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Old 05-26-2008, 02:27 AM   #21 (permalink)
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very good guides! especially the faq for ike's smash attacks! i'm gonna use it!
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Old 06-08-2008, 10:48 PM   #22 (permalink)
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Hi, Rokrin.

I have an Olimar guide I've been working on that is ready for submission. Can you just clear out a spot in your message folder so I can submit it to you/this thread? ^_^
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Old 07-06-2008, 10:14 AM   #23 (permalink)
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I've modified his Table of Contents slightly, so you can just go Ctrl+F to jump to a section.

Table of Contents
SEC1) Introduction: Playing as Olimar? Why?
SEC2) Pros and Cons
SEC3) Your tiny platoon: Differences between Pikmin
SEC4) Attacks/Moves
SEC5) Damage Chart based on Pikmin
SEC6) Squad, move out! Organizing and effectively using your Pikmin
SEC7) Maps: Where should you go?
SEC8) Matchups: Who pwns and who will be pwn’d?
SEC9) Afterword: Thank you and farewell


SEC1: Introduction: Playing as Olimar? Why?
Olimar is a very unique character in SSBB. He can only perform 6 attacks by himself: Neutral attack (both of the 2 parts), the 3 tilts, his dash attack, and his neutral air. While these attacks are acceptable in their own rights, Olimar really shines as a character when you put his Pikmin into the equation.
Playing Olimar can be a bit of a challenge, especially for newer players to the game. Some of the main challenges an Olimar player must face include:
--)Plucking and organizing your Pikmin
--)Knowing the differences between the Pikmin and how to use each kind to its best form
--)Arranging the order of your Pikmin in battle.
Among other things…
But why would you want to play as the little guy? Although he has a steep learning curve the rewards are unmatched. It’s quite difficult for an opponent to guess what you’re doing first of all. Your one of the smallest characters in the game (you’re also one of the lightest!), so actually hitting you can be difficult. Unless an opponent uses Olimar countering the mate can be difficult what with his mechanics and those of the Pikmin. He’s a force to be reckoned with if you can play with him effectively.

SEC2: Pros and Cons

PROS…
--) Tilts and Smashes have large range and are pretty useful for comboing, knockback, etc.
--) Wonderful aerial attacks
--) Can be difficult for opponent to tell what Olimar is doing
--) Surprisingly fast
--) Small
--) Grab range can be longest in the game. Also has very little lag if missed

CONS…
--) Dependant on Pikmin for almost all attacks
--) Difficult to learn; one of the most challenging characters to master
--) Recovery is a tether recovery, allowing for nasty edgeguard abuse
--) Very light, one of the lightest in the game I believe
--) Pikmin are very vulnerable to damage.
--) Difficult to manage Pikmin effectively

SEC3: Your tiny platoon: Differences between Pikmin

RED…
--) Does the most damage of all Pikmin when Olimar uses an aerial attack
--) Attacks imbued with fire properties such as burning
--) Immune to fire and fire attacks
--) Destroyed as soon as they come in contact with deep enough water
--) This Pikmin has approximately 9% stamina. What that means is if 9% is dealt to this Pikmin the Pikmin dies.
Red Pikmin should be your main aerial offense. However, they are sort of glass cannons in the sense that they have the 2nd lowest health of all Pikmin. If you like to fight in the air and/or are just a generally offensive player, it would be wise to have more reds in your pack.

BLUE…
--) Grab range increased when first in Pikmin line and a grab is initiated
--) 2nd most durable Pikmin
--) Does the most damage of all Pikmin when Olimar uses a throw
--) Only Pikmin that does not drown. Can also swim.
--) This Pikmin has approximately 14% stamina. What that means is if 14% is dealt to this Pikmin the Pikmin dies.
Blue Pikmin are interesting. They don’t really have any major offensive capabilities, and although their defensive capabilities are wonderful, they’re still secondary next to Purples. However, their grabbing and throwing abilities are the cream of the crop. They do the most damage on all throws, have the highest grab range, and have some extra armor should they be attacked while reaching for an enemy. Grabbers and defensive players should have more Blues in their squad.

