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Data Samus Match-Up Discussion Thread 2.0

Afro Smash

Smash Ace
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Samus Match-Up Discussion Thread

Welcome to the Samus Match-Up Discussion thread, where you can find tips and advice on how to beat every character on the roster. If there's any specific information you want or want to get a discussion going feel free to post, otherwise information already posted should hopefully be able to help you.

Match Up Chart

Character | Ratio | Consensus
:4bowser: | 60 : 40 | Weak
:4bowserjr: | 55 : 45 | Moderate
:4falcon: | 45 : 55 | Moderate
:4charizard: | 60 : 40 | Strong
:4darkpit: | 50 : 50 | Strong
:4dedede: | 55 : 45 | Moderate
:4diddy: | 45 : 55 | Moderate
:4dk: | 65 : 35 | Moderate
:4drmario: | 50 : 50 | Moderate
:4duckhunt: | 50 : 50 | Strong
:4falco: | 40 : 60 | Strong
:4fox: | 35 : 65 | Strong
:4gaw: | 45 : 55 | Moderate
:4ganondorf: | 65 : 35 | Moderate
:4greninja: | 45 : 55 | Moderate
:4myfriends: | 60 : 40 | Moderate
:4jigglypuff: | 60 : 40 | Weak
:4kirby: | 45 : 55 | Strong
:4link: | 55 : 45 | Moderate
:4littlemac: | 55 : 45 | Weak
:4lucario: | 55 : 45 | Very Strong
:4lucas: | 50 : 50 | Moderate
:4lucina: | 55 : 45 | Strong
:4luigi: | 55 : 45 | Moderate
:4mario: | 35 : 65 | Strong
:4marth: | 50 : 50 | Strong
:4megaman: | 40 : 60 | Weak
:4metaknight: | 45 : 55 | Moderate
:4mewtwo: | 60 : 40 | Weak
:4miibrawl: | 45 : 55 | Moderate
:4miigun: | 50 : 50 | Weak
:4miisword: | 60 : 40 | Moderate
:4ness: | 50 : 50 | Weak
:4olimar: | 45 : 55 | Moderate
:4pacman: | 50 : 50 | Moderate
:4palutena: | 55 : 45 | Moderate
:4peach: | 55 : 45 | Moderate
:4pikachu: | 35 : 65 | Moderate
:4pit: | 50 : 50 | Moderate
:4rob: | 45 : 55 | Weak
:4robinm: | 55 : 45 | Strong
:rosalina: | 40 : 60 | Weak
:4feroy: | 50 : 50 | Weak
:4ryu: | 55 : 45 | Moderate
:4sheik: | 40 : 60 | Weak
:4shulk: | 50 : 50 | Moderate
:4sonic: | 40 : 60 | Weak
:4tlink: | 50 : 50 | Weak
:4villager: | 50 : 50 | Moderate
:4wario: | 50 : 50 | Moderate
:4wiifit: | 55 : 45 | Moderate
:4yoshi: | 40 : 60 | Moderate
:4zelda: | 55 : 45 | Moderate
:4zss: | 40 : 60 | Strong
-----------------------------------------------------------------------------------------------------------

Match-Up Information

All characters are split in to 3 sections:

Gameplay - Video of Samus Vs the character, so people can visually see what works and what doesn't. The more advanced the players the better.

General - General tips and things to look out for during in the MU.

Stages - What stages are advised, or not advised to pick against the character. All legal stages not listed are assumed to be Neutral.

:4bowser: Bowser

  • Being the heaviest in the game makes him very susceptible to our combos, use them to rack up lots of damage early.
  • On the contrary his weight will often ensure he lives until high percents, making him a scary force with rage and his naturally high knockback moves. Try to avoid this by going offstage early game and gimping his linear recovery.
  • Despite his weight Bowser has the 14th fastest Dash Speed in the game, be wary of Missile Zoning too much as he can close space very quickly.
  • Bowser has a command grab as his Side B, be wary of this mix up as he comes from the air.
  • He can be reliably hit by all hits of our Up Smash on the ground.
  • Bowser is huge, which makes him particularly susceptible to Zair Zoning and easy to hit with our Charge Shot.
  • Many Bowser's will try to block your recovery attempts to the ledge with his Fire Breath, try to wait this out with bombs and wall jumps if you can, or Tether and wait below the ledge. If that's not possible, after getting hit by the Fire Breath ensure you do NOT Up B early and miss the ledge sweetspot or you will eat a huge punish.
  • When recovering from the ledge Bowser has a lot of mix-ups. His Up B can travel enough distance to cover both Roll get up and Normal get up, this can be beaten by shield. His Side B Command Grab will beat shielding however. His D-Tilt has decent range, is 2 hit and reduces his profile a lot, be wary of trading or losing to this when doing Aerials after a Ledge Drop. Ledge Jump with bomb mix ups and Ledge Drop Zair are generally your safest options.
  • He has a rather good Up B OoS, be wary of throwing out unsafe Dash Attacks or Aerials.
  • His Up Smash has Invincibility Frames, never challenge it from above.
  • Avoid Shielding his Dair or Bowser Bomb, simply roll away and Charge Shot or Grab.
  • His Jab is very difficult to Shield Grab, Shield Drop Jab or Short Hop Airdodge OoS retreat is usually your safest option as he's fast enough to punish a Roll away.
  • Our Jab true combos in to itself from 70% (around the percent our BnB combos stop working), use this to create much needed space.
  • Punish his on stage fire breath with zair after its range decreases

Stage | Ratio
| Neutral
| Advantage
| Disadvantage
| Neutral
| Neutral
| Disadvantage
| Advantage


:4bowserjr: Bowser Jr.

  • Bowser Jr takes 1.15x Damage for Attacks that hit him directly and 0.8x damage for attacks that hit his Clown Car
  • Fortunately for us our Rising SH Aerials and CS all hit him directly meaning we can rack damage pretty easily Vs him
  • His Mecha Koopa will clash with our Charge Shot no matter how Charged, to simply avoid this just SH before you fire to avoid it altogether
  • His Mecha Koopa can also be picked up by simply pressing A as it comes in front of you, dash attacking through it or Air Dodging in to it. For those not comfortable with the timing you can also shield first to take away its hitbox then press A. Most Bowser Jr's will attempt to approach alongside the Mechakoopa, if they arrive at the same time a Short Hop Airdodge will avoid them and pick up the Mecha Koopa. If they are a bit later then simply Dash Attack to pick up the Mecha Koopa and hit them at the same time.
  • Their Side B is their main form of approach, this gets easily beaten by our Dash Attack and Projectiles aside from the Super Armour frames at the beginning (I think)
  • Their Canon needs to be fully Charged to Clash with out Charge Shot, otherwise we will win. So to easily beat his Canon, if you ever see him Charging just immediately fire your Charge Shot, it will arrive before he is able to Fully Charge and beat him out.
  • His Jab has surprisingly low end lag (and deals hella damage), be very precise with your Shield Grab timing or try another option to punish.
  • His Dair suffers no End Lag if he connects it, leading to guaranteed follow ups with Fair/Bair. If you manage to Shield it however he will suffer end lag and become punishable.
  • His Fair lingers for quite a while, ensure you're precise with your Airdodge timing to reduce the likelihood of getting Gimped.
  • His Side B grants him an extra jump off stage, and His Up B already travels a great distance, so to kill Bowser Jr you will often need to send him in to the blast zone
  • He can attack out of his Up B with a very powerful Hammer Swing, this is easy to see coming if you're grounded and very easy to punish. However he can true combo in to it out of a hit confirm from his Side-B, so avoid getting hit by this at high percents or you'll likely lose a stock.
  • Bomb drops over the ledge can very easily Gimp Bowser Jr out of his Up B, as soft hits do not allow him to use Up B again before landing


