stingers
Smash Obsessed
i need to zap jump more...i didn't play lucas in vbrawl so i never learned all those ats
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There are two problems with missiles in this match. Lucas is short enough that he can run under them if he is not under pressure when samus starts to fire if he is at moderate distance, or start pk firing if he is a bit farther. Basically, samus has to already be in control of the match before she can start camping. Distance alone isn't good enough like it is in some other matchups.never played a samus before. D:
Sorry. In theory, shouldn't small missles and playing keepaway with retreating fairs be your best option? try to get early gimps with samus' awesome spike, because lucas' recovery is pretty terrible...
I would actually very much recommend that you don't magnet at all in this match (except for recovery purposes and such). The magnet loses to every other ranged option of samus, and if you start magnetting, samus can homing missile -> charge shot, and you will get hit by both if you get hit by the missile. Otherwise, samus can just zair or approach.Not if you zap jump -> magnet pull or tether.
Anyways one of the things with samus is you need to be careful with the charge beam (this is from the perspective of samus) because Lucas can use his Psimagnet. Also does PK fire cancel out any of Samus's projectiles?
Samus has some trixies which will usually get charge shots to hit even when they aren't in hitstun. For example, samus runs away, and if lucas chases, she jumps and reverses a charge shot. This almost always hits because no one is expecting it, and I've gotten many kills with it. At worst, it gets shield and samus can regain control of the match.Cman, if you powershield the missle/ hop over it you could probably get Psimagnet out in time. Really against Lucas I would advise only using the Charge Shot when Lucas is stuck in hitstun.
Personally, I would put this as a slight advantage to Lucas. Samus has troubles with short characters due to Zair not hitting them and Missles going over them. As Cman said earlier, there are some counter triangles but Lucas gets more out of them then Samus does. Also I would say that Lucas can very easily edgeguard Samus with either Downsmash or PK thunder.
On the other hand, Samus can also edgeguard Lucas. If she jumps over him he will Zapjump right into her Dair if he isn't careful, and its obviously easy to gimp him during PKT.
I would put it at 60:40 Lucas, possibly up or down by 5
No actually samus is quite good at killing now. You can go for the gimp, but should that fail, she has 7 decent or really great kill moves. These are charge shot, super missile, fsmash, nair, bair, dair, and utilt. The last two are both useful onstage and for gimping.I'd say 55:45 Lucas here.
It's only swayed in Lucas' favor because he has an easier time actually finishing a stock. Both characters can camp each other all day, but both are going to have to get in close to get the kill. Samus' main problem is killing, and fighting Lucas who can heal from a badly placed charge shot isn't going to make it any easier.
Magnet isn't fast enough to catch a Charge Shot after a Super Missile if I recall correctly, but with the wrong spacing, Samus can be punished for firing both in rapid succession.
Yes i remember, and i would like you to send them to me if you don't mind, since i didn't save any -.- The problem is that her projectiles are like ten times harder to time well on wifi than they are offline (for me at least), which is the reason I rarely hit with them. They are possible to time so that lucas can't run under them. Still it would be nice to see some of the replays. What was your opinion regarding her in-shield options, if you were paying attention to that?Cman you fought me the other day(hambone/zzzz) I have a bunch of the matches saved I think I'll pick them apart in mroe detail let you know what works and doesn't work, I do remember you have alot better luck with homing missiles then with smash missiles. Again I'll let you know in a little.
Don't do this.Cman, if you powershield the missle/ hop over it you could probably get Psimagnet out in time.
If he isn't careful is the key phrase here. Zapjumps can move in a lot of different ways and you can use PsiM to stall and position yourself for one. PKT is pretty bad here though.On the other hand, Samus can also edgeguard Lucas. If she jumps over him he will Zapjump right into her Dair if he isn't careful, and its obviously easy to gimp him during PKT.
Well you guys definitely don't know enough about samus to call a ratio, and I don't think i know quite enough about lucas. I also want to wait to see if i can think of any better oos options for samus in this matchup.I don't really know anyone who plays Samus and I'm going out of theory right now, so forgive me if I've gotten anything wrong.
What would you say the ratio is Cman?
EDIT: Veril, zapjumps always go up first, and a good Samus will just wait for the Lucas player to get into a position where he can't stall anymore and then jump out and gimp him as he rises.
Remember, these aren't official, so we don't need extensive experience yet, we'll do that later. Just give us your ratio to the best of your knowledge, it probably won't be too far off the real ratio.Well you guys definitely don't know enough about samus to call a ratio, and I don't think i know quite enough about lucas. I also want to wait to see if i can think of any better oos options for samus in this matchup.
