❤ Nikodemus05
Zero Skill Spamus
I'd like easier beam swap canceling, along with not reverting to crouch position when dropping a bomb while crawling.
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This.just make dtilt trip and we done.
What's wrong with the swap being easier? Sheik and Zelda can swap entire movesets with invincibility and no lag and we can't get an easier beam swap? That being said, I actually like the current taunt method, but I think the actual switch should happen earlier in the animation. As it is now, you have to cancel the taunt pretty late into the animation, and if it's done too early, then you don't get the swap. Samus doesn't slide very far when she taunts, so making the taunt cancel switch that late discourages me from just doing that over simply taunting at neutral when I have space (it's still pretty fast). Neutral never fails, but I risk getting nothing from edge cancelling even a little too early. Making the taunt cancel just a tad earlier, I feel, would give more incentive to actively go for the edge-cancelled taunts.I'm against making the beam swap easier. I kind of enjoy the taunt cancelling stuff. I also think that it's a good thing that the swap requires some form of investment; I wouldn't want it any easier then the current taunt cancel method.
I think the fact that you have to weigh whether or not you want to go for the taunt cancel switch is evidence enough that it's fine as is. There might as well not be a change animation at all if it taunt cancelled any earlier, it's supposed to be something you can only do if you have a little bit of room.What's wrong with the swap being easier? Sheik and Zelda can swap entire movesets with invincibility and no lag and we can't get an easier beam swap? That being said, I actually like the current taunt method, but I think the actual switch should happen earlier in the animation. As it is now, you have to cancel the taunt pretty late into the animation, and if it's done too early, then you don't get the swap. Samus doesn't slide very far when she taunts, so making the taunt cancel switch that late discourages me from just doing that over simply taunting at neutral when I have space (it's still pretty fast). Neutral never fails, but I risk getting nothing from edge cancelling even a little too early. Making the taunt cancel just a tad earlier, I feel, would give more incentive to actively go for the edge-cancelled taunts.
Speaking of beam swaps, the ice phase really needs to be given some better utility. As of now, the only real reasons to use it are usmash and fair at high %'s and ice homing missiles. Ice fsmash absolutely sucks, ice super missiles are underwhelming (although I guess that's a good tradeoff for broken homing missiles), and ice dtilt is hard to capitalize off of outside of edgeguarding. If fsmash was at least made a little better, that would be a big improvement. As of now, it's too weak (it won't kill peeps at 150%), and the two-hit gimmick never works.
Do something about her tether. As a Melee Samus main, I still find it very disgruntling that in situations where I could tether a wall, walljump out of tether, or do a plethora of other nifty and useful tricks (rising grapple, rising grapple cancel, and high jump, to name a few), I am severely limited to just being ledgehogged in PM. At least in 3.0, her tether was really long, but right now, her recovery is kinda easy to edgeguard or heavily punish. The universal tether changes alone hit her pretty hard, but decreasing the length to what it is now was a bit much, IMO. It's pretty easy for a lot of chars to just hit her when she tries to get into tether range. When it comes to recovery, everything I can do just feels like a really lackluster version of what she could do in Melee. In Melee, if the opponent grabbed the ledge, Samus could tether walljump > upB immediately, rising grapple past the ledge (w/o locking onto it), rising grapple cancel into an aerial, high jump (rising grapple cancel next to the stage), etc. OK, none of those options exist with current ledge mechanics, but looking at what she does have: In Melee, Samus can drift back offstage immediately after being hogged, and if she decides to drift onstage, there is no lag once she hits the ground. Oh yeah, let's not forget that her tether has a hitbox. In PM, she takes so long to drift that it can be easily reacted to and there are plenty of set-ups that equally account for both drifting on and offstage. If she decides to land onstage, then there's that forced 30 frames of landing lag. Also, no hitbox on tether to at least threaten edgehoggers. Obviously, giving Samus all of her Melee perks is either not possible or not practically feasible when coupled with the PM perks, but without any of them, I'm gonna say that her recovery now is just flat-out worse than it was in Melee, which is really saying something.
Other than that, I think Samus is one of the most well-designed characters in this patch. Just a few slight changes to ice phase and recovery and she'll be perfect, I think.