YELLOW…
--) Range of attack is larger than other Pikmin
--) Travel in arcs when thrown
--) Attacks imbued with electrical properties such as shocks
--) Immune to electricity and electrical attacks
--) When used to throw enemies the enemies travel in arcs
--) This Pikmin has approximately 10% stamina. What that means is if 10% is dealt to this Pikmin the Pikmin dies.
Yellow Pikmin are unique in that they don’t have any special offensive perks aside from electricity, but these guys excel in the range and trajectories of their attacks. Yellows are thrown in a curved trajectory, and throw their opponents in curved paths as well. These guys also have larger areas of damage in addition to range. I can’t see any general strategy or playstyle you should associate these ones with, unless you rely a lot on Pikmin throwing. Just have X amount of these with you to spice it up.

PURPLE (aka Big Boi ^_^)…
--) Doesn’t fly far when thrown
--) Only Pikmin that knocks back enemy instead of latching on when thrown
--) Does the most damage of all Pikmin when Olimar uses a smash attack
--) Average attack power is generally higher than other Pikmin
--) Most durable Pikmin
--) This Pikmin has approximately 16% stamina. What that means is if 16% is dealt to this Pikmin the Pikmin dies.
Purple Pikmin are your tanks. They’re slow, and can’t be thrown far, but their attacks almost always have superior knockback and they’re in the upper tier of damage. Rather than latching on like the other Pikmin, Purples are just like “Hey, stupid! I ain’t gonna hug you like my brotha Pikmin. I just knock you silly and come back. Yeah boyyye ^_^” and knock the opponent away rather than latch on for damage. They also deal the most damage and knockback for all smash attacks, but they also have the least range. These are definitely high-risk, high-reward soldiers. Best used in an aggressive playstyle, especially if associated with some reds.

WHITE…
--) Flies very far and at a faster speed than other Pikmin when thrown
--) Least durable Pikmin
--) All normal attacks do less damage compared to other Pikmin
--) Most damaging Pikmin when thrown
--) Does the most damage of all Pikmin when Olimar grabs and pummels an opponent
--) This Pikmin has approximately 4% stamina. What that means is if 4% is dealt to this Pikmin the Pikmin dies.
White Pikmin, are basically the opposite of Purples. They’re the fastest when thrown, execute the most damage when latched on, and do twice the damage when pummeling in a grab, but everything else is lacking. They deal little damage, have small knockback, and have less range in attacks than the other ones. It’s always nice to have at least one in your arsenal for throwing purposes, but don’t have your whole squad full of these things. Best used in a throwing-type strategy, but should be mixed in with any other Pikmin colors.

One more thing: if you’ve played (against) an Olimar you may have noticed that the longer a Pikmin is out the Pikmin “evolves” between a leaf, bud, or flower. As far as I know these evolutions make no difference in the Pikmin’s abilities. If anyone has information on whether the evolutions actually do anything other than look pretty please alert.
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Old 07-06-2008, 10:15 AM   #24 (permalink)
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SEC4: Attacks/Moves

B…Olimar plucks a single Pikmin of random color from the ground. Repeatedly pressing the button can get you up to 6 Pikmin at any one time. This move is quick—you just need to find the moment to use it. Your opponent won’t be able to punish you if you use it smartly.

Left/Right + B (Over-B)…Olimar quickly throws the first Pikmin (the Pikmin nearest to him), hopefully hitting an opponent. Damage will initiate if a Pikmin comes in contact with an opponent. Olimar’s only true projectile and vital to any Olimar player. Use this a lot.

Up + B (Up-B)…Olimar’s Pikmin form a chain that can be used as a tether recovery. The length of the move depends on how many Pikmin you have. The attack can also be used as a pseudo-projectile firing up and in front of you if on the ground. The move does damage depending on which Pikmin is at the chain’s tip. The move also gives a very slight upwards boost when used in the air, so the chain may not even be necessary at times with this in mind. Tip: If you organize your Pikmin so that a purple Pikmin is at the front, not only can you knock off an edgeguarding opponent, you can usually grab the ledge as your opponent falls to its doom. Regardless, be careful with this move.

