ihavespaceblondes
Smash Master
I had a dream last night where I was getting married or something (I was in a church at least), and HugS was the priest. Just wanted to post that somewhere before I fall asleep tonight and forget.
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If they're spamming FAir it works pretty well. You just have to know when they're going to jump and time it accordingly. You can force them to the ground for a while at least and it applies a little bit of pressure that they can't punish, so you might be able to get an approach out of it.i think they can jab both missiles, but a lot of marths don't like to jab them, which is the best option tbh, cause you can punish ftilted missiles
OH... the worst is when the TO doesn't organize the seeding of the bracket or the members of pools based off location. Then, you go your first game or two against your friends. Seen that happen once or twice.Got knocked out by members of my own crew XD.
The way that started, I thought it was going to be a post about Samus from the angle of Martin Luther King. So, for everyone else, go back and try reading that like you would hear him speak.I had a dream... HugS was the priest.
I've noticed that if I hit my enemy with the first hit on up b, it usually does a semi-spike. I've done it to people hanging on the edge, as well as when we're both recovering and he's under me.That usually happens to me if they're trying to wiggle out of it. I've seen it spike and semi-spike before. There are tons of different angles they can come out of UpB at.
I've seen Phanna do this in one of his combo videos. I've done it while recovering a few times as well.I've noticed that if I hit my enemy with the first hit on up b, it usually does a semi-spike. I've done it to people hanging on the edge, as well as when we're both recovering and he's under me.
Spacing dtilt is hot against heavy characters and spacies. They are combo-able at lower percents with more dtilts, fsmash or dsmash. Anytime I saw you read the tech, you should dtilt instead of fsmash, unless fsmash is going to get them off the stage or if it's guaranteed kill. Tech chase charge shots and grabs should also be implemented. Samus should have a charge shot at all times. Also, when you shoot missiles against a shielding enemy, I never saw you go for grab, you would try to jab or ftilt or something.Some moar, if anyone is interested:
Tyser vs. Dekline 1
Tyser vs. Dekline 2
Feel free to critique because I wanna get better.
DAir is not the Samus metagame. It's a gimmicky option that gets punished hard if it isn't set up for properly. It's good if you've got the reads, but it's high-risk, moderate-reward against anything other than misspaced/wiffed-attack-below-you. >_>Spacing dtilt is hot against heavy characters and spacies. They are combo-able at lower percents with more dtilts, fsmash or dsmash. Anytime I saw you read the tech, you should dtilt instead of fsmash, unless fsmash is going to get them off the stage or if it's guaranteed kill. Tech chase charge shots and grabs should also be implemented. Samus should have a charge shot at all times. Also, when you shoot missiles against a shielding enemy, I never saw you go for grab, you would try to jab or ftilt or something.
All and all, you're pretty good though.
On a side note, dair is the Samus metagame.
I understand the 'risks' of the move. I'm not like a scrub or anything, and I'm 100% serious that dair is ****ing great. You seem so pessimistic when it comes to this discussion, like if it's gimmicky, or risky, don't use it. It's that kind of mentality that is keeping the Samus meta game down. Just disregarding the move because you don't use it... well, it's your loss. But i've been extensively playing around with it in tourney, and I feel that it's a move that should see more play. More than just a meteor as an attempt to edgeguard, it's on stage uses are amazing. I wish I had some video, but in essence, it has proved to work really well on specific matches. (Jiggs, Peach, Gannon...) I'm not saying use it all the time, but just try putting it in your game.DAir is not the Samus metagame. It's a gimmicky option that gets punished hard if it isn't set up for properly. It's good if you've got the reads, but it's high-risk, moderate-reward against anything other than misspaced/wiffed-attack-below-you. >_>
Dtilt is so great as a tech chase, trust me. It's also good on spacies, because of which the angle it pops them up, you can always fsmash, always. If I read a techroll to the edge of the stage, am I going to dtilt instead of knocking them off with a fsmash? No. Im saying that situationally racking up damage is more important then going for fsmashes all the time. Dtilt is also much safer than dsmash in most situations, because if it is shielded, it pushes them away, as opposed to bringing them in, and its much faster. Fsmash is a great move, don't get me wrong, but dtilt is another move that I feel is underutilized.Fsmash has more range and can set up further tech chases as well as knock them off the stage at a very favorable angle more easily. Dtilt can combo, but you're only getting 1 more (maybe 2) hits at the most at low-mid %'s. It's situational based on stage positioning which should be used, imo.
I understand shield pressure.Tech chase grab? You'd have to have mad prediction skills and timing for that, otherwise you're the one that ends up getting punished. You can pull it off every once in a while, but you have to know their tech patterns pretty well. Tech chase charge shots are alright, but generally you're only going to have 1 fully charged shot against them per stock, 2 at the most or they're doing it wrong.
Jab/Ftilt after missiling is called shield pressure. It's a hell of a lot safer because if they jump OoS over your missile then you aren't stuck in Samus's extremely laggy grapple animation. It takes away your ability to punish their jump with an aerial too. Jumping over a missile is a very common reaction. You'd have to know 100% they're going to sit in their shield and not move one bit.
I like running away. It's what I do, although sometimes I'll get a little overzealous and try to be aggressive. I do best when it comes to not approaching my opponents which is why I run even if I hit them, unless they're high %. Also, IMO, people aren't used to people straight up running to the other side of the stage. They usually get pissed off at me and think I'm insulting them, which will mess up their head and give me the advantage, hopefully XD.If you land an aerial, there's no point in WDing AWAY. WD TOWARDS and ftilt/utilt/whatever. Keep your advantage. Or missile if you can't get there in time.
Missed Utilt < Nairing the wrong way.
Just my thoughts on your johns. LOL
You know what to do, you got this.
I do this somewhat frequently, or at least I think about doing them somewhat frequently. It's just to demoralize my opponent though. Who gets tech chased grabbed by Samus, honestly XD.Tech chase jump cancel grabs are so good, dude.
Tech chase jump cancel grabs are so good, dude. Trust me.
Lol DAir ***** on platforms.All the dair hitbox frames fused together:
So good for platform tech chases.
Johns XDI do best when it comes to not approaching my opponents which is why I run even if I hit them
I specialize in ground game which is why I stay grounded, or at least try to stay grounded more than in the air. Samus sucks balls in the air, so I try to avoid it at all costs.
Uair and Dair are both beast. Dair>plops up for Nair, Uair>dash away pivot fsmash. TOOOO good.I spam the **** out of Uair too. You can throw out a jab if they shield before their shield lag goes away.
In most situations Dtilt is a better option than dsmash. They have almost identical frame rates in terms of start up, but Dtilt is faster. Also I find Dtilt's trajectory a little more reliable.
BeastAll the dair hitbox frames fused together:
So good for platform tech chases.
Patience, prediction and pacifism. LOLSamus play is about patience to me, not ****** them with 1 combo.