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LOlimar
11/28/2009, 10:39 PM
Post: #21
obviously not going to be the only change. It's going to be one change of many that oli will get, the most potent of which is a recovery boost. Have you seen Oli in Brawl+? They say the thing stopping him from being stupidly broken is his terrible recovery. He's got a bunch of great damage racking moves, and overall a pretty decent moveset. Throw in the general damage and KO buffs that most chars get and whatever else interesting comes to mind... boom.

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12/01/2009, 03:23 AM (This post was last modified: 12/01/2009 03:23 AM by Valuno.)
Post: #22
Cut down the duration of all of his Pikmin throws (smashes, side-B, grab) so that he can launch 10 per second, cut down the time it takes to pick Pikmin to 1 frame, and give him a max of 100 Pikmin. It's an exaggeration, but if anything like it is at all possible it should fix any problems with Olimar being underpowered.
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12/01/2009, 03:57 AM
Post: #23
make down b stall him in the air slightly (not so much that he can stall, but enough that he can wait out the ledge invincibility)
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12/01/2009, 05:59 PM
Post: #24
Just got something good for oli. Immune to attacks that do 15 or more damage. Thoughts?

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12/01/2009, 08:01 PM (This post was last modified: 12/01/2009 08:03 PM by Blue Lightning.)
Post: #25
Since increasing the number of Pikmin is unlikely to work, and editing the Pikmin themselves is a pain, why not stick to other areas?

How about this:

Since Olimar's primarily a damage racker, we enhance that ability by giving his Pikmin-dependent attacks hitboxes that do little damage/knockback but have a Flower effect at close-range? Because a Flower effect is kind of like sticking a Pikmin on them, so even Nolimar could have a substitute for Pikmin Toss.

In addition, we can speed up his Pikmin Pluck and Pikmin Throw. And maybe make his Whistle an attack, like a close-range spike, maybe with stunning/impaling/Flower effects at longer range.

Oh, and greatly increase his recovery somehow, maybe increase the boost on his Up-B, or even give his Nair recovery-aiding capabilities?

All of this would be possible without tricky hex editing. I've already put something together, though I haven't tested it yet.
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12/01/2009, 08:10 PM (This post was last modified: 12/01/2009 08:11 PM by Spongejordan123.)
Post: #26
I like most of your ideas. As far as whistle goes, I think giving it a low damage, flower element hitbox where the visual effect is would be a good enough buff for it.

I'm not sure that eliminating the damage/knockback of his pikman at close range is going to help him. Perhaps instead you could just make his white, blue, and purple pikman attacks have flower element (besides sideb)

I also think that you should make it so that upb on the ground has less landing lag and not put him in a fallstate when used in the air.

We also need to make his nonpikman moves more useful.
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12/01/2009, 08:31 PM
Post: #27
(12/01/2009 08:10 PM)Red X Wrote:  I like most of your ideas. As far as whistle goes, I think giving it a low damage, flower element hitbox where the visual effect is would be a good enough buff for it.

I'm not sure that eliminating the damage/knockback of his pikman at close range is going to help him. Perhaps instead you could just make his white, blue, and purple pikman attacks have flower element (besides sideb)

I also think that you should make it so that upb on the ground has less landing lag and not put him in a fallstate when used in the air.

We also need to make his nonpikman moves more useful.

You misunderstand. I said that the pikmin-dependent attacks should have close-range Flower effect hitboxes, meaning the attacks themselves, WITHOUT the Pikmin. The Pikmin still do the same thing, but if he uses the move without the Pikmin (or with the Pikmin at close enough range), the enemy gets hit with a Flower attack. That way, all of Olimar's moves would have a purpose even when he has no Pikmin, and his Pikmin moves would have an added bonus if you used them close-up.
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12/01/2009, 08:37 PM
Post: #28
Sorry I misunderstood. You're idea sounds good to me.
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12/03/2009, 12:13 AM
Post: #29
If only his Pikmin were easier to edit... I would love to see Purples have the same effect as Deku Nuts. lolz. Or at least have them break shields... Tongue

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12/03/2009, 01:45 AM
Post: #30
Ive always wished there was super armour on his UpB, and if possible make his pikmin not randomly desync when off the edge of the stage.
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12/03/2009, 02:40 AM
Post: #31
Kirk found out how to edit pikmin. I'm pretty sure olimar is falling to him by default then. :V

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12/03/2009, 11:07 PM (This post was last modified: 12/05/2009 03:12 AM by NeJuEr.)
Post: #32
W00T. Shield breaking purples!

Also, you should give all pikmin the flower element.

Perhaps give the latched pikmin some knockback. Gimping lolz. They would still have to be hitstun-free.

