I'll agree. There's a lot of inherently obvious things like how difficult it is to get in and how much damage Olimar does. But then once DK gains momentum it's very difficult for Olimar to get it back as long as DK knows which options work (i.e. not getting super armored or n-aired). There's a lot of factors that add up to us being able to really stick to an airborne Olimar. Range, movement, or one of my favorites is how perfect our fallspeed is vs theirs. And our grab is absolutely devastating. Cargo d-throw puts Olimar in more or less the worst position possible and he has to work his way out of it. Sets up potential gimps. And then they have to get off the edge. And then they have to get their back out of the corner. If they mess up anywhere in that, they're probably being thrown right back out to repeat it and another chance for them to die. A lot of times you'll get something like a missed gimp, into hogging the edge and making them up-b high, and then ledge hopping and getting the grab on them to repeat it or throw them under the stage. I think how strong we get at this phase of the game definitely keeps it from being a -3.Imo -2. Once you get in it's scary as ****.
What do people like to counterpick vs Olimar (or from the other side)? With RC/Brinstar being less seen, our CPs are less devastating. When legal, I like those two and also PS2. Olimar's pikmin don't function well on the Ice Phase, the Electric stage can push him to the edge for free (and you never have to actually approach him here), and the Wind Phase is ridiculous for us. Down-b becomes super easy to throw, and when they're in the air, our fallspeed that I mentioned up there lets us ride him all the way down. A tip to the Olimar players for the windphase. Your fallspeed is so low that you can grab the ledge, let go of it, and then regrab is without even jumping. I don't think it's fully invincible but it's an option. Without those stages, I think we just have to CP to wherever we're most comfortable.