Don't zapjump into the ****...Veril, zapjumps always go up first, and a good Samus will just wait for the Lucas player to get into a position where he can't stall anymore and then jump out and gimp him as he rises.
But you have to or else you just fall and die, that's the thing. If your far enough away that Samus can't Dair you she can Super missile so you can't do a magnet pull without getting hit by it. Then your open for further edgeguarding.Don't zapjump into the ****...
Dair kills now? o.oNo actually samus is quite good at killing now. You can go for the gimp, but should that fail, she has 7 decent or really great kill moves. These are charge shot, super missile, fsmash, nair, bair, dair, and utilt. The last two are both useful onstage and for gimping.
And get this... you can combo into charge shot with four different moves at killing percentages. If you get hit with a dair at like 60%-100% (ish) and samus has a charge shot, you will be hit with it (samus will chase and then reverse the charge shot if necessary), and it usually kills. An utilt has enough stun to combo into charge shot as well. Timed well, a homing missile combos into it. In certain situations with poor di, a super missile willl even combo into a charge shot, and this is particularly deadly because you will already be halfway to the death boundary when you get hit by the charge shot. The last one is rather rare, but I've done it a few times in matches. You can avoid it by DI'ing up on the super missile hit fyi.
I also usually live quite long against lucas's (150+), unless you hit with an fsmash at like 100 or get a random gimp with pkt (because i don't know the di for the move). I would definitely say that samus has a much easier time killing.
The main problem samus has is terrible out of shield options while lucas is a good shield pressure character. A combination of the two means that you can basically trap samus in her shield on a lack of good options to get out rather than shield stun.
Yeah that's why I'm not talkingI'll stay out of the discussion for now. I fear I might actually do more harm than good here.
I included dair and utilt as kill moves because they always combo into kill moves until really high percentages, but soon after they start to outright kill (like 160+). Delayed-kill moves you could call them i suppose. Plus, they both edgeguard well.Dair kills now? o.o
And yeah, I knew she could combo into charge shot. I only knew about dair from vBrawl though, as I played her a bit in it. Quite a number of things can combo into now it seems.
****, scrap my idea this is way betterwe should lie and tell people it's awesome...
then neko will be all like "okay i've heard pk freeze is pretty good, we need to nerf it"
then we can be all "but it's a central part of our game, we'll need you to make fsmash kill around 40 to even it out"
"well okay that sounds fair"
LETS DO IT
um... no.That's a horrible idea oh my god -_-
If you're bad enough that you kill yourself offstage with PK Freeze, that's your own fault!
Offstage PK Freeze has no tactical use whatsoever, it'll just save your *** if you're stupid enough to use it. -_-
Look, whatever... I want it changed primarily because of its momentum effects. I've gotta go to work now, but I'll post on it later. Removing the risk of a needless SD seems like a good bonus to me as well. There are so many things I would love to try out with PK-Freeze. If the codesets are "experimental", why not try it? Actually don't answer that yet. Seriously, just let me explain the momentum stuff and then maybe you'll be less hostile, K.So you want it changed...because you kill yourself with it.
Which is your own fault.
I don't want to hear it.
Except the window for using a neutral B on the c-stick is much, MUCH smaller. It also depends on pressure. It's such a small window that it seems completely random (Which it isn't I've tested it)DK can kill with his neutral B, and can combo into it. Sometimes offstage.
Zelda can use her forward B to cover her recovery from offstage, and it stalls her out for a bit.
PK Freeze has no tactical use offstage. None. It sends them up with no hitstun and barely any damage. The only purpose this buff serves is to stop bad inputs.
That's like me complaining about accidentally Spindashing to my doom instead of using the spring because I held too far to the right. >.>
No, its nothing like that. To do that you would have to have some kind of wacky finger spasm. B-sticking a neutral special instead of a wavebounced down-b is much much more likely. I'm not saying it isn't a mistake when it happens, but the comparison is absurd. Its basically a 90°error on the a-stick vs like a 20° error on the c-stick, which is really sensitive as it is.That's like me complaining about accidentally Spindashing to my doom instead of using the spring because I held too far to the right. >.>
What about ledge-momentum. PK-Freeze has an awesome slide. It would be a neat way to move really fast offstage or around platforms. Thundersliding... no. Psi-m has no ledge-momentum to speak of.The momentum never useful. There is never a time where you can use a wavebounced PK Freeze that a Magnet Pull would not of been the far better option, mainly because you have options out of a magnet pull whereas PK Freeze is utterly useless.
It stagespikes... but...PK Freeze has no tactical use offstage. None. It sends them up with no hitstun and barely any damage.