:4falcon: Captain Falcon

  • His combination of Fast Fall speed and Heavy weight means our combos will work all the way up until kill percents, look for Dash Attacks and Grabs all throughout the match.
  • Falcon is incredibly fast, avoid use of Missiles entirely aside from full stage length and off stage pressure or expect a Dash Grab punish.
  • Be very wary of Air-dodging amidst Up Air juggles, good Falcons will read this and punish with a Knee. It's safest to just jump away and retreat to ledge, using bombs to keep your movement unpredictable.
  • Falcon has a lot of powerful aerials to punish us off stage, make sure to mix up recovery with Wall Jumps and Tether to keep yourself unpredictable. Also be wary of just how deep Falcon can go on stages with Walls, his wall jump can assure he'll almost always make it back.
  • His recovery is very linear, Nair and falling Fair will usually beat out more horizontal recoveries and Bombs and Dair will beat out more vertical ones. If you get grabbed by his Up B at high percents, be sure you're ready to tech the stage afterwards.
  • His Nair/Bair/Uair Autocancel, do not attempt to shield grab them.
  • His D-Smash and F-Smash have lots of shield push making them usually safe on shield, Spot Dodge if you can to ensure a punish.
  • If you manage to Jab him at low percents be sure to hold Shield straight after as you will likely eat his own Jab combo if you attempt any other option.
  • Be wary of cross up Raptor Boosts at kill percents, good Falcons will look for this option, so always be ready to shield.
  • His B Throw is a kill move, be wary Shielding near the ledge at high percents. DI up and towards the stage to delay the kill.
  • Grounded Falcon Kick can easily punish retreating Rolls, avoid doing this too much.
  • Be careful when doing ledge drop aerials back on to the stage, his D-Tilt sends you horizontally, usually resulting in death if you are without your jump, and his U-Tilt will spike you if you're airborne.
  • Watch out for Jab Jab Grab mix ups, spot dodge or roll away to avoid this.
  • Despite his Speed he is pretty susceptible to Zair and F-Tilt Zoning since he is constantly forced to approach and is a tall character.
  • Try to not envy the fact his grab has pretty much the same range as ours but with half the end lag.

:4charizard: Charizard


:4darkpit: Dark Pit
  • Gameplay https://www.youtube.com/watch?v=wWUBt5R3Evw
  • Gameplay https://www.youtube.com/watch?v=90pJreMDtFA
  • His Orbitars can only be out for 2 seconds before he's forced to put them away
  • They can be easily punished whilst they're out with Zair or Grab, or you can wait til he's forced to put them away and punish the end lag with a Charge Shot
  • He has no hitbox on his Up B, always challenge it off stage
  • His Dash Attack is quick and has surprising range, don't be caught off guard by it
  • His D-Smash has virtually no end lag, do not try to shield Grab it
  • Charge Shot will eat through his arrows, be ready to punish if he gets overzealous
  • His Side-B does a lot of Shield Damage has Super Armour and destroys projectiles, SH AD over it or roll away from it and punish the end lag
  • He has a lot of Aerials with lingering hitboxes meaning he can juggle us fairly easily, always try to avoid landing on top of him and retreat to the ledge if necessary
  • The 2nd hit of his F-Smash has deceptively huge reach, ensure you don't drop shield or approach early to punish thinking you have space
  • His Forward Throw is a kill move, DI Up and slightly towards the stage to delay the kill
  • His Roll is very good, try to not over commit too much or throw out laggy attacks early game or he will easily punish with roll behind grab and roll back dash attack
  • Ensure you always sweetspot the ledge with Up B, if you miss he can push you away with his Orbitars and you will fall to your death

:4diddy: Diddy Kong


:4dk: Donkey Kong

:4drmario: Dr. Mario

:4duckhunt: Duck Hunt Duo

:4falco: Falco

:4fox: Fox

:4ganondorf: Ganondorf

:4greninja: Greninja


:4myfriends: Ike
  • So, Ike can short hop nair, and this covers a lot of space and if this hits you, it can set up for Ike gimmicks. Also watch out for rolling too much since Ike is one of the best at punishing with up smash (covers both sides rather than one from f-smash).

    Ike can not really go deep for edge guarding so always recover low. Watch out for ledge drop bair and run off fair or nair as these are his main edge guards.

    So always spam missiles. This covers a lot of his approaches. He has to jump or roll and his roll isn't the best. Missiles cover his side b and all ground approaches though.

    Ikes mainly play mind games and they may fake out approaches so watch out for that. One notable thing to mention is that if you get hit high, good Ikes will simply jump and fast fall over and over and essentially shark from under you so go for ledge. This gimmick can be tricky at times since they don't over commit, and you are a sitting duck in the air. Up air is scary. This juggles you and has kill potential.

    Alternatively, you can juggle Ike easily, though this is a universal fact for all matchups versus Ike. Your up air is sooooooo good here, it isn't fair.

    Maintain consistent pressure with tilts and missiles and zair. Always screw with Ike's momentum because an Ike with momentum messes with your head and puts too much fear in you, but don't be brash because Ike punishes too offensive play. If you can keep ike from getting momentum, then you will be able to whittle him enough that he gets impatient and takes huge risks whereas you can pick off a kill with charged shot or get a grab, and edge guard.

    One thing to mention is that Ike has terrible horizontal recovery when low and if you can nair him when he is over the ledge, he is most likely a goner.

:4jigglypuff: Jigglypuff

:4dedede: King Dedede


:4kirby: Kirby


:4link: Link

:4littlemac: Little Mac
  • When Little Mac gets his KO Punch he cannot lose it for at least 6 seconds
  • After the 6 seconds are up, any attack that sends him in to tumble will remove his KO Punch
  • Screw Attack and Down Throw will remove it at any percent, Super Missile/Charge Shot/F-Tilt are your safest options at mid percents and Zair is your safest option at Higher percents. Zair 1/Jab/Homing Missiles/Bombs do not cause tumble until very high percents.
  • KO Punch will hit through Shields and true combos from D-Tilt. Avoid throwing out anything laggy such as F-Smash and Grabs whilst he has it as he has the Speed to punish. Avoid Missile use too unless he is more than half of FD away and hasn't started Dashing yet. Your safest option is to retreat to the ledge and poke at him with aerials until his KO Punch is gone.
  • Your general gameplan Vs. Mac should always just be wait by a ledge and force him to approach with Projectile pressure. Never approach him at centre stage except for a surprise Dash Attack mix up, the centre stage is where he excels with his immaculate Ground game since he has no risk of being tossed offstage where he flounders.
  • Manage to get him off stage and he has 1 of 3 options to recover. If he recovers high a Jumping Fair will beat him out. Be wary of his counter though as that will beat you and bring him back on to the stage. If he recovers Horizontally to the ledge, this can be beaten by a run off Nair. If he recovers low (generally the choice of better Mac's) then a simple bomb drop is usually enough to gimp him. Bear in mind he does have a Wall Jump though so he can make it back from deeper than you might think.
  • Mac has a frame 1 Jab that he can use to cover the end lag of a lot of his less safe moves, so you have to be very precise with your Shield Grab timing or you risk eating his Jab Combo.
  • All his Smash Attacks have Super Armour, avoid trading with these as it will almost never be in our favour, and be particularly wary of them when doing Ledge Drop Aerials as his D-Smash will Armour right through them and send you in to the blast zone.
  • Mac's Forward Tilt is incredibly fast and rivals the range of our own, do not assume you are safe because you have a bit of space.
  • His D-Tilt is very fast too, too quick to be Shield grabbed, and it will pop you up in to the air for juggle opportunities. Avoid Air Dodging in to the ground as he can punish this with a Smash, instead Jump away and mix up your landing with bombs.
  • Whilst Shielding is generally safe against most Macs, good Macs will mix grabs in to their game too. They also have a combo from D-Throw in to Up B, DI away from Mac to avoid this.
  • If Little Mac ever gets you up in the air never attempt to land on top of him or near him, retreating to the ledge is always your safest option. He is fast enough to cover landings with Dash Attack and will beat any of our Aerials with Armoured Smash Attacks. Also be wary he can convert his F-Smash > Up-Smash mid charge to Anti-Air us.
  • Manage to get Mac in the Air and his lack of an Air game can make it difficult for him to land, be patient and expect him to throw out Counters as he gets close to landing.
  • Good Little Mac's will try to bait you out of your shield by dashing away then immediately using Side-B back towards you to punish. This option is lightning quick so keep it at the back of your mind during the match and be ready to shield at all times.
  • Little Mac has an amazingly fast Roll, many will try to bait you in to attacks and grabs by Dashing towards you and Rolling back and punishing your whiff. Avoid throwing out laggy attacks (ESPECIALLY Grabs) unless you're certain they're going to connect.


