I am curious how Samus users deal with a few situations I am finding problematic.
Close-quarters combat. Samus' jab is quite good in certain situations, especially when you mix up the second hit with D-Tilts and D-Smashes; however, her Grab is a major liability in this area. Performing a Dash Grab (tap the stick and hit Grab rather than simply hitting Grab) alleviates it somewhat as the animation is faster, but her grabbing power is still massively underwhelming in close combat. This is especially problematic due to the fact that it's possible to Perfect Shield the second hit of her jab "combo" (ugh) and Grab her; thus making it unwise to use her jab against opponents who are aware of this. With her jab gone, and her Grab unusable, all she has left is her F-Tilt, which, while amazing, is easily shielded and punished. All of this combines together to drastically limit what Samus can do in melee combat, which leads to being predictable and easily punished.
Short-hopped aerials (D-air, U-air, a quick N-air) can be used against some characters, but anyone with a good U-tilt stops this easily (Meta-Knight, I'm looking at you), and most of the time your opponent can shield your aerial and punish you. As far as I can tell, her only real hope is getting off one of her lagless aerials and then hitting with her jab/F-Smash/F-Tilt (all easily Shielded) or a D-Tilt/D-Smash (also easily Shielded).
Bombs don't explode on contact, so they can't be used quickly enough in a tight situation.
What tactics do you all use to win in close combat? It seems like Samus is lacking pretty much everything that makes a character good in melee combat.
Short-hopped 1-o'clock and 11-o'clock approaches. (i.e., slightly above Samus but too far to the right or left to hit them with U-Smash.) Z-air shuts down most short-hopping very well as long as your opponent is fairly far away from you, but fast opponents can often force their way through and approach with a close-in short-hop at an angle that U-Smash doesn't cover. Can any of Samus' moves (e.g., her U-Tilt) defeat this approach for a large number of characters, or is her only option to shield/dodge/roll?
Any tactics that can help Samus be viable in close-quarter combat would be greatly appreciated.
Close-quarters combat. Samus' jab is quite good in certain situations, especially when you mix up the second hit with D-Tilts and D-Smashes; however, her Grab is a major liability in this area. Performing a Dash Grab (tap the stick and hit Grab rather than simply hitting Grab) alleviates it somewhat as the animation is faster, but her grabbing power is still massively underwhelming in close combat. This is especially problematic due to the fact that it's possible to Perfect Shield the second hit of her jab "combo" (ugh) and Grab her; thus making it unwise to use her jab against opponents who are aware of this. With her jab gone, and her Grab unusable, all she has left is her F-Tilt, which, while amazing, is easily shielded and punished. All of this combines together to drastically limit what Samus can do in melee combat, which leads to being predictable and easily punished.
Short-hopped aerials (D-air, U-air, a quick N-air) can be used against some characters, but anyone with a good U-tilt stops this easily (Meta-Knight, I'm looking at you), and most of the time your opponent can shield your aerial and punish you. As far as I can tell, her only real hope is getting off one of her lagless aerials and then hitting with her jab/F-Smash/F-Tilt (all easily Shielded) or a D-Tilt/D-Smash (also easily Shielded).
Bombs don't explode on contact, so they can't be used quickly enough in a tight situation.
What tactics do you all use to win in close combat? It seems like Samus is lacking pretty much everything that makes a character good in melee combat.
Short-hopped 1-o'clock and 11-o'clock approaches. (i.e., slightly above Samus but too far to the right or left to hit them with U-Smash.) Z-air shuts down most short-hopping very well as long as your opponent is fairly far away from you, but fast opponents can often force their way through and approach with a close-in short-hop at an angle that U-Smash doesn't cover. Can any of Samus' moves (e.g., her U-Tilt) defeat this approach for a large number of characters, or is her only option to shield/dodge/roll?
Any tactics that can help Samus be viable in close-quarter combat would be greatly appreciated.