- Quadruple grab range. You should be able to grab someone from one end of FD to the other. XD
- Air-grabbing pikmin do not pull in, but trap victims as they fall hopelessly to the ground.
- Olimar occasionally plucks bananas. (very rare)

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12/06/2009, 06:58 PM
Post: #33
Is there anyway we could make it so his moves have a hitbox if he has no pikmin, but said hitbox does not appear with pikmin in hand? Solimar could be made to function like an entirely different character than Olimar if this could be implemented. It would give his risk-reward style gameplay even more depth if he chose to fight alone, giving him better, stronger moves but a crap recovery and no spacing/camping game.
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12/06/2009, 07:42 PM (This post was last modified: 12/06/2009 07:44 PM by NeJuEr.)
Post: #34
I agree. B- solimar should have a 70-30 matchup against vB Olimar.

Whistle should have IASA frames.

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12/06/2009, 11:36 PM
Post: #35
(12/06/2009 06:58 PM)Kink-Link5 Wrote:  Is there anyway we could make it so his moves have a hitbox if he has no pikmin, but said hitbox does not appear with pikmin in hand? Solimar could be made to function like an entirely different character than Olimar if this could be implemented. It would give his risk-reward style gameplay even more depth if he chose to fight alone, giving him better, stronger moves but a crap recovery and no spacing/camping game.

I don't think there's a way to give him hitboxes only if he has no Pikmin, but you could give him small, close-range hitboxes on his Pikmin-based attacks. Since most Pikmin attacks are best used at long-range, this would have more or less the same effect - although you could also use it to power up his Pikmin attacks if you did use them at close range. This was my original idea, giving him close-range Flower hitboxes on all of his Pikmin attacks.
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12/07/2009, 02:18 AM
Post: #36
(12/06/2009 11:36 PM)IndigoFenix Wrote:  
(12/06/2009 06:58 PM)Kink-Link5 Wrote:  Is there anyway we could make it so his moves have a hitbox if he has no pikmin, but said hitbox does not appear with pikmin in hand? Solimar could be made to function like an entirely different character than Olimar if this could be implemented. It would give his risk-reward style gameplay even more depth if he chose to fight alone, giving him better, stronger moves but a crap recovery and no spacing/camping game.

I don't think there's a way to give him hitboxes only if he has no Pikmin, but you could give him small, close-range hitboxes on his Pikmin-based attacks. Since most Pikmin attacks are best used at long-range, this would have more or less the same effect - although you could also use it to power up his Pikmin attacks if you did use them at close range. This was my original idea, giving him close-range Flower hitboxes on all of his Pikmin attacks.

Tipper hitboxes on his finger tip sparks during smashes? (◑ ̮ ◑)
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12/07/2009, 07:26 PM
Post: #37
Wouldn't you be able to use those hitboxes to make pikmin-based attacks stronger?
It might solve said problem if you granted invincibility frames (to the recipient of the attack) during hitlag.

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12/13/2009, 06:17 PM (This post was last modified: 12/16/2009 10:58 PM by Fuzor2.)
Post: #38
I agree with the changes proposed in the OP, but I think that every attack that uses pikmin has a damage increase of 1% and give Solomar decreased endlag, more damage and the ability to pluck pikmin faster, or just hold B to pluck pikmin instead of mashing it.
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12/13/2009, 07:44 PM (This post was last modified: 12/13/2009 07:46 PM by NeJuEr.)
Post: #39
Mashing B never bothered me... And I main Oli. Oli plucks pretty fast as it is and has some ATs to use pikmin immediately out of a pluck. (considering the already-there IASA just before the pikmin starts flying)

But really, upping his damage output on pik-based attacks and making purples break shields, in addition to the changes in the OP, should break Olimar to about vB Metaknight's level. Add 15% heavy armor to all of his grabs, and he's where everyone else is.

Problem is: N0limar still sucks.

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12/13/2009, 08:21 PM
Post: #40
(12/13/2009 07:44 PM)Beefster Wrote:  Mashing B never bothered me... And I main Oli. Oli plucks pretty fast as it is and has some ATs to use pikmin immediately out of a pluck. (considering the already-there IASA just before the pikmin starts flying)
That was just something that popped into my head when I started typing, I thought it would be cool, but w/e.

But really, upping his damage output on pik-based attacks and making purples break shields, in addition to the changes in the OP, should break Olimar to about vB Metaknight's level. Add 15% heavy armor to all of his grabs, and he's where everyone else is.
YESZ

Problem is: N0limar still sucks.
I'm glad we're at a mutual agreement

Reponses in darker Blue

And here's another idea I just thought of; How about making it so that thrown pikmin can latch onto shielding enemies and start eating away at them, then again that would kinda be evil considering the fact that that might put the opponent into a shield lock, which I learned is the most horrible way to die after a ditto B- Ganon Match >.>
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