Los4Muros
Smash Apprentice
- Joined
- Apr 22, 2012
- Messages
- 141
- Location
- Albuquerque, New Mexico
- NNID
- Los4Muros
- 3DS FC
- 2852-9328-5396
I read this type of post on a spanish forum for Marvel vs. Capcom. I was very happy with the results after the project was completed and I'm hoping we can do the same here for Samus. Basically, every week we talk about a different move we can analyse and learn about. Each week we pick a move, talk about it's good points, it's disadvantages and mostly every use we can think of for it. We try to put it in practice and keep in conversation what we learned from it.
Week 1 (Dec 22 - Dec 29 2014) Utilt
I wanted to begin with Utilt for this week. I haven't seen many use it in gameplay videos as much as it should. The move in my opinion is great. It has great knockback, great for covering aerials. Also, when covering edges, it can kill an enemy if damage is high. If if the right position it has an interesting meteor effect (I think it's called that way) which will put the opponent in a very difficult position to recover from if hit with it. It can hit with a beautiful 13% or a 12% if aired (awesome for a tilt). Sometimes it's a good option for rollers since it has a wider hitbox than Dtilt. Also if the damage is enough and you land a hit, Utilt leaves a setup for some aerial followups. The biggest problem's it hits on frame 15. The only attack slower than that is the horrible Dair. The situations in which it can be used aren't often (at least without compromise). If the attack is dodged or blocked, a punish is certain to come. I mainly use it to cover edges every now and then. I don't know why people don't use it that much. Maybe they just don't know the good advantages this move offers. Because I don't really know how well it's priority is. Or maybe I'm missing something out and I'm the one using it too much.
Week 2 (Dec 30 - Jan 6 2015) Ftilt
This time, let's talk about the Ftilt. I chose this move because we haven't spoken in other threads too much about it and I think it's something we should be checking out since in this Smash Bros. we can set the angles of the hitbox into three different locations and few of us have put this into use. These positions would be high (7%), normal (6%) and low (7%). The move hits on frame 8.0 and finishes at frame 11.0. Since Jab hits on frame 3.0 and Dtilt hits on frame 6.0, Ftilt would be Samus' third quickest ground move. The ending lag is also few and again only Jab and Dtilt overcome it.
Advantages:
I think the best use you can give Ftilt is interruption. It has a decent priority so sometimes you'll find it easier to interrupt combos or followups that Jab can't keep up with (without mentioning the good damage % difference). Dtilt is powerless against aerials, yet Ftilt covers her front against airbornes pretty well. After a perfect shield, Ftilt is great for punishing since it's speed is pretty decent. I haven't found many combos with it, but I sometimes follow it up with a Dtilt.
Disadvantages:
*Honestly, Dtilt is a much better options for most cases. If you can should between both moves, go for the Dtilt since it has setup for aerials, more damage, hits faster, less ending lag, and more vertical knockback (Is it called that?). I only go for the Ftilt if the opponent is airborne.
*The manipulation of the angles is hard enough to do (specially in the 3DS version), yet the difference is minimal and only useful for rare cases.
*Tipping the move only adds a pitiful 1% of additional damage and I'm not sure if it adds knockback (I'm guessing it does).
___________________________________________________________________________________
Anyway, I hope we can analyse this move this week and keep this a project to study a bit better what Samus' moves have to offer.
Week 1 (Dec 22 - Dec 29 2014) Utilt
I wanted to begin with Utilt for this week. I haven't seen many use it in gameplay videos as much as it should. The move in my opinion is great. It has great knockback, great for covering aerials. Also, when covering edges, it can kill an enemy if damage is high. If if the right position it has an interesting meteor effect (I think it's called that way) which will put the opponent in a very difficult position to recover from if hit with it. It can hit with a beautiful 13% or a 12% if aired (awesome for a tilt). Sometimes it's a good option for rollers since it has a wider hitbox than Dtilt. Also if the damage is enough and you land a hit, Utilt leaves a setup for some aerial followups. The biggest problem's it hits on frame 15. The only attack slower than that is the horrible Dair. The situations in which it can be used aren't often (at least without compromise). If the attack is dodged or blocked, a punish is certain to come. I mainly use it to cover edges every now and then. I don't know why people don't use it that much. Maybe they just don't know the good advantages this move offers. Because I don't really know how well it's priority is. Or maybe I'm missing something out and I'm the one using it too much.
Week 2 (Dec 30 - Jan 6 2015) Ftilt
This time, let's talk about the Ftilt. I chose this move because we haven't spoken in other threads too much about it and I think it's something we should be checking out since in this Smash Bros. we can set the angles of the hitbox into three different locations and few of us have put this into use. These positions would be high (7%), normal (6%) and low (7%). The move hits on frame 8.0 and finishes at frame 11.0. Since Jab hits on frame 3.0 and Dtilt hits on frame 6.0, Ftilt would be Samus' third quickest ground move. The ending lag is also few and again only Jab and Dtilt overcome it.
Advantages:
I think the best use you can give Ftilt is interruption. It has a decent priority so sometimes you'll find it easier to interrupt combos or followups that Jab can't keep up with (without mentioning the good damage % difference). Dtilt is powerless against aerials, yet Ftilt covers her front against airbornes pretty well. After a perfect shield, Ftilt is great for punishing since it's speed is pretty decent. I haven't found many combos with it, but I sometimes follow it up with a Dtilt.
Disadvantages:
*Honestly, Dtilt is a much better options for most cases. If you can should between both moves, go for the Dtilt since it has setup for aerials, more damage, hits faster, less ending lag, and more vertical knockback (Is it called that?). I only go for the Ftilt if the opponent is airborne.
*The manipulation of the angles is hard enough to do (specially in the 3DS version), yet the difference is minimal and only useful for rare cases.
*Tipping the move only adds a pitiful 1% of additional damage and I'm not sure if it adds knockback (I'm guessing it does).
___________________________________________________________________________________
Anyway, I hope we can analyse this move this week and keep this a project to study a bit better what Samus' moves have to offer.
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