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What about if youre against a good gimper? MK/Marth...Okay, almost everyone knows that Samus is a projectile user, so they will usually dash in to prevent being hit by too much spam. I start the game by charging up my beam by 1 level, then retreating to the ledge. I use some understage zairs, and ledge hop SM/charge shots. My first combo is usually a ledge hop uair/fair to some other fancy mumbo jumbo.
Samus has a VERY underrated Close Combat game. I think you should try being more aggressive for a while. Mid Range is Actually Samus' WORST position. I think you need a healthy mix of Close/Long range battle to be a good Samus.My latest improvement has come from spacing. That is, do your utmost to stay out of grab range (ie short range). Set up half-length zairs into d-tilt range, dash away from people who like to short-hop air-dodge or drop full-hopped ff dairs onto you etc. Counter-offense is the other option - upB for full-hoppers, uair, nair etc.
I perform much better when I play to always stay out of grab range, since samus' terrible grab speed puts you in trouble vs every character except yoshi, zss and samus (I think).
It's not possible to stay out of close range all the time, I just do my best.
But are you using it against people experienced in the matchup? It comes out fairly slow, and all they have to do is jump, theres no reason for anybody who's experienced in the matchup to be caught by a pivot grab. Only reckless/inexperienced players.I don't have time to read everything, and this is all based on my current playstyle, but..
I do not in any way think the pivot grab is useless. The pivot grab is an awesome tool if combined with good spacing and reaction time. It helps after retreating a whiffed aerial or if your opponent tries to punish something and fails.. It gets Samus out of close range. I use it a lot. :\
As for pivot dsmash, I do this.. because you get a long slide with the dsmash, and it's a good alternative to dash attack because it's harder to shield grab it. Dsmash obviously should never be used for a kill, and because it can't KO anyway, spam it for damage + breathing room. Samus needs breathing room.
The cooldown time for a dsmash isnt that bad, expecially considering the fact he riskes grabs with 2.5 seconds of lag.The only risk associated with doing that n00b being PowerShielded. That move leaves you open for most Smashes, on potential pwnage from certain characters.
How about a Block/Grab happy Olimar?^ Very true, good point. I figure it might help against people that are grab-heavy and sit in shield.. Perhaps the sweep of the dsmash can poke under their shield if they let it degenerate for a bit too long. Even so, it's better to find a situation or use for a move than to set it aside as useless..
What's cool about the dsmash is you can do it out of dash pivot cancels, and even then you can mix it up with grabs if they try to powershield. It sounds difficult, I know, but there are always new approaches to consider, right?
unless you completely whiff the pivot grab your enemy shouldn't have the opportunity to jump over it... ^^ if the person is in range of the grab their only chance is to spot dodge it... which leaves very little time afterwards to punish the grab....But are you using it against people experienced in the matchup? It comes out fairly slow, and all they have to do is jump, theres no reason for anybody who's experienced in the matchup to be caught by a pivot grab. Only reckless/inexperienced players.
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Can you elaborate? To me there are very few options at close range. You can jab (which I do a fair bit), you can short-hop something (actually not bad because samus has a VERY quick jump animation) or you can d-smash. The other option is upB.Samus has a VERY underrated Close Combat game. I think you should try being more aggressive for a while. Mid Range is Actually Samus' WORST position. I think you need a healthy mix of Close/Long range battle to be a good Samus.
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Powershielding a Jab isnt as easy as you make it sound, but that would definately be a good idea.@Carter - I PowerShield Samus' jabs and get in hits in between...
Samus' cant grab an aerial opponent with her beam, even if theyre just 2 inches about ground. Unless she gets them with her cannon, in which case a pivot Fsmash would be a MUCH better option. I dont know what youre talking about; spot dodge is NOT their only option, nor their best option.unless you completely whiff the pivot grab your enemy shouldn't have the opportunity to jump over it... ^^ if the person is in range of the grab their only chance is to spot dodge it... which leaves very little time afterwards to punish the grab....
