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Hey there. I’m back today with another character guide, this time on Olimar. He’s an astronaut from the planet Hocotate who first appeared in the 2001 GameCube title, Pikmin. Olimar’s a very difficult amiibo to train, to say the least. His playstyle doesn’t translate perfectly into the amiibo AI. Today, I’ll be explaining why this amiibo is difficult to train, and what you can do to make him great.
Due to his Pikmin-pulling mechanic, Olimar has been placed into the Erratic group. This mechanic affects his entire playstyle, as once he loses his Pikmin, he becomes extremely weak and passive. Since this amiibo has an erratic playstyle, I don’t recommend you use Amiibo Framework: Chapter 1 to train this amiibo, as it may not turn out good using the training methods detailed there.
Let’s begin with pros and cons. Olimar has great damage-racking capabilities, as his attacks, specifically his Pikmin Throw, deal a lot of damage in a small amount of time, with little to no cooldown after using one. Adding to this, he possesses a true combo in down throw to forward air, which helps him rack up even more damage. Next, Olimar’s Pikmin also specialize in different areas. For example, Blue Pikmin have better throws than other colors. This can work out in Olimar’s favor, as the amiibo may attempt to use specifically Blue Pikmin for throws. On the subject of throws, an up throw from a Blue Pikmin can KO an opponent relatively easily at high percent. Olimar also possesses quick aerials and a meteor smash. However, the Olimar amiibo is unfortunately quite flawed in its execution of the Pikmin mechanic. While the amiibo will consistently pluck Pikmin immediately after dying at earlier levels, the amiibo may wait a considerable length of time after respawning, leaving it helpless. Furthermore, if all of its Pikmin are killed, it will remain very passive and only use its tilts. Third, the amiibo will attempt to throw its Pikmin on-stage while recovering, but it will almost always miss and instead throw the Pikmin to die. When it gets back on-stage, it will act passive and only use its tilts. As a result, Olimar is very difficult to train, but I think it has potential.
Before I go over his training guide, let’s talk customs. The only customs I think could help the amiibo during its training are Winged Pikmin Jump and Mighty Winged Pikmin. For the former option, Olimar simply is propelled up quickly by Pikmin. This gains more vertical distance than other recoveries, and isn’t less effective if Olimar has Pikmin with him. Mighty Winged Pikmin also allows Olimar to travel the same height even if he has Pikmin with him. I haven’t tested these yet, but I think it’s possible that they can help get rid of Olimar’s problem of throwing Pikmin to their deaths. All right, let’s get to the training guide, shall we?
Since Olimar is an erratic amiibo, I’m not going to post any excerpts from Amiibo Framework: Chapter 1 like I do with other characters. Instead, I have a specialized training method for Olimar. I think that he should be mirror matched until level 50. His Pikmin mechanic is very easy to mess up, and if he fights other characters at such a low level, it’s possible that his problems with plucking Pikmin will worsen. As such, you should be playing as Olimar against him all the way up until level 50. That’s really all I have to say, but I won’t just end the guide here. Here’s a few tips while playing Olimar. First, utilize Pikmin Throw. Those Pikmin will latch onto your amiibo and deal a lot of damage in a short amount of time. Second, as I mentioned earlier, down throw to forward air is a true combo, though it is very difficult to get your amiibo to do this. If you want the amiibo to learn this, you’ll need to do that combo a few times in every match. Successfully pulling off the combo takes a bit of practice, though, so I’d recommend hitting up training mode so you can try your hand at it. Third, and this is important, pluck Pikmin right when they die. Many amiibo trainers agree that this is the only thing you can do to take the edge off of Olimar’s plucking problem. It’s best that you always have three Pikmin with you at all times. Fourth, do not use Pikmin Throw in the air at all under any circumstance. This will make the amiibo’s “throwing Pikmin to their deaths” problem even worse. Just keep those three Pikmin in tow at all times, even when you’re trying to recover. And lastly, if the amiibo loses his Pikmin and doesn’t pluck them immediately, become much more aggressive. If you balance defense and offense while the amiibo has Pikmin in tow, but go fully aggressive while it has no Pikmin, it may help send a signal to it to pluck Pikmin. Remember, the only moves Olimar can execute without Pikmin are his forward tilt, down tilt, up tilt, jab, and neutral air, so there’s almost no risk of getting KO’d should he decide to use one of these moves. With all of these tips in mind, continue mirror matching Olimar until level 50.
As for his post-level 50 training, I actually think that Amiibo Framework: Chapter 2 works even with an amiibo as unique as Olimar. There’s many components to post level 50 training, but the two biggest ones are mirror matching him on every stage and training Olimar against every character. I think you should be mirror matching him on every non-omega stage first so that he gets even more practice with his Pikmin mechanic. Something else to mention is that Olimar is a good candidate for the bouncy method. However, he’s tough to train this way – each time the amiibo kills you, you’ll have to work your way back onto solid ground, pluck three Pikmin, and then return to the trampolines. It’s important that you don’t attack Olimar at all during the bouncy method, because if he loses all of his Pikmin, there is no way he’ll be able to get them back unless he dies. Or you could just not do the bouncy method, it’s up to you. But yes, overall, Olimar is tough to train, but I think he can be good if trained correctly. As always, if you have any questions, send them to email@example.com! See you next time!
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