:4lucario: Lucario

  • Gameplay https://www.youtube.com/watch?v=Q2S2ZpIEDD8 (Game 1).
  • 8% with a fresh fully charged Aura Sphere beats your uncharged Charge Shot (3%).
  • 32% with a fresh fully charged Aura Sphere will beat your regular Missile (5%).
  • 88% with a fresh fully charged Aura Sphere will beat your Super Missile (10%).
  • We will never beat a fully charge Charge Shot unless you horribly stale it.
  • High percent Aura Sphere can hit below the ledge, avoid regrabs or lingering too long.

:4lucas: Lucas

:4lucina: Lucina

:4luigi: Luigi

:4mario: Mario

:4marth: Marth

:4megaman: Mega Man


:4metaknight: Meta Knight

:4mewtwo: Mewtwo

:4miibrawl: Mii Brawler

:4miigun: Mii Gunner

:4miisword: Mii Swordfighter

:4gaw: Mr. Game & Watch

:4ness: Ness

:4olimar: Olimar

:4pacman: Pac-Man

:4palutena: Palutena

:4peach: Peach

:4pikachu: Pikachu

:4pit: Pit

  • His Orbitars can only be out for 2 seconds before he's forced to put them away
  • They can be easily punished whilst they're out with Zair or Grab, or you can wait til he's forced to put them away and punish the end lag with a Charge Shot
  • He has no hitbox on his Up B, always challenge it off stage
  • His Dash Attack is quick and has surprising range, don't be caught off guard by it
  • His D-Smash has virtually no end lag, do not try to shield Grab it
  • Charge Shot will eat through his arrows, be ready to punish if he gets overzealous
  • His Side-B does a lot of Shield Damage has Super Armour and destroys projectiles, SH AD over it or roll away from it and punish the end lag
  • He has a lot of Aerials with lingering hitboxes meaning he can juggle us fairly easily, always try to avoid landing on top of him and retreat to the ledge if necessary
  • The 2nd hit of his F-Smash has deceptively huge reach, ensure you don't drop shield or approach early to punish thinking you have space
  • His Forward Throw is a kill move, DI Up and slightly towards the stage to delay the kill
  • His Roll is very good, try to not over commit too much or throw out laggy attacks early game or he will easily punish with roll behind grab and roll back dash attack
  • Ensure you always sweetspot the ledge with Up B, if you miss he can push you away with his Orbitars and you will fall to your death
:4rob: R.O.B



:4robinm: Robin

:rosalina: Rosalina & Luma

  • The following moves can knock Luma into tumble animation at full HP:
    D-Tilt, U-Tilt, Dash Attack (early and late hit), Sweetspot F-Smash, Up smash, D-Smash (both hits), Bair, final hit of Up air, fully charged Charge Shot and Screw Attack.
  • Dash attack hitbox lasts long enough to easily hit both Rosalina and Luma, and since it sends Luma in to tumble she will be unable to prevent our combo follow ups.
  • Rising Short Hop Charge Shot, Nair and Bair can all successfully hit Rosalina whilst avoiding Luma.
  • Punish any attempts to Luma Shot with Super Missile Spam, Gravtitational Pull will not protect Luma if they are seperated.
  • Condition Gravitational Pull with Super Missile and Homing Missile pressure, then go in with Grabs and Zair.
  • Rosalina is one of the lightest characters in the game, she can be killed very early with Sweetspot Bair and Charge Shot, and fairly early from Up B OoS.
  • Her Up B recovery has no hitbox, always go offstage to challenge it.
  • Never challenge her Up Air from above, it is quick and disjointed. If you find yourself being juggled jump away and retreat to the ledge.
  • Rosalina deals good damage but low Knockback, Luma deals low damage but good Knockback. Taking Luma out of the equation at high percents will make it exceedingly difficult for Rosalina to KO us.
  • Luma can give deceptively good range to a lot of Rosalina's attacks, be wary of this.
  • Lots of Rosalina's attacks are disjointed, be wary of this when trying to challenge or punish them.
  • Down Throw Fair can be interrupted by Luma, try to avoid this by either directly attacking Luma or arching your jump more than usual. Similarly back throwing Rosalina off stage will leave Luma behind you, as she is called back to Rosalina she will attack, be ready to shield.
:4feroy: Roy

:4ryu: Ryu

:4samus: Samus

:4sheik: Sheik

  • Sheki isn't too bad, but she is hard. We can take more hits than she can so our advantage lies there. We have the option to camp, and we have a combo off of d-thrown. If we get the grabs which we are supposed to get, then all is well. Otherwise, we can simply tilt and play keep away. We may get grabbed, but just move for the ledge and we will be fine. Dont jump from the ledge. Cover Sheiks landings with projectiles and fire charged shots liberally, but don't be obvious. Maintain projectile pressure on landings and recoveries. Do not overcommit to an up-b kill since you are likely to miss and get punished. Dont fear needles if you are trading projectiles. Punish needles with charged shot if you canread the throw. F tilt is good, so spam it if sheik is close. Use it to cover ground approaches if you don't want t o whiff a grab. Aerial sheik approaches can be covered with retreating aerials or pivot grabs.

    WhEn sheik is at ledge, if you cant comfortable stand your ground at ledge, just run and spam missiles. U tilt covers ledge hop and ledge jump. Reaction is what you have to do at ledge, or you can simply spam u tilt qnd hope they get hit... the match up shouldn't be too hard if you play patient and punish with charged shot. Charged shot is your main kill move here.

    The matchup isn't as skewed as 1-9 for samus. I believe samus can handle sheik much better than the rest of the cast.
:4shulk: Shulk

  • I do have some word of advice for shulk, though not greninja, as I haven't played against him as much. You want to pressure them into jumping. Now key point is to not let them nair you. They recover fast from nair and can probably jab you before you can shield grab. And don't think about punishing them if they know how to nair and land behind you. So you have to meet them in air and catch them with fair. Also for homing missiles, you can cancel into them from any dash. The best thing you can do is change up dashing forward or backward homing missiles, keeping somewhat mobile. Even if they counter, you can just punish with charge shot. Also incorporate zairs as that's your best aerial. Also, constantly find moments to charge up, you can always grab out of charge (R+A or L) or jump (R+Jump) if they're jumping in on you to meet them with fair.

    Also if the person is in speed mode, the thing they're going for the most are grabs, so counter this with shorthop dair, or have a missile out before they fully change Monado arts.

:4sonic: Sonic

:4tlink: Toon Link

:4villager: Villager

:4wario: Wario
:4wiifit: Wii Fit Trainer
:4yoshi: Yoshi
  • With Yoshi, this dude is deceptively fast, and all his moves put you at disadvantage. You're launched high up and Yoshi is eager to KO via double jump uair or catching you with a fair spike. He can also run, sh air dodge pretty well and he's somehow safe after his aerials from a certain height. He doesn't have good grab or roll options though, and you can kind of outspace him for the most part. But if he gets his game going, just try to get to the ledge — DO NOT TRADE air to air, it's never in your favor. He's heavy too, and his recovery is hard to predict if they're smart, so KOing is a problem. Try to rack up damage as much as you can and go for charge shot/fsmash KOs. He's a monster in the air.
:4zelda: Zelda

:4zss: Zero Suit Samus
 
Last edited:

GdspdUblkprzdnt

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GdspdUblkprzdnt
I'm tempted to copy paste my massive pile of personal notes for MUs to see if it's of help to anyone. Would you be willing to go through a massive wall of text to pry out any gems Afro?
 

GdspdUblkprzdnt

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GdspdUblkprzdnt
This is a straight up CnP of my evernote for MUs. A large bulk of this was written in November/December '15 when I was new to the game so some of it may seem amateurish or straight up wrong. All of this info is relevant to flat maps only. There are some quotes here and there from other Smashboards members but the quotes are attributes.


