Gum
Smash Journeyman
Im gonna start off with a rant about the charge shot (cs).
Everyone was in dismay when they saw that the cs had been nerfed to the point that is was. Let me just say this. Im the kind of person who prefers when a character matches their respective games as accurately as possible (poor Ganon). This is why I was so pissed about TL not having the deku leaf, the hammer, the grappling hook etc. The charge shot however, is not what everyone wants it to be, and it certainly isnt how it was in melee. In every metroid game, the charge shot is one of the first power ups that you get. It is in no way as big as it is in smash, and in the games it is not the big *** ultimate projectile that it is made out to be in smash. People want it to be an amazing move that kills like it did in melee, but in her games its not even like that. A full charge shot is ok, but it didn't kill every enemy in one shot. It is simply a slightly more powerful version of the normal shot. This being said, I feel like the charge shot in Brawl is appropriately matched to how it is in her games. Of course it would be great to have it uber powerful with crazy knockback, but in reality it SHOULD'NT kill at 100% because of how it is in the Metroid series, which is not as powerful as we want it to be.
This brings me to my next subject: the power missiles. I am infinitely more upset about the nerfing of the power missile than that of the charge shot. In the Metroid series, one power missile could kill an enemy that one full charge shot couldn't. The power missile was one of, if not the best, projectile in the game. It killed most of the enemies in the game in one shot, and was a tool to open certain doors. I like the new look of the power missiles (they look more like how they did in Super Metroid) and they do travel fast, but ultimately think they should definitly kill.
This leads me into my final point. The super missiles do 10% each, they have great stun, less knockback, and they lift the opponent off the ground. The charge shot kills later on and travels quickly. We can see where Im going with this.
I've found that comboing projectiles the same way other characters try to combo close range attacks is a great way to use samus and results in her winning more. Of course she can chain aerials, we all know this, but chaining power missiles to a SH charge shot when you opponent is at 120% is a great way to get a KO. The missile hits and adds 10% to the stack, and the charge shot hits, adding 25% more, then the knockback takes place. Notice that they are stunned first, THEN they are knocked back. A lot of people are not aware of this, but what happens is the charge shot hits, checks the damage on the opponent in the stun animation, and the amount of knockback occurs according to how much damage is present after the hit. This means that chaining a zair to power missile, to charge shot maximizes your chances of getting a kill with that charge shot.
Im sure this is not anything people didn't already know, but lets reevaluate how we think we should be using her. Winning with her is almost entirely a frame of mind issue.
This is mainly to try to help some of the new Samus users and give them more of a psychological approach to how she can effectlively be used.
Everyone was in dismay when they saw that the cs had been nerfed to the point that is was. Let me just say this. Im the kind of person who prefers when a character matches their respective games as accurately as possible (poor Ganon). This is why I was so pissed about TL not having the deku leaf, the hammer, the grappling hook etc. The charge shot however, is not what everyone wants it to be, and it certainly isnt how it was in melee. In every metroid game, the charge shot is one of the first power ups that you get. It is in no way as big as it is in smash, and in the games it is not the big *** ultimate projectile that it is made out to be in smash. People want it to be an amazing move that kills like it did in melee, but in her games its not even like that. A full charge shot is ok, but it didn't kill every enemy in one shot. It is simply a slightly more powerful version of the normal shot. This being said, I feel like the charge shot in Brawl is appropriately matched to how it is in her games. Of course it would be great to have it uber powerful with crazy knockback, but in reality it SHOULD'NT kill at 100% because of how it is in the Metroid series, which is not as powerful as we want it to be.
This brings me to my next subject: the power missiles. I am infinitely more upset about the nerfing of the power missile than that of the charge shot. In the Metroid series, one power missile could kill an enemy that one full charge shot couldn't. The power missile was one of, if not the best, projectile in the game. It killed most of the enemies in the game in one shot, and was a tool to open certain doors. I like the new look of the power missiles (they look more like how they did in Super Metroid) and they do travel fast, but ultimately think they should definitly kill.
This leads me into my final point. The super missiles do 10% each, they have great stun, less knockback, and they lift the opponent off the ground. The charge shot kills later on and travels quickly. We can see where Im going with this.
I've found that comboing projectiles the same way other characters try to combo close range attacks is a great way to use samus and results in her winning more. Of course she can chain aerials, we all know this, but chaining power missiles to a SH charge shot when you opponent is at 120% is a great way to get a KO. The missile hits and adds 10% to the stack, and the charge shot hits, adding 25% more, then the knockback takes place. Notice that they are stunned first, THEN they are knocked back. A lot of people are not aware of this, but what happens is the charge shot hits, checks the damage on the opponent in the stun animation, and the amount of knockback occurs according to how much damage is present after the hit. This means that chaining a zair to power missile, to charge shot maximizes your chances of getting a kill with that charge shot.
Im sure this is not anything people didn't already know, but lets reevaluate how we think we should be using her. Winning with her is almost entirely a frame of mind issue.
This is mainly to try to help some of the new Samus users and give them more of a psychological approach to how she can effectlively be used.