Even if the person is in range and he/she tries to jump it at the same time you start the pivot grab.. the pivot grab hitbox will still likely hit them, before they can escape it vertically
I don't think there is enough time to use a short hop as a reaction though if they are in range... especially when people's reaction to seeing an attack come at them is to usually shield first- which makes them vulnerable to the grab anyways...
basically... just be smarter about using it is all.
you make it sound like the grab moves at like 2 mph or something... it doesn't. Its ending lag is the main problem, the startup lag is not really THAT bad imo.
ps N00b is not a noob
As i said, a good samus, has a good MIX of close AND long range. As you pointed out, if samus approaches an opponent with full shield, she's at a massive disadvantage. BUT, a few super missiles and a z-air would diminish their shield just enough to make them more cautious.Can you elaborate? To me there are very few options at close range. You can jab (which I do a fair bit), you can short-hop something (actually not bad because samus has a VERY quick jump animation) or you can d-smash. The other option is upB.
The biggest problem is that you can't grab before you get hit by something. This means that your opponent can shield every attack, and if they watch samus, spot-dodge your grab. So your option for hitting an opponent is a) hit them as they try and hit you, or b) hit them in their lag from a move. The opponent, on the other hand, can do a) and b) very successfully since a lot of samus's moves lag (d-smash, up-b, down-tilt, f-tilt), as well as using option c) grab, which goes through your shields. Statistically speaking, over time pretty much every opponent has the advantage within grab range.
IMO samus (theoretically) makes up for her ****house close game with an amazing range game (eg zair).
Mid-range is samus's strong area. super-range tilts, a fantastic dash attack and zair every time your opponent makes a mistake. I'm sure her strengths and weaknesses appear different depending on which character you are playing against though.
First video was perfect use of the pivot grab, moving away from a laggy attack and punishing it. Thats the time i use the pivot grab as well.I don't think you know the usefulness of the pivot grab in terms of spacing and punishment. I don't know if this will help my case, but I can just throw out examples of when I use pivot grabs. For example, a single initial jab connecting sets up for a pivot grab. Most people would cancel their second jab with an up B or a dtilt, but these options are not always the best. Up B still leaves you floating so you might be just as vulnerable, and a dtilt at certain percentages is a waste of freshness. If you can land a pivot grab you can put your opponent where you want them to be (offstage, up in the air while you charge B, grab release to dtilt for KO, etc) and you can use samus's chops to regenerate stale moves. Anyway, a single jab would usually trigger a shield response OR a punish response from your opponent. If you jab cancel to dash away to pivot, Samus's long grab range should catch the opponent.
I've been experimenting with it, but uhm.. I have a vid for an example I guess:
http://www.youtube.com/watch?v=j74doocfV5M @ 0:22
http://www.youtube.com/watch?v=sx_5gid3MSo @ 2:21
I agreeThe Pivot Grab falls very much in line with Sauna's thread about spacing via walking. Against an opponent who doesn't grasp Samus' spacing abilities, something as simple as the Pivot Grab can do wundrs. ^_^
That's a nice mindgame I agree, but every other character can do exactly the same thing, including pressure shields.As i said, a good samus, has a good MIX of close AND long range. As you pointed out, if samus approaches an opponent with full shield, she's at a massive disadvantage. BUT, a few super missiles and a z-air would diminish their shield just enough to make them more cautious.
At this point if you went in for a close range string, itd be more effective. Something id do is shorthop, fastfall a D-air. Which would hit theyre head and allow me to follow up. Chances are though, since the person is shield conscience they'll if they see the dair coming, but since its fastfall'd, id be able to catch them with a f-tilt or even a dash attack.
Playing at long or short range too long is not a good way to play. As i said; a MIX of them both is what makes her good.
And super awesome combos that do roughly fifteen percent in damage!Okay.... so the future of Samus is spamming and grabbing. Gotcha.
I'm pretty sure no-one has been saying grabbing is a major feature of Samus's game. Using your ranged abilities definitely is though.Okay.... so the future of Samus is spamming and grabbing. Gotcha.
Well things I notice with Samus mainers...
We don't charge our smashes - Other characters seem to have success with this...