Bounties

Wario

OOS usmash to punish bike as he pass over yoilu.

Ditto
  • Short hop nair to cover ledge drop CS

Diddy Kong

Don't mash airdodge, you will die. DI up and away at kill percent, up and towards at mid percents, away and whatever at low percents. Mash jump (or Mario's nair). Only 1 uair is ever guaranteed as far as I'm aware, if you're getting hit by more you're probably not DIing correctly.


Olimar
  • His head pokes up and over the ledge so he can be hit by a charge shot while hanging there.
  • Pikmin block charge shots both on their way out and walking back to Olimar
  • There's a small area above olimar's pikmin range which isn't covered by them. It's about the tip of the head.
  • Apply as much pressure as humably possible to harrass when low on pikmin.
  • It's beyond important to pay attention to the order of the pikmin and to approach or pressure accordingly.
  • This is almost like a battle against a warlock. Don't give him the upper hand in psychology. Just take the pikmin to the face on occasion, don't fear them.
King Dedede
  • He can cancel his landing lag into a dtilt almost immedeately so watch out for that. He can sneak it in during the starting lag for your grab.
  • Zair messes up D3s who short hop gordo. Use this often to make them respect your horizontal range.

Mr. Game and Watch

If charging an upsmash, your unangled tilt will merely hit the invincible spot. This can lead to you getting whacked hard if you space with it too much. So tilt

Bowser

A recovering Bowser is incredibly vulnerable from underneath as he has no move that covers that area. Double jumping into him and using a Dair can be deadly.

Villager

You can grab a tree planting villager from safety.

Harass with super missiles.

Charge shot them planters.

Charge shot goes through gyroid.

Don't fear their aerial pressure on your shield. They don't have many good tools and his grab is so slow you should be able to quickly counter a fast fall to grab with a jab.

Stay close on stage corners, you have the tools to make their life living gell off stage.

It's important to strike a very delicate space balance to be able to chase them off stage.

On their gyroid they're sitting ducks against Dair

Punish side B with CS by shooting them in the face.

Zero Suit

A lot of them will instinctively go for a dash grab after a neutral b so punish accordingly.
She can bob and weave in the air pretty miraculously as her down B let's her bounce away. If she's in the air, shield. She doesn't have an air grab and her grounded grab has a lot of ending lag. If you can read a land+grab, roll towards her and punish with an f tilt/charge shot etc.

Zero suit can sneak in jabs after a failed arial approach before you can pivot grab,good news is that if she finishes her jab she's vulnerable. A smart ZZS will crouch cancel into repetitive jab 1s
  • Her SH aerials are bread and butter. Shoot homing missilies every now and then to make that a riskier option for her.
  • Dtilt clanks with the second hit of Fsmash so. Toss it out and punish her clank lag.

Dark Pit
  • His jab can hit from behind.
  • Most kills should come from offstage stuff. His reflect is possibly one of the better ones in the game since it has no startup or ending lag.
  • There's a sweetspot where your dash attack can always knock him out of his side b during its startup lag. It's a certain distance where only there should you use dash attacks.
  • You can grab him out of his side B
  • His side B has very strange properties in terms of where he ends up when it clanks with your shield. Sometimes it ends in front of you, other times behind you, and sometimes he even suffers his ending lag in the air
  • Don't succumb to his aerial pressure while you're shileded. Let him go over you and up b oos. If he starts air dodging mix it up by running away
    • Charge your beam on the very edge so that he can't actually stand behind you which is where, ideally he'll want to be.
 

GdspdUblkprzdnt

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Link
  • A good link will try to harass the **** out of you with arrows and his boomerang at a medium range. He'll toss his boomerang constantly to cover super missiles, uncharged CS, and approaches. It's important to spot dodge the arrows because you need all the shield you can get for approaching as a mixup, protecting yourself from bombs and arrows and the ocassional dash attack.
  • Once you complete your charge shot they'll stop commiting to their projectiles and will go airborne or approach heavy on the shield. Stay mobile as hell, shield dashing and spot dodge dashing to make him all the more liable to **** up.
  • Keep an eye open for his double jump and punish his landings.
  • In the neutral it's important to not stay still for too long. If you whiff am f tilt get out of there, don't try another.
  • You have the upper hand in mobility and allthough they can pressure you like no other character, if you keep your cool amd fill up your CS you can take control of the situation pretty easily.
  • As soon as you get your CS, it's important to cook it as its presence decides the flow of battle. Don't be too superfluous with it, hold on to it. You play Samus, be patient.
  • Once your CS is full they can't commit to much and have to approach through your missiles and you're punishing his approaches.
  • Having a CS a ****'s hair a way from being full can catch your opponent off guard as they'll be keeping an eye open for the glow to adjust their tactics. With an almost full charge shot you can catch them firing projectiles. This is great for us because once they stop relying on the visual queues they'll just approach even when they in reality don't need to yet.
  • Full CS clanks with bomb
  • When approaching a recoverung link, they're boomerang can trump a horizontal approach and they have tools against vertical approavhes so try going in for a very sneaky diagonal approach and Fair them. With Toon Link it's important to attack from below at early percentages to condition them to believe that they can dair you easily. Bait them out from under and spot dodge.
  • Uair can gimp a link traveling directly upwards to the ledge with his UpB
Mario

Neutral maybe unfavorable

Dash spot dodge through projectiles after conditioning him to think you'll shield, punish with jab.

If approaching to reflect, make sure you get that grab in early to avoid being turned around and punished during the cooldown lag.

They'll try to punish your shield grabbing by sneaking in jabs during the start up. If you have the shield for it just wait it out until you're pushed, if not roll away amd avoid losing that exchange.


Pac-man

Pac-man LOVES using his fire hydrant, bait that out often and punish.

He can run up behind and grab you if you run
  • Pac-man has a lot of tools for every situation and can be exceedingly difficult to approach. Samus can't zone very well because he can toss out his side be to hit a prpjectile and actually heal himself.
  • His grab is poor but against shields he has the option to run up and UpB point blank which can lead to a lot of set ups.
  • His fire hydrant is a ridiculous variable and a good pac man knows how to use it to his advantage so learn the water patterns and be very conscious of its placement. It's easy to tunnel vision in the all consuming task of approaching.
  • His aerials have extremely minimal lag and he can OOS nait for an excellent interrupt.
  • He has a few mixups for his jab such as dtilt and grab so be on your feet constantly
  • Don't Up throw him EVER. It just gives him time to charge his neutral B. This applies to any character with a neutral B which can be charged mid air.
  • A pac-man main by the name of DSP showed me a ridiculous mastery of the character
  • Ftilt seems to beat out his dash attack which is important to know when puppy dog guarding his items.

Rob
Seems unfavorable. When tossed up DI up to avoid his Upair combos.

Charizard

Off stage use of flare blitz should be punished often with charge shot.

Zelda

Z-air, Z-air, and more Z-air. Any Zelda caught playing Reflector bait, or throwing out Phantoms should eat one.

F-air and D-tilt help as far as the range/priority issue go. The problem is racking up damage rather than killing since Zelda is so light (and has a fairly well-telegraphed recovery). While we lose out on our main projectiles at face value, they still function at range to both punish any end-lag on her special moves (one slip-up with her teleport or Din's Fire and it's pewpew) and destroy Phantom (destroying it prevents it from spawning for a good while).

As far as approaching goes, let Zelda come to you. Retreating/sinking Z-air, pivot grabs/F-tilt, and short hop U-air/F-air or U-tilt do well to cover her approaching from either the ground or air (watch out for the delay on N-air and obviously light kicks, of course). Empty jumps and shield dashing for when they don't feel up to it, or if you've got the timing down pat, use lots of homing missiles + Z-air through them if she tries to reflect.

I have a fair bit of experience with this match-up on both sides. Zelda's got a few things going for her, but struggles once you learn to adapt.

