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A few Samus questions

__V

Smash Journeyman
Joined
Jul 6, 2008
Messages
253
I've decided to main Samus for awhile. What are the most important/useful combos? I can missile-cancel, and spike, but I'm having a load of trouble with the double Zair.

Also, in practically every Samus video I see, I notice that people angle their Fsmashes down. Is this an advantage? If so, how and why?
 

Orichalcum

Smash Journeyman
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Oct 16, 2006
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hm the most usefull things i would say are UPb OoS missile canceled double homing missile and zair. For combos there is Fair to dtilt and SH uair to nair. For the zair part you fire off the first zair when falling to the ground and sh zair the 2nd right away when rising again. gotta get a feeling for it because zair got some big hitlag. Also it depends on the characters you do this on, on big ones there isnt any problem but on smaller characters they will need some damage first or the zair will shoot above their head.
For the angled fsmash i cant say for sure but i have the feeling the knockback horizontally is greater
 

n00b

BRoomer
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Also, in practically every Samus video I see, I notice that people angle their Fsmashes down. Is this an advantage? If so, how and why?
I angle down against smaller characters to ensure that the hit connects.. The fsmash range was nerfed so it helps a little bit. The knockback is decreased, however.
 

SarahHarp

Smash Apprentice
Joined
May 26, 2008
Messages
130
Location
Canada
There's a few threads floating around about Samus's moves and such, which also contain a subset that generalizes combos you can utilize.

About the angling of fsmash: It useful against little characters since the hitbox goes closer to the ground, but at the cost of inflicting 1% less damage than the normal or up-angled. If you're battling a regular to big sized foe, angling the fsmash up is the best variation, because it adds 1% more than the regular fsmash, and can generally kill 10% sooner too (2% more than down-angled, and 20% sooner than down angled).

The opposite is true for ftilt: down-ftilt = 10% (so does up -ftilt) where as the default ftilt is 7% unless contact was made near her hip in which case does 8%. Down-ftilt will also KO sooner than the other two variations.

Double zair off-stage requires some prediction on your part. However the accuracy of your prediction increases slightly when you're aware of the availability of your opponents second jump.
 

VirisKnite

Smash Journeyman
Joined
May 13, 2008
Messages
249
Location
South Florida
Hmm... didn't know down angled ftilt has the most knockback. Good to know. I've gotten like 2 kills I didn't expect to get from up angled ones. I was like yay :).
 

__V

Smash Journeyman
Joined
Jul 6, 2008
Messages
253
There's a few threads floating around about Samus's moves and such, which also contain a subset that generalizes combos you can utilize.

About the angling of fsmash: It useful against little characters since the hitbox goes closer to the ground, but at the cost of inflicting 1% less damage than the normal or up-angled. If you're battling a regular to big sized foe, angling the fsmash up is the best variation, because it adds 1% more than the regular fsmash, and can generally kill 10% sooner too (2% more than down-angled, and 20% sooner than down angled).

The opposite is true for ftilt: down-ftilt = 10% (so does up -ftilt) where as the default ftilt is 7% unless contact was made near her hip in which case does 8%. Down-ftilt will also KO sooner than the other two variations.

Double zair off-stage requires some prediction on your part. However the accuracy of your prediction increases slightly when you're aware of the availability of your opponents second jump.
I'm in love with this board already.

Does the angle of their trajectory change at all when you angle an attack, or does it just change where the hitbox is?
 

SarahHarp

Smash Apprentice
Joined
May 26, 2008
Messages
130
Location
Canada
I'm pretty sure the angling affects the trajectory somewhat. I was on Luigi's Manson on the bottom floor fighting someone who was at around 170%.
From where we were situation on that floor, my normal fsmashes would shoot him at a slight angle and he'd end up hitting the ceiling and bouncing back down to the floor. This happened a few times until I angled down. What happened here is he was shot at more of a horizontal trajectory, thus missing the ceiling and being KOed.

Although I have not tested for ftilts, it'd be safe to assume the slight trajectory alterations occur when angling as well.
 
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