1:00 funny thing is... this is exactly how it works on the workshop version of Olympia. You have the initial sweetspot, and a lingering sourspot that is much weaker
Thank you for explaining, with examples, the issues you are having with the characters. I've seen so many people talk about how "busted" and "unfun" the characters are, and it just didn't really make sense to me because I'm not competitive. I thought it was just resistance to The New Thing (which I've seen in both RoA and Smash Bros). Matchup inexperience is a powerful force. But because I was able to see players like you and Giga Bowser actually showcase and explain the issue with these characters calmly and succinctly, I'm finally able to understand and agree with the assessment.
When the workshop characters released, I immediately attracted to Mollo due to my time playing R.O.B and Toon Link in smash, characters with good zoning tools which you can setup kills/kill situations from, only to *now realize* I could’ve just played Mollo like any other character using only normals and be pretty well off. If they ever nerf his normals so he can’t rush play like Zetter on the ground, I’ll definitely still play him since I’ve spent most of my time playing around his bombs anyway.
The only thing I was questioning was about Pomme's note hitstun decrease since they're usually slow and easy to parry/hit/cancel and needs to bring them out first. But even then, if that was done along with the other changes, I'd be more than fine and I think you did an excellent job explaining and showing all of this.
Its kind of a shame that Mollo is the way he is now. Nair and back hit Bat are the hitbox things I think I most agree with you about, there's no reason on earth that Nair 2 should be that big. I'm perfectly fine with Uair 1 hitting in front of him the way it does though. Uair 2 not scooping wouldn't hurt and it would make just leaving the move out a little less good which I think would be fine. I'm really bummed about the state of bombs right now. In workshop the way that bombs worked, you really needed to be good with hitting them with your moves to make them work and in his current incarnation you're almost actively discouraged from doing that. Bomb specials and directional throws are almost always better than Dthrow > Tilt or aerial, which was a way more interesting way to get bombs out. I'd love for him to have the old bomb mechanics back where hitting the bomb reduced it's timer such that if you drop one and hit it into an opponent it detonates on hit. And also tbh I'd really like old Ftilt back. The angle it launched bombs at was really nice and I don't really feel like his current ftilt has a distinct purpose in his kit.
I completely agree with you. Mollo does have some really cool tools now, but they're all a little too good. The high skill floor is what made me like the workshop version. In particular, I was a big fan of how mollo struggled to secure kills. You can either go for a cool bomb setup (which less cool down helped), or have to risk it with bat. I still like how they play now, but I'd like some things to be rewound. Also, a good solution to nair would be to bring back the knee of justice from workshop
Sounds like they want Mollo to be like Happy Chaos from Strive I guess? HC can zone and has great normals, so the idea is more like he's an all offense, no defense kind of character (at least from what I've heard players say about him on youtube). That said idk how to execute that in Rivals.
honestly? the biggest thing i agree with here is olympia having a whiff-lag on her crystal. every time i fight an olympia, they use the crystal to edge guard me and i really don't like that. it's radius is absolutely massive, and ends up forcing you to pull something out of your ass just to have a chance of surviving. the only time i've survived it was as a ranno, i managed to dart the crystal before using forward air special to get back onto the stage. I did that once. I still died because of olympia's forward strong.
given the fact that im far more familiar with smash than rivals, watching this and hearing him complain about disjoint feels like bullying simply just cause of how much more smash has than rivals on average
i wouldnt change a whole lot about olympia and mollo. id just give them a few less disjoints, and give olympia more landing lag after up b. i wouldnt change a thing about pomme, and hodan is just fine as well.
@@emmettsmith1387 Hodan has ladder combos, if you di (a combo move) wrong once you can die at like 40% (and im pretty sure he's able to cover both DI in and out depending on context, still having the ability to kill early on both). maybe certain aspects of his kit might need some buffing, but from what i've seen, nerfs should precede said buffs
engagement comment
1:00 funny thing is... this is exactly how it works on the workshop version of Olympia. You have the initial sweetspot, and a lingering sourspot that is much weaker
I've noticed a few things like that got lost in translation between workshop/base cast, should be a pretty easy fix ^^
Thank you for explaining, with examples, the issues you are having with the characters. I've seen so many people talk about how "busted" and "unfun" the characters are, and it just didn't really make sense to me because I'm not competitive. I thought it was just resistance to The New Thing (which I've seen in both RoA and Smash Bros). Matchup inexperience is a powerful force. But because I was able to see players like you and Giga Bowser actually showcase and explain the issue with these characters calmly and succinctly, I'm finally able to understand and agree with the assessment.