-IsmaR
  • If you can time it properly, you can use a Uair to punish her recovery. Her hurtboxes appear before her hit boxes. This also applies to Palutena and Shiek.

Ike

Gosh! I realized that nobody answered your question! So, Ike can short hop nair, and this covers a lot of space and if this hits you, it can set up for Ike gimmicks. Also watch out for rolling too much since Ike is one of the best at punishing with up smash (covers both sides rather than one from f-smash).

Ike can not really go deep for edge guarding so always recover low. Watch out for ledge drop bair and run off fair or nair as these are his main edge guards.

So always spam missiles. This covers a lot of his approaches. He has to jump or roll and his roll isn't the best. Missiles cover his side b and all ground approaches though.

Ikes mainly play mind games and they may fake out approaches so watch out for that. One notable thing to mention is that if you get hit high, good Ikes will simply jump and fast fall over and over and essentially shark from under you so go for ledge. This gimmick can be tricky at times since they don't over commit, and you are a sitting duck in the air. Up air is scary. This juggles you and has kill potential.

Alternatively, you can juggle Ike easily, though this is a universal fact for all matchups versus Ike. Your up air is sooooooo good here, it isn't fair.

Maintain consistent pressure with tilts and missiles and zair. Always screw with Ike's momentum because an Ike with momentum messes with your head and puts too much fear in you, but don't be brash because Ike punishes too offensive play. If you can keep ike from getting momentum, then you will be able to whittle him enough that he gets impatient and takes huge risks whereas you can pick off a kill with charged shot or get a grab, and edge guard.

One thing to mention is that Ike has terrible horizontal recovery when low and if you can nair him when he is over the ledge, he is most likely a goner.

-Pinkdeaf1

There is a certain launch angle where Ike is screwed if you have a full charge shot to gimp his horizontal recovery so don't be afraid to fire them if he'sat that angle. If he mixesup and recovers high, you still have a shot at smacking him.
  • Ike's dair is easy to land so watch out for that when recovering.

Shulk

I do have some word of advice for shulk, though not greninja, as I haven't played against him as much. You want to pressure them into jumping. Now key point is to not let them nair you. They recover fast from nair and can probably jab you before you can shield grab. And don't think about punishing them if they know how to nair and land behind you. So you have to meet them in air and catch them with fair. Also for homing missiles, you can cancel into them from any dash. The best thing you can do is change up dashing forward or backward homing missiles, keeping somewhat mobile. Even if they counter, you can just punish with charge shot. Also incorporate zairs as that's your best aerial. Also, constantly find moments to charge up, you can always grab out of charge (R+A or L) or jump (R+Jump) if they're jumping in on you to meet them with fair.

Also if the person is in speed mode, the thing they're going for the most are grabs, so counter this with shorthop dair, or have a missile out before they fully change Monado arts.

-option.iv

Shulks need to invest a lot of thought into what aerial they're going to go for so getting a quick nair in when playi g footsies well work well more often than not it seems

Robin

Don't over commit when edgeguarding if they're recovering high. Their up B will mess you up.

Sheik

Sheki isn't too bad, but she is hard. We can take more hits than she can so our advantage lies there. We have the option to camp, and we have a combo off of d-thrown. If we get the grabs which we are supposed to get, then all is well. Otherwise, we can simply tilt and play keep away. We may get grabbed, but just move for the ledge and we will be fine. Dont jump from the ledge. Cover Sheiks landings with projectiles and fire charged shots liberally, but don't be obvious. Maintain projectile pressure on landings and recoveries. Do not overcommit to an up-b kill since you are likely to miss and get punished. Dont fear needles if you are trading projectiles. Punish needles with charged shot if you canread the throw. F tilt is good, so spam it if sheik is close. Use it to cover ground approaches if you don't want t o whiff a grab. Aerial sheik approaches can be covered with retreating aerials or pivot grabs.

WhEn sheik is at ledge, if you cant comfortable stand your ground at ledge, just run and spam missiles. U tilt covers ledge hop and ledge jump. Reaction is what you have to do at ledge, or you can simply spam u tilt qnd hope they get hit... the match up shouldn't be too hard if you play patient and punish with charged shot. Charged shot is your main kill move here.

The matchup isn't as skewed as 1-9 for samus. I believe samus can handle sheik much better than the rest of the cast.

-pinkdeaf1

Its important to scare her out of aerial footsies early.
  • Aerials in the neutral are more of a commitmeny tbam it seems

Marth

Has this weird ledge thing where when he pushes you off he'll drop and back air you and it's hard to get out of. Not sure if this is character specific or he can do it on every character.


Rosalina
  • Use projectiles often and punish the hell out of her down B.
  • When she charges luma let her charge it all the way, time and space it to kill the luma. Space off a super missiles to get it at the right distance as they cancel Luma's momentum. Super missiles are your friends here as they wall off luma shots
  • Her Luma can smack you if you don't throw her quickly enough so make sure to throw her immediately if you grab her and she has her Luma.
  • It's important to throw her in ways that her Luma can't punish. Forward throw is the safest way to go as if she recalls her luma and inputs an attack you should be safe. Up throw and down throw can also be used but sometimes the luma is in a position to hurt you so you need to be careful with them.
  • When airborne, they'll go for Uairs to get kills but this can easily be remedied with FF to airdodge to Uair. Her Uair is also pretty limited in range so if she's being predictable with them you can sneak in a Dair which is an weighted option offstage.
  • She can gimp at extremely early percentages so its important to be very care full off stage.
  • When you're charging your charge shot, they can approach with a SH Fair to cover a lot of options. If you OOS SH Fair, she'll out-prioritize you with her fair. If you grapple, she'll be over it.
  • Head pokes over the ledge while hanging (can possibly be hit by CS)

Luma doesn't gain invincibility. Use brief moments where Rosalina is at the ledge to sneak in some damage to the Luma.
  • Her height makes her food for short hopped arials.
    • SH Dair into Upb to rack up some damage at low-mid percentages
    • SH Nair as a disconnect to charge up more, capitalize on her knocked down state at mid percentages, or kill.
    • SH Bair as a punish to her down B for a kill, shoot often and keep her inclined to use it to sneak this in.
  • BAN FD
 

KayJay

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Yesterday I got the honor to play against Mr. R's Sheik who is currently the best Sheik player in existense.
He ***** me by abusing Sheik's frame data in perfection. Honestly that F-air, if correctly spaced is unpunishable as Samus. I watched the replays again and again and every scenario I could think of, Samus will lose. I had more chance when I used Falco just because of Falco's incredible large high priority Jab & u-air hitbox which also comes out very fast.
I don't have much of a problem against many good Sheiks, but Mr. R really shows off how intense you can abuse her amazing frame data to a point where I don't know how to counter that with Samus.
 
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GdspdUblkprzdnt

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There are two entries here that don't have a quotee (Jiggs &Yoshi) but I'm almost sure it was option i.v.

Captain Falcon
  • Ftilt stops Falcons sife B
  • Jab often to interuprt approaches/certain moves with start up lag.
  • Be patient as HELL, don't commit to anything when charge shotting
  • Let Falcon approach, let him make the first move.
  • Shield often, his most appealing option in approach is grabbing, try to punish but opt to get grabbed if possible to stale his throws.
  • Nair can be times to disconect Falcon's Up air
  • Beware usimg grabs to counter approaches, at about 90% a whiffed grab can mean a knee of justice to the face.
  • You can punish a commited fast jab combo with an RAR Bair.
Lil Mac (seems neutral/unfavorable)
  • CAN PUNCH MISSILES
    • SRSLY THOUGH
  • Fsmash has no flinch frames
    • Beware when getting ledge guard
His run goes under Super Missiles
  • Neutral B charge can be interupted by super missle and down tilt but not regular milles or up tilt.
  • Make him respect your grab length and charge shot.
  • Mix up shield grabs with forward tilts to punish his attacks against your shield.
  • At early percentages, after a dash attack he can sneak in a counter if you use your uair or forward air but you can use an upsmash and stay safe from the counter. He'll just move into the other hitboxes of the attack suffering the damage and the knockback of the very last attack.
  • Trigger a recovering counter from behind to gimp him easily.