Down + B (Down-B)…Olimar blows a whistle. This move calls back all nearby Pikmin (even if on opponents), segregates them by color (R-B-R-Y < R-R-B-Y), and sends the nearest color to the back of the line and puts the next nearest color up front (R-R-B-B-Y < B-B-Y-R-R). This move also has some sort of armor at one point in the animation that completely negates knockback. Keep in mind that YOU STILL RECEIVE DAMAGE! If anyone has additional info regarding this I’d appreciate it. Otherwise I’m still looking into it.

No direction + A in air (N-air)…Olimar spins in the air for about a second and a half. Not much to say about this one. It’s acceptable, but nothing special.

Forward + A in air (F-air)…Olimar swings a Pikmin in front of him. This attack comes out quickly and can sometimes get you a kill at a moderate amount of damage. A good move, but don’t overdo it.

Down + A in air (D-air)…Olimar swings the nearest Pikmin in line down below him. This move spikes. Watch out though; ending lag is punishable and this can cost you if you mess up due to Olimar’s lackluster recovery. It’s a great move, but be careful with it…

Back + A in air (B-air)…Olimar swings a Pikmin behind him. Pretty much the same as Fair, except backwards.

Up + A in air (U-air)…Olimar spins a Pikmin above him. This is arguably Olimar’s best aerial and one of his best moves overall. It does solid damage, comes out pretty quick, and has respectable knockback. Use and abuse this one.

Forward Smash (F-smash)…Olimar points/throws a Pikmin a short distance. It has wonderful range for being a smash attack and can easily kill. Good for keeping your opponents at bay with some spacing as well. Quick enough too. Don’t ignore this one.

Up Smash (U-smash)…Olimar throws the next Pikmin in line up in the air. This is, hands down, Olimar’s best smash. It’s a great combo starter, does about the same damage as the F-smash, comes out quickly, and has some sexy range (use this though platforms ^_^). Nominated for Olimar’s best attack. Between this and the U-air your opponents would be wise to just stay on the ground.

Down Smash (D-smash)…Olimar sends 2 Pikmin charging from his sides. The little guys soon come back. This move is nice for a smash attack, but there’s nothing quite as notable as the perks of the other two smashes in my opinion.

Forward + A (F-tilt)…Olimar hops up and forward, launching his feet first. The range is nice for a tilt, but there isn’t much else to note here. Good for mixing up your playstyle I guess but I don’t see it as being a very practical move…

Up + A (U-tilt)…Olimar hops up and spins. This attack’s range and duration is nice, but it just pales in comparison to Olimar’s U-smash or a short-hopped U-air.

Down +A (D-tilt)…Olimar slides across the ground. It can be a good combo starter if your opponent has low damage and it looks hilarious, but again, not very practical. Has a little ending lag also. This can do a little extra damage if Olimar’s antenna hits toward the end of the move.

A…Olimar just swings his head. As far as I’m concerned its only uses are to surprise your opponent with a different move or to go into A+A.

A + A…Olimar swings his head back. Can only be used if the first part of the jab is executed. It is petty much essential to use after the first part of the attack. Again, this one isn’t anything to write home about, but it’s passable…

Dash + A…Olimar runs while doing a flip. It’s fun to use, it’s quick, and ends pretty quickly. Try not to spam it though; Olimar has too many other great moves to use.

Grab + A…The selected Pikmin hits the opponent. White Pikmin deal twice as much damage as other Pikmin if using here. This is only really useful if you just plan to pummel your opponent due to the weaker power of a White’s throw. Be careful—not only are grabs easier to escape from in Brawl than in Melee, but Olimar’s grab seems especially easy to escape from (this may just be me V_V)

Grab + Forward throw (F-throw)…I’m not really sure what happens here. The Pikmin sort of pulls the opponent back, spins them and it, and launches the opponent away. This throw isn’t great, but it’s not bad either in terms of general efficiency.

