying to break that habit and instead land and grab. It's kinda like what ZSS does when she shoots her gun and runs in and grabs.
------------------------------------------------------------------------------------------------------
4. Diddy Kong: Yes I'm gonna talk about how to fight Diddy now. This is my topic I can do what I want.
My golden rule for Diddy: Diddy does not have bananas. Once the bananas are out, the both of you have equal access to them. If anything I tell myself they are MY bananas, and I try to scare Diddy into pulling them out.
The way to deal with his bananas is to try to grab one, then spam pikmin throw. That way Diddy won't know if you are throwing a pikmin or a banana. I like to throw the banana after I throw the purple because they either get hit by the purple, or feel the purple on their shield and assume it's a banana.
When Diddy has a banana, I just wait in my shield for him to throw it, then grab him. For some reason every single diddy I've ever played likes to run in and grab or dash attack the moment they throw a banana. Just grab. And if they learn and don't run in, grab the banana and begin controlling it.
Just be smart about banana control and be very patient. Diddy will get his **** combos, just stay cool when it happens. Diddy is a character that you have to devote yourself to fighting, he is really obscure and can't be beaten by the normal tricks you may use to beat other characters.
Negrolimar is the best in this matchup because the yellow on his suit makes it hard to see if he is holding a banana (dead serious).
You can gimp Diddy sometimes by doing that tether thing that Toon Link does.
K yall better never lose to a Diddy ever again.
----------------------------------------------------------------------------------------------------
5. White-Purple-Red-Yellow-Blue After a KO
This is how you want your lineup to look. That way when they respawn, you can throw the white and then the purple. With any luck the white will latch and the purple will knock back, and then you can run in and grab (if you do it right purple throw-grab is a combo). Then you can Dthrow them right away into a Fair.
I like this the best because it's an insanely fast 50% and it sucks the life out of an opponent. And if you miss with the white but land the purple, you still get the grab at 6%, which is basically the same as 0%. If you land the white but miss the purple, then they still have all that white damage. If you miss both, you can just go for a regular 0% grab combo. Ya got nothing to lose.
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EDIT (8/4): 6. Whistle Bouncing
Omg this is amazing, I can't believe none of the other Olimars ever do this, and I cant believe I forgot to put it in the original post. Ok so you know how in general it's a bad idea to be above your opponent at any given moment? Olimar is very ground based, so when he's high in the air, his top priority is landing. You normally don't ever wanna land on or in front of your opponent, so you can use the whistle to "whistle bounce" in the same fashion snake does the grenade/C4 bouncing. It's an amazing tool to get back on the ground.
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7. Incomplete Nair-jab-grab
Amazing at those mid percents when you don't wanna stale your Usmash. Jab comes out a little faster than the Usmash so there's less of a chance of them getting out. Because you jab them when they are right on top of you, you can usually run and grab them as a follow up. You can follow up with whatever you want but I like grab because they are usually are shielding when you run up to grab them.
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8. Stutterstepped Fsmashes: This is done by initiating a dash, then canceling the dash with a foward smash. This is an amazing spacing tool. I can't really describe the specific situations of when to use it, but just trust me: play around with it and see what works for you. It's been working wonders for me.
---------------------------------------------------------------------------------------------------------------------
9. Blue-White-Purple after a KO
I've been playing with this one lately. The idea is you grab with a blue, jump at them and sideB the white, then once you've jumped past them throw the purple in the other direction. It should lead to a grab because since they are DIing away from you, once you've jumped past them and hit them in the opposite direction, they are actually DIing towards you.
