BillNyeTheSamusGuy
Smash Journeyman
- Joined
- Jan 3, 2014
- Messages
- 463
Defense comes in many forms, for now we're going to assume a "defensive option" is a reaction to an approaching attack from your opponent, or a situation where you know you'll have to shield/get hit. Your options are:
walk away
dash away
wave dash away
jump (jump->waveland on platform)
spotdodge
roll (snicker)
shield
crouch cancel
ftilt (if they approach but mis-space)
upb
OOS Options
Wavedash away, shield, and crouch cancel are probably the most samus-y of those options. To flesh out samus' defense it'll be important to know what kind of things you can use after those options. Let's consider oos options.
shield->upb
shield->wave dash oos
shield->nair oos (any aerial really, nair has the most utility)
shield->jump to retreat
shield->bomb
shield->grab
shield->spot/dodge roll
The important thing to note is that if your opponent hits your shield, there are situations where they can shield the upb. Recognize this and mix up the options you use. If you watch Hugs you'll see him predominantly cycle through three options OOS: Upb, grab, and wave dash away. Upb beats attacks, movement (eg jumping) and even shield sometimes, grab beats shield, wave dash away is safe as long as they don't read it or immediately attack. The beauty is that each option encourages your opponent to do something one of the other options deals with. Are people shielding your upbs, then grab. Are people punishing the grab? Wave dash away. Are people preparing to punish your wd? Upb. (This is not a comprehensive list of interactions, but I find it a godd starting point. Watch this for further research on oos options and some good examples of how to use them https://www.youtube.com/watch?v=iZTEFvi5E_4).
CC Options
Your oos game is pretty good, but sometimes you have to take the hit and/or you realize its more beneficial to take the hit. This brings us to crouch cancelling. Responses include:
crouch cancel->dtilt/dsmash
crouch cancel->upb
crouch cancel->jab
crouch cancel->grab
crouch cancel->shield
crouch cancel->wavedash
Dtilt is probably where you want to start, since you can get a big punish off it. Better people get around that pretty quick tho. CC->Grab can beat shield if they commit to the shield after an attack, but I find jabs are pretty useful here as well, since they are less committal than grabs. CC->upb is a pretty niche option, but its a nice get out of jail free card if you know you're about to get hit by something you usually can't counter attack out of cc (eg falcos dair).
Wavedash Options-
Defensive use of wavedashes is pretty straightforward:
Wave dash back -> attack
wave dash back -> retreat
wave dash back -> advance
You use wavedashes when you know your opponent messes up their spacing and can't hit you with their approach. This is why wavedash->attack is so common: They just committed but you moved back out of their range putting you in a position for a counter hit. Ftilt, fsmashes, dtilt, dsmash, and uptilt are common here with a spaced ftilt being the safest/most common option. After the wavedash you may need to re-take stage control or readjust your spacing, so using another movement option to advance or retreat is advisable at times. Also also, often your opponents will hard read a wavedash back (because you are samus) so consider wavedashing through your opponent if you notice your wavedashes are getting punished.
walk away
dash away
wave dash away
jump (jump->waveland on platform)
spotdodge
roll (snicker)
shield
crouch cancel
ftilt (if they approach but mis-space)
upb
OOS Options
Wavedash away, shield, and crouch cancel are probably the most samus-y of those options. To flesh out samus' defense it'll be important to know what kind of things you can use after those options. Let's consider oos options.
shield->upb
shield->wave dash oos
shield->nair oos (any aerial really, nair has the most utility)
shield->jump to retreat
shield->bomb
shield->grab
shield->spot/dodge roll
The important thing to note is that if your opponent hits your shield, there are situations where they can shield the upb. Recognize this and mix up the options you use. If you watch Hugs you'll see him predominantly cycle through three options OOS: Upb, grab, and wave dash away. Upb beats attacks, movement (eg jumping) and even shield sometimes, grab beats shield, wave dash away is safe as long as they don't read it or immediately attack. The beauty is that each option encourages your opponent to do something one of the other options deals with. Are people shielding your upbs, then grab. Are people punishing the grab? Wave dash away. Are people preparing to punish your wd? Upb. (This is not a comprehensive list of interactions, but I find it a godd starting point. Watch this for further research on oos options and some good examples of how to use them https://www.youtube.com/watch?v=iZTEFvi5E_4).
CC Options
Your oos game is pretty good, but sometimes you have to take the hit and/or you realize its more beneficial to take the hit. This brings us to crouch cancelling. Responses include:
crouch cancel->dtilt/dsmash
crouch cancel->upb
crouch cancel->jab
crouch cancel->grab
crouch cancel->shield
crouch cancel->wavedash
Dtilt is probably where you want to start, since you can get a big punish off it. Better people get around that pretty quick tho. CC->Grab can beat shield if they commit to the shield after an attack, but I find jabs are pretty useful here as well, since they are less committal than grabs. CC->upb is a pretty niche option, but its a nice get out of jail free card if you know you're about to get hit by something you usually can't counter attack out of cc (eg falcos dair).
Wavedash Options-
Defensive use of wavedashes is pretty straightforward:
Wave dash back -> attack
wave dash back -> retreat
wave dash back -> advance
You use wavedashes when you know your opponent messes up their spacing and can't hit you with their approach. This is why wavedash->attack is so common: They just committed but you moved back out of their range putting you in a position for a counter hit. Ftilt, fsmashes, dtilt, dsmash, and uptilt are common here with a spaced ftilt being the safest/most common option. After the wavedash you may need to re-take stage control or readjust your spacing, so using another movement option to advance or retreat is advisable at times. Also also, often your opponents will hard read a wavedash back (because you are samus) so consider wavedashing through your opponent if you notice your wavedashes are getting punished.
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