Grab + Back throw (B-throw)…The Pikmin falls backward and sends the opponent with it. Good for getting the opponent off the stage. Has killing potential at mediocre percentages if using a Blue.

Grab + Up throw (U-throw)…My personal favorite of all the throws. The Pikmin lifts the opponent in the air, spins them and it, and slams the opponent into the ground. Not as efficient as the other throws but it looks really cool ^_^

Grab + Down throw (D-throw)…The Pikmin lays the opponent on the ground and slams itself into the enemy. Good for comboing, especially at low percentages, at which point you can connect to a well timed F-smash or U-smash.
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Old 07-06-2008, 10:16 AM   #25 (permalink)
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SEC5: Damage Chart based on Pikmin

How to read this chart: use the left side of the chart to read the attack. Check the top of the chart for the Pikmin type or Olimar. Align both until they reach the number toward the center of the chart. That number is the damage the move deals.

<Need to turn this table into an image, I'll edit the table in later.>

Table Key…
#-# = Multiple parts to the attack that can be executed. Example: 2-3 = 2 damage first hit, possible addition of 3 damage for second hit. Can change depending on spacing or opponent size, but the numbers are the general area of damage you’ll be seeing.
#/hit = Damage per hit. When a Pikmin latches onto an opponent this is the amount of damage a Pikmin will deal for every hit it deals on the opponent until shaken off or destroyed.
S (i.e.: U-smash S) = Olimar’s smashes have different types of hits depending on the Pikmin you use and the spacing between Olimar, the Pikmin, and the opponent. Needs to be looked into more, but this is the general damage you’ll be seeing if proper spacing is applied. You’ll have to experiment with the proper spacing yourself with each Pikmin and smash.
C (i.e.: D-smash C) = A fully charged smash attack.
CS (i.e.: F-smash CS) = C and S put together, obviously.

SEC6: Squad, move out! Organizing and effectively using your Pikmin

I put this section as sort of an after thought. For organizing your Pikmin, I’ve done a rather simplistic thing and this is how it will work. First, you should always have all 6 Pikmin at your disposal—any less than that is foolish and dumb. Secondly, the way this next part works is by numbers. 1 is your first color of Pikmin (any color), 2, is your second color of Pikmin (any color), and so forth. I’m placing these in numerical order for organizational purposes but the same rules can apply even if your Pikmin are out of order.

STYLE ONE: (1) (1) (1) (1) (1) (1)
Wonderful. You have a full army of one type of Pikmin. Are they reds? You are an aerial master. Blues? Get ready to go on a grabbing frenzy. You get the idea. However! The one major flaw to this setup is that you have NO OTHER STRATEGIES!!! I cannot stress how wrong this setup is. This is NOT the best setup at all. You will become a predictable and stale opponent and will eventually be worked around and punished for it. If you’re only Red, your opponent will stay on the ground and/or abuse projectiles. Whites? (S)he’ll stay close in and give you no room to throw and use area attacks such as Ike’s Eruption to blast those stickers off. You see my point. Don’t do this unless you like to spam and lose. Remember that variety is the spice of both life and battle.

STYLE TWO: (1) (1) (1) (1) (1) (2)
Basically the same as S1. Still pretty stupid to do, but at least you have something else to back you up. Probably good for quick mindgames, but not much else.

STYLE THREE: (1) (1) (1) (1) (2) (2)
See S2. Same thing, just a little more insurance.

STYLE FOUR: (1) (1) (1) (2) (2) (2)
I like this one better. Not only do you have healthy options in one spectrum but also you have added options in the other spectrum. Maybe you can combo together, such as Red and Purples or White and Yellows. This is a good. However, healthy can also be excess. You’re flourishing and balanced in two areas, but you’re completely lacking in others. Good under certain conditions and playstyles, but this is definitely not for everyone.

