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LOlimar
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11/15/2009, 03:19 PM
(This post was last modified: 04/10/2010 12:52 AM by ebxoqq.)
Post: #1
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1.Give pikmin elemental effects. i.e. Red is flaming Unfortunately I'm not too creative, so contribute. -Sr.PyR Never mind, this is no longer needed. |
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11/20/2009, 02:38 PM
(This post was last modified: 11/21/2009 09:16 PM by Spongejordan123.)
Post: #2
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air speed of pickman throw should be 1.5X as fast grab should have heavy armor I don't think Olimar needs more than 8 Pikman |
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11/21/2009, 07:09 PM
Post: #3
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More pikmin is actually more annoying for Olimar because it takes longer to "reload" when you/they die. 8 sounds about right if you're going to up it at all, but 6 is more than enough. Also most of his moves are pretty decent as-is, so I'm not sure how to wackify them without just making them harder/better/faster/stronger. Forward B should be much faster in terms of startup/cooldown, pikmin fly faster (Perhaps all of them act like Whites), and latch on for longer before automatically stopping. I wanna see this guy throw dudes EVERYWHERE. More pikmin HP to make them less fragile? |
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11/21/2009, 09:13 PM
Post: #4
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Problem with olimar: editing pikmin is supposedly going to be a bitch and a half.
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11/21/2009, 10:37 PM
(This post was last modified: 11/21/2009 10:43 PM by Bionic.)
Post: #5
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So I talked on MSN with Mr. Cadet and had the great idea that, because pikmin are hard to edit, leave them (sorta) alone and focus on making Nolimar awesome. I don't have any concrete proposals for this, but his nolimar moves are Neutral A, all 3 tilts, his dash attack, and nair. lol admin abuse |
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11/21/2009, 10:40 PM
Post: #6
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(11/21/2009 10:37 PM)Recycle Wrote: So I talked on MSN with Mr. Cadet and had the great idea that, because pikmin are hard to edit, leave them (sorta) alone and focus on making Nolimar awesome. lol...I wonder about his Pikmin though, will they still be big? |
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11/21/2009, 10:42 PM
Post: #7
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(11/21/2009 10:40 PM)tsunami70875 Wrote: lol...I wonder about his Pikmin though, will they still be big? I would assume so since they're so difficult to edit. That was, again, the comedy option (which apparently means it's genius in these parts) |
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11/21/2009, 10:43 PM
Post: #8
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I support shrinking him. Maybe not to his original size, but maybe 1/4 of what he is now.
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11/21/2009, 10:46 PM
Post: #9
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If you shrink him, I don't think that he should be much smaller than squirtle. The downside to shrinking him is that he has less range, will become too hard for most characters to hit, and his (already bad) recovery would become even worse.
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11/21/2009, 10:49 PM
Post: #10
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(11/21/2009 10:46 PM)Red X Wrote: If you shrink him, I don't think that he should be much smaller than squirtle. The downside to shrinking him is that he has less range, will become too hard for most characters to hit, and his (already bad) recovery would become even worse. Wouldn't the pikmin, being so big, keep his range sorta about the same? He could be hit if you follow the pikmin trail, and if the olimar has no pikmin trail and is kicking your ass as nolimar, you probably deserve it
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11/21/2009, 10:52 PM
Post: #11
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What about his moves that don't use Pikman?
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11/21/2009, 11:03 PM
Post: #12
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(11/21/2009 10:46 PM)Red X Wrote: If you shrink him, I don't think that he should be much smaller than squirtle. The downside to shrinking him is that he has less range, will become too hard for most characters to hit, and his (already bad) recovery would become even worse. He's already smaller than squirtle, I thought. The range issue is there, but his recovery can be (very much) buffed. The idea is that it's hard for you two to hit each other, but if he still has his pikmin, he can toss them, can't he? If we want to make him really small, we should give him a great airdodge and very good mobility to ensure that, with his rotten range, he can still do some stuff. The attacks should, of course, do full damage and knockback. (11/21/2009 10:49 PM)Recycle Wrote:(11/21/2009 10:46 PM)Red X Wrote: If you shrink him, I don't think that he should be much smaller than squirtle. The downside to shrinking him is that he has less range, will become too hard for most characters to hit, and his (already bad) recovery would become even worse. I think you can shrink the pikmin too. I know I saw a code in the wiird database... Lemme look. Okay, never mind-there are codes for P1-P7, but not for a single char. (11/21/2009 10:52 PM)Red X Wrote: What about his moves that don't use Pikman? Stay that size. |
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11/22/2009, 12:17 AM
Post: #13
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so are pikmin edited from a different file something? or in a different way to the actual characters? -.- cause most of his moves use pikmin if that's the case there's not really much you can do to him I'd say. cause making him smaller and harder to hit would just prolong my suffering. <.<
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11/22/2009, 04:31 AM
Post: #14
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I strongly support Solimar and SoPo being buffed to the point of being viable alone. As it already is in Solimar matches, ftilt is going to be your killer. But it doesn't pretend to kill someone till well into 200%. Could heavily increase the knockback and damage dealt when he has no living pikmin, assuming there are parameters for that.