-----------------------------------------------------------------------------------------------------------------------
10. Tether stuffs (Dabuz)
my halberd trick, while its in floating form or W/E, run off the stage, use upair then up-b just enough for the hop to let land you on the stage kinda near the edge, the up-b will grab the edge and let oli land on the stage lagless allowing for a grab or W/E attack right after
it works on japes and to some extent norfair as well, actually allows for some interesting mindgames on the center platform on japes (like for people that try to run of one of the side platforms and grab one of the edges, if you predict it you can shorthop up-b and hit them when they try)
-----------------------------------------------------------------------------------------------------------------------
11. Uthrow combo @ mid % (Weruop)
On characters around marios weight , at about mid percent and up, if i get a grab, i usually upthrow to SH UpB. its nearly flawless. if it doesnt hit them, chances are itll be a good set up, sinc u can DI towards or away after the upb. its especially good for a set up if they air dodge the upb.
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12. mindgame stuffs (weruop)
sh pikmin throw, air dodge, land a LIITLE behind thier shield and uptilt = fergalicious
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13. Nair-upB (weruop)
When someone is on a BF platform, i love nairing thier shield and following up with an upb. the upb seems to hit a lot of the time because they drop their shield after the nair.
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14. Options out of Nair (Fino)
Yeah, pivot grabs (if they DI out), jab jab, jab dtilt uair/usmash profit, utilt pivotgrab (at low percents/fatties ... they DI out the majority of the time setting this up), dair, pluck cancelled dash reverse pikmin toss nair (on big characters at low/midlow %)... There are so many things to do.
----------------------------------------------------------------------------------------------------------------------
15. Blue/Purple KO ideas (PhoenixAlpha)
Olimars, when grabbing, kill with a purple up-throw and a blue back-throw.
I was thinking about this and wondered if it was possible to kill opponents earlier by catching them DI-ing poorly.
Meaning, grab and pummel with a blue pikmin at around lethal percent. Your opponent would DI toward the ceiling expecting the Bthrow, and then you throw them UP for a surprise kill. When doing this near the edge on FD, it didn't appear to work though. Even if they are DI'ing the bthrow perfectly, it's STILL better to bthrow than to uthrow.
According to the kill percent chart on this thread:
http://www.smashboards.com/showthread.php?t=185696
-the color coded one-
Blue Uthrow kills earlier than blue Bthrow from the center of FD without DI. I'm guessing that if you are playing anywhere in the center you can trick your opponent into DI'ing bad and dying to the uthrow from a blue.
------------------------------------------------------------------------------------------------------------------
16. More Dthrow ideas (Fino)
fair combos into white pikmin toss from dthrow... additionally, yellow pikmin toss combos into fair from dthrow... wait what?
dthrow, toss yellow pikmin, fair *fair sends them into yellow pikmin* of course, this is old as rocks.... I still think it's funny. It's a good way to continue using dthrow fair, tossing pikmin assumes your opponent aerial dodges after dthrow, and the fair will catch them at the end of it
Side note: almost every single attack combos into white pikmin toss in some shape or form
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17. Fox and Falco (IcyLight)
lastly, if we are mentioning small things....if you are edge guarding like a falco or fox or something, and you have a purple next and you grab the edge, jump off the edge, reverse purp throw their recovery. It also works if you drop below the stage, jump reverse purple and tether recovery, good mix up.
^^^^^^^^to go with this awesomeness, you can also do this with a white pikmin if you know you have to let them recover so you don't get yourself killed, get a bit of extra % in there, drop off ledge, reverse white, recover
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18. Even more Dthrow stuff
Something I noticed: we are all familiar with the mid% "combo" of Dthrow-runfoward-pivot grab. For some reason, people always DI the second Dthrow from the pivot grab very poorly, and it sets up for a fair like 99% of the time. My guess is that they are trying to DI away, and they probably don't even notice you are on the other side of them, so they just go straight up, and then you can **** em up.
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19. Olimar's Dthrow ***** (Weruop)
if a white pikmin is 2nd a good combo is d throw sh throw white pimkin fast fall air dodge up tilt. uptilt when used suddenly breaks thru shields often, and if ur opponent has a white pikmin on, itll rack up a lot of damage during the uptilt and after it
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