STYLE FIVE: (1) (1) (2) (2) (3) (3)
My personal opinion says this is the best choice. You have a good supply of each option, and even if you’re lacking on one area (let’s say throwing for kicks), it’s almost always made up for in one of the other Pikmin’s attributes. You have enough colors to stay unpredictable enough, but enough to stay organized too. Good for nearly everyone using Olimar.

STYLE SIX: (1) (1) (1) (1) (2) (3)
See S3, just with a difference in flexibility.

STYLE SEVEN: (1) (1) (1) (2) (2) (3)
Okay. You have a lot of meat, but you have some extra beans and potatoes to help. Unfortunately, not enough of the latter two, especially the potatoes (or should I say potato (3) in this case. You know what they say: two’s company, three’s a crowd. Sort of the same thing here. Applicable and effective, but really only for good Olimar players who know their stuff and are good with reading their opponent(s).

STYLE EIGHT: (1) (1) (1) (2) (3) (4)
Same philosophy as S7, just with a glass of milk if you know what I mean. You have nearly every color, but you’re still mainly holding only one color. Could be more or less efficient than S7 depending on your playstyle and which Pikmin you have.

STYLE NINE: (1) (1) (2) (3) (4) (5)
Congratz—you have every color of Pikmin. You know everything, but excel in nothing, save for whichever color you have two in. This is a common and passable setup, but there are surely better options.
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Old 07-06-2008, 10:20 AM   #26 (permalink)
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SEC7: Maps: Where should you go?
Olimar’s choice of maps is interesting. On one hand almost anything above him is at an immediate disadvantage due to his U-tilt, U-smash, and U-air, so stages with platforms are good. At the same time, however, Olimar is a tiny character with not much weight to hold him down, so an opponent attacking from below would be crippling also. Edges are also crucial; any stages with trivial ledges that don’t always make contact for your recovery (Frigate, Rainbow Cruise, Brinstar, etc.) are bad.
Large stages with either many obstacles or a large frame can be appreciated, but running around after your opponent can be difficult work. Any place with a ceiling is good since Olimar seems to have an increased chance of being KO if knocked upward. Any stage with water should be avoided as well. This includes Pirate Ship, The Summit, and Delfino Plaza. Walk-off stages such as Green Hill Zone or Mario Kart will help in that there’s no need for the ghastly recovery, but Olimar can still be chain-grabbed or knocked away easily to the sides.
With all that said and done, here’s an approximate scale on which stages are best or worst, starting with the top being best and ending at the worst at the bottom:

Battlefield
Final Destination
Smashville
Lylat Cruise
Yoshi’s Island
Luigi’s Mansion
Corneria
Shadow Moses Island
Pokemon Stadium 1/Melee
Halberd
Green Hill Zone
Bridge of Eldin
Frigate Orpheon
Mushroomy Kingdom
Spear Pillar
Hanenbow
Flat Zone 2
Mario Bros.
Pokemon Stadium 2
New Pork City
Temple
Castle Siege
WarioWare
Port Town Aero Dive
Onett
Mario Circuit
Distant Planet
Jungle Japes
Pictochat
Green Greens
Yoshi’s Island (Melee)
Pirate Ship
Rumble Falls
75m
Skyworld
Big Blue
Norfair
Rainbow Cruise
Brinstar
The Summit
Delfino Plaza

SEC8: Matchups: Who pwns and who will be pwn’d?

This is how this penultimate section works: I will list the characters in alphabetical order, and next to that character’s name I will list a number between 0 and 5. The number selected is the approximate number of matches Olimar should win against his opponent on Final Destination, assuming both players are of equal skill. So if the number 5 were selected, that would mean Olimar should win 5 out of 5 matches—Olimar would be at a great advantage if an opponent were at a 5. Likewise, if the opponent were at a 0, the opponent would be the one with the huge advantage. Also note that a 2.5 rating is equal to an even match. In addition to the number and character I will provide brief detail about them.