Lucario (seems neutral)
  • Harass with super missiles and guided
  • Have to kill early
  • Offstage kills are rldifficult and could possibly even be risk.
  • In Smash 4 there is a 9% priority rule. If something does 9% more it will outprioritize the other move.

With that in mind a Lucario at:
32% with a fresh fully charged Aura Sphere will beat your regular Missile (5%).
88% with a fresh fully charged Aura Sphere will beat your Super Missile (10%).
8% with a fresh fully charged Aura Sphere beats your uncharged Charge Shot (3%).
We will never beat a fully charge Charge Shot unless you horribly stale it :x
We've lost a lot of Air options from the transition from Brawl and gained grab combos and Aura is even more insane. Once we get strong enough to camp it is going to be difficult to approach us.

Misc. stuffs.
Lucario's Force Palm is really good at punishing anything laggy such as landings and your roll and it grows in size when we take damage. Since Samus is floaty we can punish landing with our FSmash, FTilt, DTilt, Aura Sphere, etc. fairly well. Force Palm can also be used to cancel projectiles and hit you at the same time if spaced right.
At the center of an Omega stage in training mode a Lucario's FSmash kills when both characters are at 89% with no DI. Both hits of USmash at 92%. DSmash and BAir at 104%. Fully Charged Aura Sphere at 129%. Sweetspot UTilt at 147%. Start of UAir at 110%. Double Team at 100%.
The biggest thing we Lucarios probably have to worry about is that 26% damage fully charged Charge Shot of yours. Otherwise... it'll be really hard to approach us on the ground. You can harass us below us if you space UAir properly and to a lesser extent your Screw Attack, but that's pretty darn risky.
If the Lucario knows what they are doing watch out for pivots. For some reason Lucario's horizontal grab distance is like 2-3 times greater than his regular grab range (lol Sakurai).
As mentioned before Lucario's UTilt at low % leads to a number of combos depending on if it is sweetspotted or not.
So in short keep us off the ground and don't let us harass you with Aura Sphere. Don't be grabbing the ledge twice because at higher percents Aura Sphere WILL hit you.
We need to do more research, but our Aura Sphere charge can lead to a number of shinanegans. Good Lucarios will master reversing their Aura Sphere in the air, so watch out for that.
We're short, so hitting and spacing against us with ZAir will be tricky.
I personally feel this matchup is in Lucario's favor, but I need to do more research.
  • Bair cancels out his cs.

Megaman
  • Samus on the other hand though...I really feel like this character is just Mega Man's anathema. I'd even be willing to say it's his absolute worst matchup. You have no advantage. A smart Samus will always play complete defense, and since you didn't have the range to compete with her that way you have to approach, and that plays right into her hands. She can shoot down metal blades with ease with missiles that shoot faster. She can stay away from you all day. A smart Samus will always have a charge ready which makes harassing with lemons actually risky. Coming in from the air is risky because her anti air is very solid, she's practically built to be an edge warrior so other than gimping with leaf shield when she's off the stage she just has more options than you do there. The list goes on and on, she's just built to be the perfect answer to MM's kit imo. Other than maybe pressing an attack when she doesn't have a charge ready (which is still not easy she can still play keep away) and harassing with lemons then...about the only silver lining I can think of is that she's probably one of the rarest characters to come across.
  • When Megaman approaches and you are shielded, it is best to roll towards him.His dash attack covers spot dodges and back rolls and he can easliy mix up his approach with a grab. Rolling towards him covers a lot of options.
  • Megaman seems to be ver susceptible to bair gimps at a 45 degree angle from the stage trying to come back diagonally.
  • You can cancel your CS into a jump and press a during the squat to item grab without inputing an aerial
  • Sometimes you just have to run away and get a full CS
Jiggly Puff
"Rolls can be punished with a chasing Fair if they roll away and a Nair if they roll towards you. I'll say that I have trouble vs people rolling only to charge their neutral b but that just means they are giving you free percents if they only roll. Its the ones that charge between their offense or defend themselves while charging that gets difficult.
Samus has every projectile that she (jiggs) wants (doesn't have). So we are forced to approach to do anything. Only playing defensive when they feel they can push an offensive up-close.We can duck semi-charged shots and super missles. Normal missles don't go far but will track you so crouching doesn't work and our SH stuff gets blocked out. Her Zair(i'm gonna consider it a projectile even though I think it isn't) I believe can be crouched just don't crouch vs her grab instead(can someone check if samus' grab can get us while crouched, its been abit...). While I haven't seen many samus' using zair as an aerial offensive tool it has good reach and can stop our spacing.
Outside of projectiles most of samus' attacks are very precise. It's best to assume they know how to space and land their hits so our job is too make it as difficult as possible, by weaving in and out, for them to connect a good smash. Unfortunately I haven't played enough samus' to talk 'bout her close game. either way they can and will go for scratch damage before getting close to get a kill.
Interesting note: I'm not sure if its her down smash or down tilt(or if im thinking of someone else) but the move where samus sweep her leg across the ground is not only laggy but her hurtbox is extended still after the sweep, so run up rest is very easy here.
Sorry if this is too general, I haven't studied samus' gameplan much
Edit: oh yeah, you can stay in the air(as in at least 1 full hop height) to avoid everything samus has but you can't do much from up there that the samus can't react to."
"I was looking because I feel like Samus v Jiggs is really easy matchup for Samus unless Jiggs is on the very top of her game.
I play completely defensively using angled ftilts and utilts to keep tagging Jiggs with damage until she's essentially ready to pop from any KO move. This is not to say that you can't be wall-o-death'd especially due to floatiness, but keeping calm and just shutting down her approach works very effectively, even if it is less effective for other flying puffs (Kirby, MK)."

Runningaround can prove to be predictable and punishable with the ever deadly rest.Hitting their shield with our dash attack can lead to an insta rest.
  • Super missiles can kill out the top at about 150 so if you can read an aerial approach try tp hit them from underneath
  • 55% is their kill percentage for rest so think twice before committing to anything at that percent or higher.

Yoshi
With Yoshi, this dude is deceptively fast, and all his moves put you at disadvantage. You're launched high up and Yoshi is eager to KO via double jump uair or catching you with a fair spike. He can also run, sh air dodge pretty well and he's somehow safe after his aerials from a certain height. He doesn't have good grab or roll options though, and you can kind of outspace him for the most part. But if he gets his game going, just try to get to the ledge — DO NOT TRADE air to air, it's never in your favor. He's heavy too, and his recovery is hard to predict if they're smart, so KOing is a problem. Try to rack up damage as much as you can and go for charge shot/fsmash KOs. He's a monster in the air.
  • Yoshis will often try to apply crazy shield pressure with their jab. A great way to deal with this is to shield DI away and mix it up with a jab 1, ftilt, or dtilt from varying distances. This can easily be countered with a grab I feel so it's a matter of reading that afterwards.
  • Yoshis will use OOS aerials alot, in this matchup it's really important to have your CS full at all times to punish their OOS shenanigans.
  • Just run away from the sons of *****
 

GdspdUblkprzdnt

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King Dedede
  • In the neutral and at a distancenever answer a gordo with a charge shot. A smart D3 player will just do that to make you lose your charge shot by harrasing you, always ready to defend against his reflected gordo. This can lead to interesting setups depending on the distance and skill of the player. Dash grabbing is an option if he's close enough

Ness

use the disjointed hit boxes of your fair to your advantage so you can easily disrupt ness during his Up B set up

Bowser Jr.

Dash and projectiles beat out clown cart

Gannondorf
  • Pivot smash, pivot grab, and pivot tilt's are important.
  • Necesarry to react quickly to either down b or down
  • If shield approaching, Force into shield with missile and grab out of it
  • Pivot tilt beats out Side B but clanks with down B when fresh so as such should not be challenged. Instead opt for baiting them out as you can out run both and punish to pivot tilts
  • For a few moments before he snaps to the ledge from his up B, his head pokes up above the ledge making him vulnerable to a cheap and easy CS
Sonic

His grounded ball approaches can easily be punished with the charge shot and your grapple. It's important to not commit to missiles when he's close because he's fast emough to punish even that. Landing super missiles are good. Make him approach, approaching should be seldom used as a mixup but can be good because he is combo food for us. If he does aerial ball approaches you just have to be patient with your shield and punish his landing lag. Fastfalling airdodge to up air can turn the tides on a Sonic greedy for that up-b to up air finisher. A smart sonic will never use that ball and just run around, abusing how slow we are in which case I'm not too experienced.

