Brahma
Smash Journeyman
Samus has a lot of attacks with little knockback that can chain into other attacks. I think this is one of her biggest strengths, and I'd like to try to put together a definite list of what can chain into what, how to hit the attack so it chains best, and at which percents. I'll update this first post with what we find.
Let's start off with jab. I'm not sure at what % jab combo starts being guaranteed. It seems like the 2nd hit can be blocked at early %. It's also risky to always throw out the jab combo since if the first is shielded the second can be interrupted. I think the best option is to jab, then if it hits, follow up with Ftilt or Dtilt. I think at higher % you can go right into UpB too.
Fair. At lower %, hitting Fair it on a grounded opponent seems to lead to a jab. Around 0% they usually can shield or grab out, but upwards of 20% or so it seems to work. At mid to higher% you can start working in Ftilt, Dtilt. Again, I think UpB starts working at higher %.
Uair. Uair is a good combo move, except for the fact that the last hit knocks back. The most reliable way I've found to get rid of the knockback hit is on grounded opponents to SH and use it late in the SH so it land cancels before the knockback hit. It seems to pop up really well for Usmash and UpB. Trying to find a reliable way to combo it in the air. I've tried DIing away as you hit, but they always seem to get dragged into the last hit. Any ideas?
What else you guys have?
Let's start off with jab. I'm not sure at what % jab combo starts being guaranteed. It seems like the 2nd hit can be blocked at early %. It's also risky to always throw out the jab combo since if the first is shielded the second can be interrupted. I think the best option is to jab, then if it hits, follow up with Ftilt or Dtilt. I think at higher % you can go right into UpB too.
Fair. At lower %, hitting Fair it on a grounded opponent seems to lead to a jab. Around 0% they usually can shield or grab out, but upwards of 20% or so it seems to work. At mid to higher% you can start working in Ftilt, Dtilt. Again, I think UpB starts working at higher %.
Uair. Uair is a good combo move, except for the fact that the last hit knocks back. The most reliable way I've found to get rid of the knockback hit is on grounded opponents to SH and use it late in the SH so it land cancels before the knockback hit. It seems to pop up really well for Usmash and UpB. Trying to find a reliable way to combo it in the air. I've tried DIing away as you hit, but they always seem to get dragged into the last hit. Any ideas?
What else you guys have?