BOWSER (4)
No contest, really. Bowser is incredibly slow so you should have no problem dealing with him. Spam Pikmin throw to keep him distracted, then rush in with some high-knockback attacks. Never be above Bowser, as many of his better attacks utilize vertical knockback, something Olimar needs to watch out for. Play near the edge and try to spike him down, or stay in the center to deal good damage.

CAPTAIN FALCON (5)
You have more range in almost everything you do when it comes to standstill attacks. Most of your attacks are quicker. You’re slower, and he’s stronger, but his priority and ending lag are humiliating and can easily be exploited. Use good, long-range attacks, grab and throw, air assault…show him your moves.

CHARIZARD (3)
Again, you have more range in many of your attacks. Many of its attacks have good damage and knockback, but they are also quite slow. Its glide is exploitable, but still be careful while it is in the air. Keep away from him and attack when he’s vulnerable. Your Red Pikmin will be especially useful in this fight—always have some Red in your disposal when facing Charizard.

DIDDY KONG (2.5)
One of Olimar’s funniest match-ups. Both of their recoveries are punishable, both have good ways to deal with both campers and camping themselves, and they also have similar attack speeds, with Diddy’s being slightly quicker and Olimar’s being slightly stronger and longer ranged. Watch out for his bananas and use longer range attacks. Grab, U-throw, and U-air is a good combo if you can hit it well. Entirely dependant on how you use each of your colors, how Diddy uses his momentum and bananas, and each player’s individual strategies.
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Old 07-06-2008, 10:21 AM   #27 (permalink)
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DONKEY KONG (3)
The other Kong is a bit easier to deal with. He’s a deceptive monkey, what with his unexpected speed and physical range. Many of his attacks have good knockback and damage, but he has no way to deal with projectiles and has no projectiles of his own. Spam Pikmin throw and long-range attacks and don’t get too close to him. Watch his aerials and be careful when using your own. Exploit his recover—it has horrible vertical usage. Control and use the spacing to your advantage and you’ll win the match.

FALCO (2.5)
If this was the Falco from Melee, this would probably be a (1). Thank Sakurai it isn’t. Watch out for his reflector and stunning lasers, but also watch his smash attacks and chain grab. Keep close to Falco. Make sure to take special care in your shielding and dodges. Use short-hopped aerials to have extra protection against his chain grab. A weird but beatable opponent.

FOX (2)
This is our first opponent with an advantage. His reflector keeps to his body, so Pikmin throw is nigh useless unless you’re trying to knock him away with Purples. Lasers don’t stun but can still rack up your damage. He’s very fast, faster than Falco, and his attacks are quick and connect well, so you’ll need to really pay attention for this guy. Your grabs, smash attacks, and mindgames will probably your best weapons for this fight.

GAME AND WATCH (3)
Not much to say about G&W. Watch out for his aerials and smash attacks. Have Olimar use aerials and smashes against him. Your grabs and throws will be lovely in this match too. Pikmin throwing is nice too. Kind of a boring match, but it’s still in your favor.

GANONDORF (4)
He’s stronger than Falcon, but you can see his attacks coming from a mile away and they end slowly too. Almost any strategy will work against Ganondorf because of this, so long as you know when to get away from him, but that’s pretty easy. Watch out for his aerials and most of his slow-but-strong attacks and you’ll definitely win.

ICE CLIMBERS (1)
Ice Climbers are scary. If your Pikmin latches onto Nana it will do virtually nothing. Many of their attacks knock Pikmin off, and most of the same attacks can stop you in your tracks. Grabs and F-smash will be especially valuable when fighting these guys. The fight becomes a bit easier if you can get Nana out of the way, but it still won’t be a walk in the park. Whether you have just Popo or Popo and Nana, you won’t be in for an easy fight.

IKE (4)
Prepare yourself, you’ll get no sympathy from him because he fights for his friends ^_^
Now that that’s out of the way, this fight is disgusting. He’s a tank—slow and strong. You’re not, but that’s a good thing. Almost everything he does can be seen way early, but you’ll be sorry if you’re stupid enough to stick around. The only thing you need to really watch out for is the space between the two of you and his Quick Draw (Side+B).