FF Uair might also sneak in beore a sonic can follow up his up b with an u air


Fox

Punish side B with grab, charge shot, short hopped nair, bair, uair.

Pivot tilts and pivot grabs are super important here. A smart fox will dash spot dodge or dash shield to cover these. The trick here is all in the read.

They can play footsies with us until the cows come home and a missed grab is a death scentence.

This matchup is really not in our favor what so ever.

Feinting Skid cancelled dsmash is good for mixup retreats.

If an approaching fox shields an ftilt. Use jab 1 to smack that sumbitch.
  • If a recovering Fox tries to side be over you as you try to ledge guard, B reversed CS can do the trick. Facing him will lull him into a false sense of security.
Falco

Duck Hunt

His forward smash outranges your grab.

Donkey Kong

His neutral B has no flinch frames so watch out whem firing CS point blank.

You can interrupt his jab combo with your jab 1.

Down B outranges your grab (!)


Wii Fit Trainer

Super missile cancels out SS.


Lucina

Sh Nair seems to be safe against her counter.

Luigi
  • His fireball gives him more endlag than you hitstun.
  • SDI up when he tries to tornado spike you and SDI down when he's trying to kill you up off the top.

Kirby

Kirby's jab can be interupted before the flurry but it's a small window. I'm unsure whether he can cancel it into a shield or not for a mix up but if he can it's basically a coin flip mixup.
 

GdspdUblkprzdnt

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Posting all of this made me realize how the make up of the boards have changed since launch. The most active members now being KayJay, Depth, Afro Smash, Dungeon Master, Rohins. People come and go yo.

@ Afro Smash Afro Smash let me know when you are done picking what you think is useful if anything at all so I can delete my posts.
 
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Afro Smash

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Yesterday I got the honor to play against Mr. R's Sheik who is currently the best Sheik player in existense.
He ***** me by abusing Sheik's frame data in perfection. Honestly that F-air, if correctly spaced is unpunishable as Samus. I watched the replays again and again and every scenario I could think of, Samus will lose. I had more chance when I used Falco just because of Falco's incredible large high priority Jab & u-air hitbox which also comes out very fast.
I don't have much of a problem against many good Sheiks, but Mr. R really shows off how intense you can abuse her amazing frame data to a point where I don't know how to counter that with Samus.
How'd he pick up the kills? Just interested if he has any techniques we should watch out for

@ GdspdUblkprzdnt GdspdUblkprzdnt done pickin stuff out, thanks (put it on a notepad to edit in later i didnt use none of it ;)
 
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DungeonMaster

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KayJay, please post your defeats, the uglier the better. We have too many videos of Samus destroying other players which is good for the ego but not good for actually improving matchups.

Afro Smash thanks for taking up the mantle of the matchups, we needed someone to step up to the plate since the old thread was getting quite stale.
 

KayJay

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KayJay, please post your defeats, the uglier the better. We have too many videos of Samus destroying other players which is good for the ego but not good for actually improving matchups.

Afro Smash thanks for taking up the mantle of the matchups, we needed someone to step up to the plate since the old thread was getting quite stale.
I was about to do that tonight after work.
 

Afro Smash

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This footage is a perfect example of why Tether recovery is exceedingly dangerous vs Sheik and should be avoided imo if possible, she can just too easily and quickly put out a hitbox between us and the stage and take advantage of Tethers lack of invulnerability.

As for high percents you always want to jump out of her down throw, Air Dodging will leave you KO'd by her vanish. And Jumping away in general will help to avoid her frame traps.

Challenging off stage is very risky since she gains invulnerability frames before she disappears with Vanish. Instead feign an edgeguard and go for a ledge trump bair.

Despite my critique I can't really comment on how well I'd of done, the amount of pressure he's constantly applying looks insanely difficult to deal with, but just makes me just wanna practice the MU even more.
 

DungeonMaster

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Nice. Let me preface by saying you're a much better Samus than I am but I may offer some advice. That f-tilt string that they always try - much like capt-falcon's jab - you are DI'ing away and up, and that's wrong. You want to DI towards them and up and mash up-air. You will beat them out, and go into a d-tilt or up-B. When you are being horizontally comboed - DI up and back and throw out an aerial, not AD. F-air or up-air are the fastest but n-air is also quite fast and "GTFO me".
Bombs while they are onstage are pointless. Missiles onstage likewise. You're never dash-> shielding. Dash->shield->up-B when they mess up. Too many panic full jumps, SH-up-air panic much better. You didn't throw out a single pivot tilt, or pivot grab, standing attacks should be limited to up-tilt. AD-SH *into* them. Sounds crazy but they're going to be either in front or behind you since they move much faster and it can screw them up for your own n-air, or b-air.
But yeah, brutal man. Thanks again for posting.
 
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Depth_

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So, what character are we starting on? I'd prefer Sheik. I swear that everyone says she cannot be punished. This is false as hell. Improperly spaced f-air gets screw attacked. Spaced f-air gets jabbed. F-tilt gets d-tilt. N-air gets screw attacked. The punishes are tight, but they're there.
 

KayJay

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I'm right now practicing against a decent Sheik and yes, pivot f-tilt greatly helps in that matchup, it's no gamechanger but it helps against the shield pressure.

For two other Matchups just short information:
Yoshi: SH Zair is amazing in this matchup, it destroys Yoshi's up B egg. It goes right through the egg and still hits Yoshi.
R.O.B.: Full Jump Fast Fall Zair eliminates most of his projectile patterns. You jump over Gyro and/or the Laser shot and while fast falling R.O.B. gets hit by Zair then Samus can setup her combo game with dash attack or running grab.
 

Depth_

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I'm right now practicing against a decent Sheik and yes, pivot f-tilt greatly helps in that matchup, it's no gamechanger but it helps against the shield pressure.

For two other Matchups just short information:
Yoshi: SH Zair is amazing in this matchup, it destroys Yoshi's up B egg. It goes right through the egg and still hits Yoshi.
R.O.B.: Full Jump Fast Fall Zair eliminates most of his projectile patterns. You jump over Gyro and/or the Laser shot and while fast falling R.O.B. gets hit by Zair then Samus can setup her combo game with dash attack or running grab.
Afro and I have found something cool about the Shiek MU. A moderately spaced rising F-air from Shiek can be ducked by the initial frames of our F-smash charging animation. This could make F-smash a legit anti-air seeing that doing rising f-air in Samus' face is a screw attack oos.
 

Afro Smash

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Something rather easy and effective I've found to deal with Luigi/Mario/Pikachu leading with their projectiles is to simply powershield to immediate Jab, powershield obviously lets you drop shield early and we have a pretty quick jab so it will usually stuff approaches. Jab isn't laggy either so even if they take a different option like roll behind we have time to react.

If they're arriving at the same time as the projectile or from the air with nair then SH AD FF Uair is your next best option

If they're spamming and not approaching then simply powershield and charge in between projectiles
 
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KayJay

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Afro and I have found something cool about the Shiek MU. A moderately spaced rising F-air from Shiek can be ducked by the initial frames of our F-smash charging animation. This could make F-smash a legit anti-air seeing that doing rising f-air in Samus' face is a screw attack oos.
This sounds too good, hope it's legit.
 

DungeonMaster

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@ Afro Smash Afro Smash you've got to update the OP with people's advice and suggestions! You're now a sticky thread owner, lots of responsibility.
I suggest you highlight confirmed (by you) moves and setups that beat out other moves. i.e. specific advice above and beyond general. Most people will know the general, it's the nitty gritty gold nuggets that will get lost as this thread naturally balloons in size.
 
