I doubt this tread has so many posts about the extender etc. The extender isn't even in my Melee version, so I shouldn't even post here then? I see this thread as a common ground for all Samus discussion.
Against Falcon, I find the stage selection pretty important. My preference is FoD>YS>BF. Falcon shouldn't be able to move at all in this match up. This is done easier on smaller stages. YS has a very small blast zone, but I think winning the neutral game weighs up to this fact.
Before I've played against Falcon in almost a entirely defensive manner, just trying to upB OoS and trying to wave dash back to tilts. This hasn't been working.
My new way of playing the match up is pinning them down to the edge. This is much easier on smaller stages like YS where we're pretty much just a wave dash away from the middle to reach the edge of the stage with an Ftilt, and they can't dash dance. A shielding Falcon on the edge of the stage is very limited of options. We can keep pressuring with Ftilt and jabs and they'll have troubles moving.
Falcon can try to camp the top platform to avoid our pressure. Please fill me in here as I generally have problems against platform camping.
No Samus should have problems edge guarding Falcon, so I won't write anything about it (unless you really want to...).
Against Marth we want large, wide stages. My preference is DL64>PS. FD can be troublesome as Marth juggles VERY easily.
Try to keep a distance between yourself and Marth and shoot those missiles. Marth will either avoid them by jumping around them, power shielding, shielding, or slashing them.
If they are jumping around them, mix up your missiles in different patterns so they can't.
If they're power shielding, can't help you there except learn to power shield them back again lol.
If they are shielding, that means we can move up to them and grab, or attack for a possible shield poke. I love when Marths shield ^^
If they're destroying our missiles with aerials while moving towards us, we can punish the lag after the aerial.
Crouch cancel is very useful against Marth. If they don't tipper their aerials, we get a free punish.
We can get a lot of work done edge guarding Marth too. If they are recovering from high, we can get them with a quick Nair. Shoot those missiles too. Both homing and smash missiles.
If they are recovering from below, it's important to grab the ledge and abuse the invincibility. Ledge hop in to either Dair to meteor them, or as I prefer, intercept them with Nair. Don't be afraid to trade. Another option is to run out and lay a bomb to mess with their sweet spot.
If they get on stage with upB, we can jump up and, on lower % Dair to reverse Nair (or bomb-Nair to be fancy), or Bair, on higher % Bair or reverse Nair.
When we are put above Marth, it's really hard to come down. Try to reach the ledge if possible. Otherwise try to mind game with bombs until you reach a platform and shield. I hope you've practised shield drops. Otherwise, wave dash off to eventually reach the ground.
This is what I think anyways, and there's surely a lot of stuff I've missed. Any comments?