When the workshop characters released, I immediately attracted to Mollo due to my time playing R.O.B and Toon Link in smash, characters with good zoning tools which you can setup kills/kill situations from, only to *now realize* I could’ve just played Mollo like any other character using only normals and be pretty well off. If they ever nerf his normals so he can’t rush play like Zetter on the ground, I’ll definitely still play him since I’ve spent most of my time playing around his bombs anyway.
Great vid. I didn't exactly know what made the characters so strong except for everyone saying "Olympia has no lag."
The only thing I was questioning was about Pomme's note hitstun decrease since they're usually slow and easy to parry/hit/cancel and needs to bring them out first. But even then, if that was done along with the other changes, I'd be more than fine and I think you did an excellent job explaining and showing all of this.
Its kind of a shame that Mollo is the way he is now.
Nair and back hit Bat are the hitbox things I think I most agree with you about, there's no reason on earth that Nair 2 should be that big. I'm perfectly fine with Uair 1 hitting in front of him the way it does though. Uair 2 not scooping wouldn't hurt and it would make just leaving the move out a little less good which I think would be fine.
I'm really bummed about the state of bombs right now. In workshop the way that bombs worked, you really needed to be good with hitting them with your moves to make them work and in his current incarnation you're almost actively discouraged from doing that. Bomb specials and directional throws are almost always better than Dthrow > Tilt or aerial, which was a way more interesting way to get bombs out.
I'd love for him to have the old bomb mechanics back where hitting the bomb reduced it's timer such that if you drop one and hit it into an opponent it detonates on hit.
And also tbh I'd really like old Ftilt back. The angle it launched bombs at was really nice and I don't really feel like his current ftilt has a distinct purpose in his kit.
I like back hit of bat. Maybe it shouldn't connect, but I like that the move is viable and not something you only pull out for goofs and gags.
I completely agree with you. Mollo does have some really cool tools now, but they're all a little too good. The high skill floor is what made me like the workshop version. In particular, I was a big fan of how mollo struggled to secure kills. You can either go for a cool bomb setup (which less cool down helped), or have to risk it with bat. I still like how they play now, but I'd like some things to be rewound. Also, a good solution to nair would be to bring back the knee of justice from workshop
I've barely seen Pomme or Hodan since the first nerf patch, so for that reason alone, they should def go easy on those two.
When you scoop with Bat with Finisher bomb pretty sure it's an instant kill which is hilarious imo
lol.. I was just thinking that Olympia was a OD.
Thank you! You always do great videos!
All Gore Rhythm
Sounds like they want Mollo to be like Happy Chaos from Strive I guess? HC can zone and has great normals, so the idea is more like he's an all offense, no defense kind of character (at least from what I've heard players say about him on youtube). That said idk how to execute that in Rivals.
Everyone hates happy chaos in strive as well, which is the funny part.
I'm starting to think they made them purposely op
Olympia sour spot down air be like:
“I farded and they died lol”
Lol, didn't even mention mollo missile salvo.
0:41 people got mad when workshop people said to change this
Great video. I agree
honestly? the biggest thing i agree with here is olympia having a whiff-lag on her crystal.
every time i fight an olympia, they use the crystal to edge guard me and i really don't like that. it's radius is absolutely massive, and ends up forcing you to pull something out of your ass just to have a chance of surviving.
the only time i've survived it was as a ranno, i managed to dart the crystal before using forward air special to get back onto the stage.
I did that once. I still died because of olympia's forward strong.
given the fact that im far more familiar with smash than rivals, watching this and hearing him complain about disjoint feels like bullying simply just cause of how much more smash has than rivals on average
so thats why i cant get out of combos even with correct DI's, her entire body and more is a hitbox
Wanna make this video again for the current state?
Now I know why I've been losing with Mollo. I used him like a zoner lol
i wouldnt change a whole lot about olympia and mollo. id just give them a few less disjoints, and give olympia more landing lag after up b. i wouldnt change a thing about pomme, and hodan is just fine as well.
If anything hodan feels like he could use a little love, but maybe I'm missing something.
@@emmettsmith1387 Hodan has ladder combos, if you di (a combo move) wrong once you can die at like 40% (and im pretty sure he's able to cover both DI in and out depending on context, still having the ability to kill early on both). maybe certain aspects of his kit might need some buffing, but from what i've seen, nerfs should precede said buffs
4:57 The reason why I hate PAC-MAN in Smash.
as a rivals player. I legally have to disagree with everything. But this time around. I hard agree with all of these points about Olympia
Skill Issue
>:(
@@BioBirb He rite ur bad
at least Mollo isn't Peacock