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Afro Smash

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I'm gonna create a poll soon so each week we can vote on which character(s) we want to discuss. Firstly though I wanna know how many characters we should focus on a week, between 1 and 3, and if it should change depending on the difficulty of the match up.
 
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Xygonn

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1 is too few, it would take a year to cover them all. It probably wouldn't hurt to start with eventhubs even though it is just public popularity crap. It's a starting point. Then we should probably figure out which ones we think are the most wrong. Then do 3 per week.

Just my $0.02

http://www.eventhubs.com/tiers/ssb4/character/samus/


# | Character | Tot. votes | Match avg.
1 | Little Mac | 24 | 6.4
2 | Toon Link | 19 | 5.7
3 | Wario | 23 | 5.7
4 | Palutena | 18 | 5.6
5 | Meta Knight | 28 | 5.5
6 | Ganondorf | 31 | 5.5
7 | Duckhunt | 20 | 5.4
8 | Dr. Mario | 22 | 5.2
9 | Donkey Kong | 24 | 5.2
10 | Charizard | 25 | 5.1
11 | Greninja | 27 | 5.1
12 | Falco | 20 | 5
13 | Lucina | 27 | 5
14 | Luigi | 22 | 5
15 | Marth | 33 | 5
16 | Zelda | 26 | 5
17 | Kirby | 24 | 5
18 | Peach | 21 | 5
19 | King Dedede | 20 | 5
20 | Ike | 25 | 4.9
21 | Wii Fit Trainer | 22 | 4.6
22 | Zero Suit Samus | 26 | 4.6
23 | Bowser Jr. | 20 | 4.6
24 | Pac-Man | 21 | 4.6
25 | Olimar | 23 | 4.5
26 | Diddy Kong | 21 | 4.5
27 | Pit | 17 | 4.4
28 | Jigglypuff | 27 | 4.4
29 | Bowser | 22 | 4.3
30 | ROB | 16 | 4.3
31 | Link | 38 | 4.3
32 | Shulk | 23 | 4.3
33 | Mega Man | 20 | 4.2
34 | Robin | 22 | 4
35 | Dark Pit | 25 | 4
36 | Sonic | 29 | 4
37 | Captain Falcon | 32 | 4
38 | Pikachu | 43 | 4
39 | Mr. Game and Watch | 10 | 3.8
40 | Sheik | 43 | 3.6
41 | Fox | 19 | 3.6
42 | Mario | 23 | 3.6
43 | Lucario | 32 | 3.5
44 | Yoshi | 21 | 3.5
45 | Rosalina | 34 | 3.4
46 | Mewtwo | 55 | 3.2
47 | Villager | 25 | 3.1
48 | Ness | 31 | 3
 
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RoachCake

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I kinda like Xygonn's idea a bit, I think we should do it.
Definitely go with discussing 2 or 3 characters a week though, 1 isn't enough.

Will we be inviting mains from the other boards to share their thoughts on the MUs as well, or will we be keeping it between just us Samus mains?
 

Afro Smash

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Yeah Ill invite mains from other boardsand looks like 3 is what you guys want, so ill defo run that for the first week at least

Whats this eventshub list, what do the votes and match total mean?
 

Xygonn

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I kinda like Xygonn's idea a bit, I think we should do it.
Definitely go with discussing 2 or 3 characters a week though, 1 isn't enough.

Will we be inviting mains from the other boards to share their thoughts on the MUs as well, or will we be keeping it between just us Samus mains?
Probably good to invite them.
 

Anthonio WIlliams

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Others have such an ignorant perception on Samus though. Expect some nonsense.... like the Luigi boards saying we lose to them 65-35.
That's like one of the reasons wont be beliving in tiers for Smash 4. They probably dont even know about her combo potiental/Zoning game
 
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DungeonMaster

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My own personal interest in matchup threads is not for assigning meaningless ratios. I've followed a bunch of these before and even commented on them, more often than not everyone has a high opinion of their character.
For sure claiming advantage/disadvantage is fine but really only the highest level players can have any real say in that regard. I don't know what Kay Jay's opinion was in Sheik vs. Samus before fighting Mr.R but I'm sure that has changed. I'm going to say the non-tournament crowd are unqualified to make proper assessment, again, my opinion. I murder sheik on for glory with alarming regularity, I'm not *that* good, and so my opinion is likely not representative.

But what is really useful, to pros and newb alike is stuff like: "you can beat Sonic's d-air with up-air if you hit his higher foot, the lower foot will trade/or win but you always win if you land on the upper leg, this can get you a high-% kill"
Or: "to avoid megaman lemon-lock SH-AD to wreck the spacing. N-air, z-air and f-tilt straight into lemons beats them out."
 

Afro Smash

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My own personal interest in matchup threads is not for assigning meaningless ratios. I've followed a bunch of these before and even commented on them, more often than not everyone has a high opinion of their character.
For sure claiming advantage/disadvantage is fine but really only the highest level players can have any real say in that regard. I don't know what Kay Jay's opinion was in Sheik vs. Samus before fighting Mr.R but I'm sure that has changed. I'm going to say the non-tournament crowd are unqualified to make proper assessment, again, my opinion. I murder sheik on for glory with alarming regularity, I'm not *that* good, and so my opinion is likely not representative.

But what is really useful, to pros and newb alike is stuff like: "you can beat Sonic's d-air with up-air if you hit his higher foot, the lower foot will trade/or win but you always win if you land on the upper leg, this can get you a high-% kill"
Or: "to avoid megaman lemon-lock SH-AD to wreck the spacing. N-air, z-air and f-tilt straight into lemons beats them out."
I agree, and that's the sort of info I've been putting in the OP. And like you said those ratio's really don't mean too much until you've played a person who's extremely proficient with said character. I used to think Bowser and Ganon were always just free wins, but strong players have made me eat my words with strategies and move applications I'd never even considered.
 
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KayJay

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For sure claiming advantage/disadvantage is fine but really only the highest level players can have any real say in that regard. I don't know what Kay Jay's opinion was in Sheik vs. Samus before fighting Mr.R but I'm sure that has changed. I'm going to say the non-tournament crowd are unqualified to make proper assessment, again, my opinion. I murder sheik on for glory with alarming regularity, I'm not *that* good, and so my opinion is likely not representative.
I always thought Sheik was a doable matchup, easier than let's say Mario.
Most Sheik players are scared from well spaced bomb to jab/dtilt/utilt/grab walls and RARs but Mr. R's Sheik won't give you the time for that.
Now I find Mario much easier than Sheik after I dash powershield Mario's Fireballs and eliminated many of his approach options with full hop fast falling zairs while Mr. R's Sheik gave me like no options beside retreating pivot F-tilts which I didn't use sadly.

But what is really useful, to pros and newb alike is stuff like: "you can beat Sonic's d-air with up-air if you hit his higher foot, the lower foot will trade/or win but you always win if you land on the upper leg, this can get you a high-% kill"
Or: "to avoid megaman lemon-lock SH-AD to wreck the spacing. N-air, z-air and f-tilt straight into lemons beats them out."
That are the kind of tips I wrote regarding the matchups vs. R.O.B. and Yoshi so I completely agree.
 
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Afro Smash

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OP = Original Post, so the post at the very top with all the characters and spoilers underneath. Go to Rosalina + Luma and click the Spoiler, the info is in there
 

SSBMagy

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This footage is a perfect example of why Tether recovery is exceedingly dangerous vs Sheik and should be avoided imo if possible, she can just too easily and quickly put out a hitbox between us and the stage and take advantage of Tethers lack of invulnerability.

As for high percents you always want to jump out of her down throw, Air Dodging will leave you KO'd by her vanish. And Jumping away in general will help to avoid her frame traps.

Challenging off stage is very risky since she gains invulnerability frames before she disappears with Vanish. Instead feign an edgeguard and go for a ledge trump bair.

Despite my critique I can't really comment on how well I'd of done, the amount of pressure he's constantly applying looks insanely difficult to deal with, but just makes me just wanna practice the MU even more.
A bit new here. But how about just spacing against her? By that I mean roll/spot dodge then down smash. (Probably spot dodge)
 
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