RaigothDagon
Smash Journeyman
Zair is the only aerial that anyone should even have considered S tier. This move alone could be S tier material among all characters. If there were any reason why it wouldn't be considered for S tier overall would be because it does 4% damage and doesn't deteriorate or refresh. This is of course under the assumption that you don't tip doing 7% with it.
This move is one of her best combo starters. Coming back to how it never deteriorates or refreshes, if you don't tip with it, knockback will be nearly the same at all percentages. That means a combo/chain that worked against a certain player/character will work at nearly all percentages. This is a move that allows a whole lot of creativity for Samus players, because just about anything can come out of this move when it is canceled on the ground. In fact, this move usually chains into itself in the air because the hitstun changes depending on if the opponent did something in between or not. Almost like a counter hit.
Some of the combos/chains I've seen are zair -> grab, uair -> zair, zair -> utilt, zair -> dtilt, zair -> ftilt, dthrow -> zair. It is a great damage racker and generally makes it safer to use other moves. It is also one of her kill moves. The tip of zair can kill MK at about 170% depending on what part of the stage you are on.
This is Samus' safest move. It has so much distance on other characters, it is ridiculous. It has so much priority, I don't think I have ever seen this move canceled out. I have only seen it interrupted. It makes such a good counter move, a move followup, combo starter, the versatility of this move is amazing. If it's usefulness for combat weren't enough, it also has awesome range for recovery as a tether.
Tether recoveries are amazingly safe too. While you can be hit out of a tether recovery before you snap to the ledge, once you grab the ledge you may do anything you want with zero lag. While invincibility doesn't last near as long, the usefulness of being able to do anything you want the instant you latch on is immeasurable. Recently discussed was the tether cancel, and such things as taking advantage of those invincibility frames to do other moves. Such things make Samus a beast on the ledge, and possibly is where Samus will progress in the future.
Gimping. This move is great off the stage, and because of Samus' great recovery, it allows her to punish characters that generally will go unpunished offstage. Adding in a great priority, this move is pretty unbeatable offstage. Pretty much the only option an enemy has offstage against Samus is to airdodge and come in at a safe angle. Most players get into the habit of DIing up because Samus has too many options to stop them from coming in below.
This move could possibly go in S+ considering how high other moves have rated so far, lol. But seriously, nothing below S.
This move is one of her best combo starters. Coming back to how it never deteriorates or refreshes, if you don't tip with it, knockback will be nearly the same at all percentages. That means a combo/chain that worked against a certain player/character will work at nearly all percentages. This is a move that allows a whole lot of creativity for Samus players, because just about anything can come out of this move when it is canceled on the ground. In fact, this move usually chains into itself in the air because the hitstun changes depending on if the opponent did something in between or not. Almost like a counter hit.
Some of the combos/chains I've seen are zair -> grab, uair -> zair, zair -> utilt, zair -> dtilt, zair -> ftilt, dthrow -> zair. It is a great damage racker and generally makes it safer to use other moves. It is also one of her kill moves. The tip of zair can kill MK at about 170% depending on what part of the stage you are on.
This is Samus' safest move. It has so much distance on other characters, it is ridiculous. It has so much priority, I don't think I have ever seen this move canceled out. I have only seen it interrupted. It makes such a good counter move, a move followup, combo starter, the versatility of this move is amazing. If it's usefulness for combat weren't enough, it also has awesome range for recovery as a tether.
Tether recoveries are amazingly safe too. While you can be hit out of a tether recovery before you snap to the ledge, once you grab the ledge you may do anything you want with zero lag. While invincibility doesn't last near as long, the usefulness of being able to do anything you want the instant you latch on is immeasurable. Recently discussed was the tether cancel, and such things as taking advantage of those invincibility frames to do other moves. Such things make Samus a beast on the ledge, and possibly is where Samus will progress in the future.
Gimping. This move is great off the stage, and because of Samus' great recovery, it allows her to punish characters that generally will go unpunished offstage. Adding in a great priority, this move is pretty unbeatable offstage. Pretty much the only option an enemy has offstage against Samus is to airdodge and come in at a safe angle. Most players get into the habit of DIing up because Samus has too many options to stop them from coming in below.
This move could possibly go in S+ considering how high other moves have rated so far, lol. But seriously, nothing below S.