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11/23/2009, 02:12 PM
Post: #15
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Why do his grabs need Super armor? He can already grab whore, let's just get rid of that and add in something cooler. Up B repeatable, can have more Pikmin to throw, holding down a button before pressing B will pull out specific Pikmin (A will be Red, C-stick down will pull out Yellows). His throws should stick Pikmin on people, as well as all his attacks that swing. Meaning his only kill moves will be Tilts, Jab, and N-Air.
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11/24/2009, 02:18 AM
Post: #16
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II thiink we should shriink hiim to the Pikmin siize, and iincrease the Pikmin Liimit to 12/15, because iif you thiink iits too many, you dont HAVE to reload all of them every tiime, iif you only want 6/8 then only pull out 6/8
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11/28/2009, 09:51 PM
Post: #17
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I'm really struggling in thinking up a way to change Olimar to where he isn't just- I stand here and pivot grab and whistle. Good Game! I mean, he should still be a charecter that focuses on spacing with his disjointed attacks, but I don't think that it should be to the point of where, I stand here and win the game. I know we are still looking for a way to change the hitbox on tether grabs, but this is still really a challenge. I do however have some ideas for attacks. Down smash is jump canceled on the first 6-10 frames. I'm assuming the pikmen still behave normally. This plus this- Nair has hitbox on landing. with kill percent. So, imagine this situation. Your opponent is approaching from the air, from here, you down air. In that moment, the opponent has to think, spot dodge or jump. If they spot dodge, they are going to eat a fast falled Neutral air from Olimar. If they jump the Olimar is going to have to react and from here the yomi (prediciton) layer is reset with both opponents having to think again. Now we can create this similar situation on several moves, keeping Olimar's defense game while not making his game simply, Stand on edge and win. In fact, his options are now probably better in the middle of the field than on the edge. What we have to do is fine the purpose of each move, and find an appropriate move that he can cancel it into and the appropriate frames in accordiance to giving Olimar's animation enough time to let the opponent see it but just enough time to where the opponent is forced to enter a guessing game. and respond to what they see. This along side of Olimar's pikmen hitbox and speed variations upon the color pikman which already call for Olimar's opponent to pay incredible attention to Olimar and be aware of his current options, but the amount of attention required to pay attention, predict, and punish his cancel game will be a very overwhelming force to a player who has not spent the time to learn the matchup. As for what, I haven't the time to currently look into it, though I do know that upsmash should be dash cancable. |
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11/28/2009, 10:00 PM
Post: #18
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Kirk can do Oli. He actually managed to figure out how that little bugger works. Holy fuck. As far as changes go... Just make him smaller, give him general buffs, and boom. Done. Right? |
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11/28/2009, 10:10 PM
(This post was last modified: 11/28/2009 10:10 PM by Spongejordan123.)
Post: #19
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Besides shrinking him, I think we should -make upb not put olimar in fallstate -give grabs heavyarmor -on sideb make pikman go farther and faster |
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11/28/2009, 10:28 PM
Post: #20
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DDD will rape that Olimar, no offense. In fact, I really don't see that doing much. D3s from Florida don't lose to Olis, and this is why as Seibrik finally revealed. Quote:OLI: SoCal D3s don't lose to Oli either. Couple that with all the other characters huge buffs, and and Oli is Roll tier. What the leaves us with: a character with an incredibly stupid, incredibly boring playstyle, and horrible matchups. Yeah he'll be hard to hit, but that's not going to put any matchups drastically in his favor. With Metaknight's increased aerial maneuverability, he'll be able to flat out rape Olimar. Get in and gimp him. With Wario's invincibility frames, he can push through all of Oli's grabs and attacks and then gimp him off stage. D3 arguably already beats him, and with his buffs, D3 can trap him with his forward smash. Forget Jiggs. Ike can side b and then jump cancel over Olis attempt to grab and then punish, and with Oli's super low weight, bye bye Oli. The lower size is fun, but it isn't going to do him a ton of good enough to consider it broken, and its not going to help his bad matchups at all, only make him rape Snake more. |
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