We don't use empty jumps - Some people KNOW you're going to spike them if you jump offstage. Try waiting a little longer. Remember to hold down during the ascent of your jump so when you try to spike later, you won't fastfall. Empty jumps could also help with approaching. (See footstool comment)
We don't use Screw Attack like it's spammable - It is very spammable depending on who you're fighting against. Just don't hit your foe's shield/airdodge like an idiot, though. If your opponent is above you, use it. Later on in the match, stop. See if you can bait more airdodges this way. It might make kill setups easier.
We don't shield grab - Whenever I play a random CPU Samus, they always somehow shield grab my attacks. Just because your grab is slow doesn't mean it doesn't work. Remember that most characters can't do anything until they hit the ground after their aerial hits your shield, this gives you more than enough time to shield grab.
We don't spam from the ledge - You can perform understage zairs reeally easily. It's much safer than using Fair since you can't get grabbed if you're under the stage. I believe someone made a vid of this if you don't know how to do this. After your foe is fed up with your zair spam and retreats, you can return back to the stage with a ledge hop homing missile and begin your spam onslaught.
We don't go under the stage and up the other side - Mainly because it's slow, but an option is an option. Remember you can wall jump off that thingy underneath Battlefield. Yeah, I used that to set-up a zair edgeguard.
We don't footstool on purpose - After we spam and either you or your foe approaches, you can pretend to not know what you're doing and jump right into your opponent. Your foe can EASILY shield anything you might do and then grab you. Instead, you can footstool off their shield and immediately drop a bomb. Should they grab you, the bomb will inflict 10% to them and at most, you'll take 3% from pummels (Lucas has a wicked pummel). Then you'll get a free opportunity to dtilt, jab, dsmash, ftilt, screw attack, or dash attack. Everything else is too slow. At best, your foe may just keep shielding, allowing you to grab and let the bomb connect for 10% + pummel damage + throw damage. At worst, they could roll away. But that gives you more time to spam or if it's another Samus, a dashing shield to fsmash/grab/dtilt/whatever.
This HAS to help someone.
Charging smashes: You need a good smash to charge. If people want to start doing this my guess would be dsmash? I only tend to do fully charged smashes after a shield break but maybe there is more to be explored here. Actually now that you mention it, I've never done a fully charged upsmash.Well things I notice with Samus mainers...
We don't charge our smashes - Other characters seem to have success with this...
We don't use empty jumps - Some people KNOW you're going to spike them if you jump offstage. Try waiting a little longer. Remember to hold down during the ascent of your jump so when you try to spike later, you won't fastfall. Empty jumps could also help with approaching. (See footstool comment)
We don't use Screw Attack like it's spammable - It is very spammable depending on who you're fighting against. Just don't hit your foe's shield/airdodge like an idiot, though. If your opponent is above you, use it. Later on in the match, stop. See if you can bait more airdodges this way. It might make kill setups easier.
We don't shield grab - Whenever I play a random CPU Samus, they always somehow shield grab my attacks. Just because your grab is slow doesn't mean it doesn't work. Remember that most characters can't do anything until they hit the ground after their aerial hits your shield, this gives you more than enough time to shield grab.
We don't spam from the ledge - You can perform understage zairs reeally easily. It's much safer than using Fair since you can't get grabbed if you're under the stage. I believe someone made a vid of this if you don't know how to do this. After your foe is fed up with your zair spam and retreats, you can return back to the stage with a ledge hop homing missile and begin your spam onslaught.
We don't go under the stage and up the other side - Mainly because it's slow, but an option is an option. Remember you can wall jump off that thingy underneath Battlefield. Yeah, I used that to set-up a zair edgeguard.
We don't footstool on purpose - After we spam and either you or your foe approaches, you can pretend to not know what you're doing and jump right into your opponent. Your foe can EASILY shield anything you might do and then grab you. Instead, you can footstool off their shield and immediately drop a bomb. Should they grab you, the bomb will inflict 10% to them and at most, you'll take 3% from pummels (Lucas has a wicked pummel). Then you'll get a free opportunity to dtilt, jab, dsmash, ftilt, screw attack, or dash attack. Everything else is too slow. At best, your foe may just keep shielding, allowing you to grab and let the bomb connect for 10% + pummel damage + throw damage. At worst, they could roll away. But that gives you more time to spam or if it's another Samus, a dashing shield to fsmash/grab/dtilt/whatever.