IVYSAUR (3)
Ivysaur is deadly if you’re caught in the air. It has Bullet Seed (B), a beastly U-smash, U and D-air, and a U-throw that can throw you up just enough to get caught in almost any of those options. Razor Leaf (Side+B) is bound to be spammed too. Just shield and/or dodge until it loses patience and rushes you. From there, you should try to counter. Never be above Ivysaur.

JIGGLYPUFF (4)
Another boring match-up, but it’s in your advantage. Show off your range and throwing abilities and don’t let Jiggly get too close. Nuff’ said. Try to kill it with aerials if it’s trying to recover, but watch out for Pound (Side+B)

KING DEDEDE (4)
He’s big like Bowser, but he floats like Jigglypuff. He’s slow, but he has some quick tools of damage. He’ll probably throw a lot of underlings with Side+B; take care that you dodge the Gordos (spike balls) if any decide to pop out. Many of his strongest attacks are easily punishable; you’ll recognize the moments. Throwing Pikmin is wonderful here. Should be a relatively easy match.

KIRBY (2)
You’re probably asking why Kirby is a (2). Multiple reasons: Kirby can absorb you and utilize both your B and Side+B attacks, he’s a tinier target, he can get your Pikmin off quite easily, he out-prioritizes most of your attacks, and he can string combos together with relative easy. He’s a threatening little guy. Make sure he stays away from you if he wants to rush you. Use your smash attacks to good use and grab and throw if you can. You can also do good things with Up+B if Kirby decides to stall in the air or recover from above.

LINK (4)
Patience is the key to this fight. He’ll probably spam his many projectiles, so you should spam your Pikmin back. Wait until he loses patience and tries to rush you, and then punish the guy. Be aware of his bombs and don’t get caught in his U-smash. Crack into his many slower attacks with your faster ones, especially aerials or smashes.

LUCARIO (2.5)
Pikmin throw can instantly be eliminated with almost all of his moves. He can even double up to both eliminate Pikmin and attack you with attacks such as Aura Sphere (B), Counter (Down+B), and U-tilt. His range is deceptive, but so is yours. The one who controls the spacing and takes the major offense will probably win this fight.

LUCAS (2.5)
Being a Lucas player myself one of the main things you need to watch out for is PK Fire (Side+B). It comes out relatively quick, does decent damage and knockback (not KO worthy, but still…), and has mad mindgame potential. Lucas has really weird aerials and smashes that you need to watch out for. His U-smash is pretty much an instant KO at any damage amount past 50% and his D-smash hits from behind on the 3rd hit. He has a tether and can chase you with PK Thunder (Up+B) (hitting himself to hit you or simply following with the thunder itself). Stay close to Lucas and barrage him. His smashes are a bit slow so you have a window to back away. Don’t let him abuse his projectiles. It’s possible to chain grab Lucas if he doesn’t know what he’s going into.

LUIGI (2)
Just like Kirby, Luigi out-prioritizes many of your attacks, so be wary, especially with his aerials. His cyclone (Down+B) is surprisingly quick horizontally and can be used as a pseudo-recovery alongside his Missile (Side+B) and Jump Punch (Up+B). Don’t let him spam you with fireballs. Grab and throw him, use well-timed smashes, and expect to counter a cyclone rush at any moment.

MARIO (3)
The main worry about Mario is his F.L.U.D.D (Down+B). If timed right he can kill your Pikmin in mid-air with a water soak and hinder your already-sub-par recovery. Many of his attacks are pretty quick and strong enough too. Basic Olimar strategy should be used here—just watch when throwing Pikmin and recovering.

MARTH (2)
Marth’s attacks are quick and have high priority. Be careful when using your long-range offenses, as he can easily land a sweet-spot F-smash or similar attack on you. F-air is very quick and one of his best moves, and it absolutely destroys Olimar, so staying in the air isn’t the best idea either. Basical