Basic Smash Analysis (and character guides)

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Now that I have your attention this will be a little bit broad in terms of what you should know to master any Smash character (especially for well rounded ones), but since it's hard to describe what to do in different battle situations since it's a game that's all about adapting and quick reactions I find this will be all you need to know before the fight on Final Destination.

This is my broad theory (the scientific definition) on how to be good at Smash:
You have to know the character and the game the character is from well before you can play good as that character in Smash. (Ex: Peach in SMB2 (USA) and her basic hover jump and vegetable throw since her air game revolves around throwing vegetable in the air/on the ground and getting out of your comfort zone of the stage by hovering to knock characters off that try to recover.)

Now that SSB4 is coming and a lot of things have come to my attention like obvious weaknesses and advantages. To start off with the most obvious first we'll have a guide for Olimar (and Pikmin).

Character Name(s): Olimar and Pikmin
Special Trait: Pikmin managing, different elemental resistances, 7 Pikmin max in SSBB, 3 max in SSB4
Strengths: Strong attacks, quick movements, good range, Pikmin that are immune to different elements and have different ranges depending on color
A good way to use Olimar: Throw one Pikmin using side B and have two extras for grabs and smashes (save Purple ones for smash attacks especially), or you can have two Pikmin attacking the opponent and try to get more if they die out and leave one for protection while dodging and watching the opponent gradually take more damage.
Weak when: Knocked offstage and forced to lose Pikmin because Olimar has to use his Up B to live, Olimar has no Pikmin to use his better attacks, or his opponent has longer range projectiles/reflector. The reflector however cannot protect from grabs so Olimar's opponent isn't walling him.
How playing his games can help you play as Olimar better (I've seen a few Pikmin videos as something to go by): Managing Pikmin properly to defeat a specified enemy like say Fire Pikmin on Bowser (sure all characters can knock Pikmin off in many ways but at least it will do damage), knowing when to get more when you have 1 or 2, making sure the Pikmin don't die out by the other player so you don't have to get more, and knowing how the opponent moves so you can avoid their attacks.

My next post will include Captain Falcon. Thoughts (agree/disagree/confused)?
 
Well, it's nice to do that kind of guide, especially since it gives out strategies for players who wants to try another character, or simply for beginners or new SSB players. Though I have already played as Olimar before in SSBB, he can be a tricky character, but, as you said, when you're on the stage, he can be quite the useful. Also, you forgot about his Final Smash, who is really hard to dodge.
 
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So is this a guide for SSBB or SSB3DS/WiiU? You mention that Olimar gets 7 Pikmin in SSBB and 3 in SSB4, but then talk only about his Up B in SSBB later. It'd be confusing to people reading it.
 
I am adding more data^.
Olimar things not mentioned: The reason for 7 Pikmin in SSBB was for Olimar's recovery however SSBB wasn't perfect because there wasn't any balance to it and hence was also changed in Project M to 3 as well. Also in SSB4 Olimar will have a basic attack (forward tilt?) that works like Mario's, Sonic's, etc's that will not need the use of his Pikmin since it's a tilt attack that involves Olimar to have three punches (confusing but you'll understand once you play or know what I'm talking about. This is nothing major other than a range change).

Character Name: Captain Falcon
Special Trait: Manliness and a small flame effect to his special attacks.
Strengths: Good speed, and equally great physical power both in the air or on the ground.

A good way to use Captain Falcon: Since he has no projectiles you will have to get as close to your enemy (by jumping, rolling, shielding, air-dodging, spot-dodging, whatever way possible to avoid projectile damage or to get a grab on the opponent) as possible and use precision spacing to get the most damage out of his air attacks. Of course even in beginner's play timing is the key to him, take the Falcon Punch for example. If your opponent is recovering use a Falcon Punch before he can clearly get on the stage without grabbing a ledge and keep at it until you memorized it's exact charging time and release (it's the same every time and it's a basic special move). I think it's best not to use his special moves on the ground since most of them leave you vulnerable in competitive play unless you are recovering (btw a good way to recover is to use a Falcon Kick, Down B, followed by a Falcon Dive, Up B, for the best horizontal distance). And since this character is fast what better way to use him than to move as fast as you can (along with air attacks, shield-grabs, etc.) so you are harder to hit but play cautiously because you can't win if you aren't. Think of him as your precious sweeper in Pokemon terms.
Weaknesses: Projectiles of any type, moves that can make him vulnerable in competitive play.
How playing the F-Zero series can make you play as Captain Falcon better: Since you are driving at insane speeds this series can increase your reaction time and track memorization skills. It takes precision timing and reacting in different ways in order to be good at Smash Bros. And it's also a plus Captain Falcon is pretty fast so you can pretty much get all the frames in the world to avoid enemies attacks with those memorization skills you used to know how each projectile moves.

Next up is R.O.B.
 
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