This HAS to help someone.
I lol'dRohins said:every day I'm hustlin.
We don't shield grab - Whenever I play a random CPU Samus, they always somehow shield grab my attacks. Just because your grab is slow doesn't mean it doesn't work. Remember that most characters can't do anything until they hit the ground after their aerial hits your shield, this gives you more than enough time to shield grab.
Cool, we really need those grab pummels to refresh our kill moves. Especially for dtilt, since it's useful at low percentages.Shield Grab: Perfect shield makes Samus' shield grab more feasible. It's also important to keep track of moves that you can shield grab regardless (MK's rising fair) and that the enemy doesn't have to be touching the ground for the grab hitbox to trigger.
It was so amazing it broke my controller.i figured out how to platform cancel on non-moving platforms today. or rather, i found a fast way to platform cancel on non-moving platforms. quick double jump to FF zair. the FF to zair needs to be done as early as possible and the zair must follow immediately, otherwise you'll just FF through the platform
the zair has a waveland, so thats kinda cool with platform canceling. wish i could figure out how to fall through a platform immediately after landing though. i could get some real 3+ zair combos with platform canceling
i figured out how to platform cancel on non-moving platforms today. or rather, i found a fast way to platform cancel on non-moving platforms. quick double jump to FF zair. the FF to zair needs to be done as early as possible and the zair must follow immediately, otherwise you'll just FF through the platform
the zair has a waveland, so thats kinda cool with platform canceling. wish i could figure out how to fall through a platform immediately after landing though. i could get some real 3+ zair combos with platform canceling
Some attacks outrange the screw attack or can push you backwards. Shield grabs are nice then, even without a powershield. A couple frames isn't affecting it that much, and it's really easy to powershield in brawl.Shield grab -> I was under the impression that Up-B OOS was a much more reliable option than shieldgrabbing. Just because we can't shieldgrab doesn't mean we don't have another option out of it.
Charging smashes -> I thought about this one a lot, since I do it a fair amount with other characters. The truth is, Samus' F-Smash doesn't have enough range. People can easily space it if they see the charge coming, and even if they don't see it coming, it's still one of the easiest F-Smashes to whiff. It's not exactly a Bowser F-Smash. I do occasionally charge my D-Smashes, which can catch rollers. In general though, to defeat a charging D-Smash, you just jump and punish with anything, and most dash attacks clash or outprioritize it. That's typically why I don't charge my smashes, although I'd love it if someone else came up with a good way to use them.
Empty Jumps -> I agree completely. We should be using these more.
from below the platform, or while ON the platform? Zair won't waveland, it's impossible. That's like saying you can wavedash out of an L-cancel at the same time in Melee.i figured out how to platform cancel on non-moving platforms today. or rather, i found a fast way to platform cancel on non-moving platforms. quick double jump to FF zair. the FF to zair needs to be done as early as possible and the zair must follow immediately, otherwise you'll just FF through the platform
the zair has a waveland, so thats kinda cool with platform canceling. wish i could figure out how to fall through a platform immediately after landing though. i could get some real 3+ zair combos with platform canceling
Samus? Landing lag? Preposterous. Shielding would take too long, imo. It's 9 frames '~'. How do you shield drop?If you want to circumvent the landing lag press shield right after landing, release, then drop through. I'll have to try your ffzair style platform cancel, because that sounds amazing.
edit: I'm aware it's not really lag from landing, but it doesn't allow you to fall through a platform immediately. If you shield then go through (or *gasp* shield drop) you can go through quicker.
i quick double jump FF from below and cancel whatever move (they all auto-cancel) on the platformfrom below the platform, or while ON the platform?
when i land a zair while DI'ing back, i slide backwards. thats what i mean when i say waveland.Zair won't waveland, it's impossible
It's not "lag" moreso than a certain amount of frames you are unable to fall through the platform. For example, do a missile cancel on a platform then try to fall through. It should take a while before it actually allows you fall through the platform. If you shield then release you can fall through the moment you release shield or...Samus? Landing lag? Preposterous. Shielding would take too long, imo. It's 9 frames '~'. How do you shield drop?