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M!ND Games-Reserved for a guide-

.sin

Smash Rookie
Joined
May 3, 2006
Messages
15
Hello,
My name is M!ND i know it says, .Sin but i use the name M!ND online and basically everywhere else lol. (Except AiB ..lol)

There are many many ways to "combo" with samus and i don't see people doing it...i will be writing up a guide to samus very soon and hopefully it will shed some light on how to play samus really really well....these combos not only include the use of all the regular stuff like dash to up b and jabs etc. but they also include the use of bombs both types of missles uncharged charge shots, arial charge shots, zairs... everything. I will include very effective mind games, and spacing techniques as well as explain the importance of timing with every single attack especially bombs missles and uncharged charge shots. I have gotten people to take over 100% of damage with out being touched once with these techniques(they are rare,but good 50% combos work plenty of times). I DO NOT KNOW EVERYTHING ABOUT SAMUS AND I AM NOT CLAIMING TO BE A UBER 1337 PRO. I am only trying to help others out and hopefully open some doors to new samus techniques by helping people mix my style of play, with theirs. I am also hoping to learn new things myself from you guys so...any help is appreciated. I will NOT be going through percentages of each attack since that would be a waste of time since this ( http://www.smashboards.com/showthread.php?t=174063 ) guide is already sufficient enough for that...i will be mainly focusing on samus' incredible mind games which are the only reason these "combos" work so well.

Samus has so much potential and is just so incredibly fun to play i honestly have not had this much fun in a game for a while. I don't know exactly when I'll be done writing this guide but if you are interested in playing some matches post your FC and pm your AIM(if u have it), i will love to see how my samus stands in the samus boards and hopefully we can teach each other new stuff. I live in New York but i dont mind playing people on the west coast...
 

.sin

Smash Rookie
Joined
May 3, 2006
Messages
15
people might not listen to you because of your post count that and mind games are not combos but I can't judge a book by it's cover

which is why i put quotation marks around the word combo...its more like a string of attacks that are very hard to escape, and hopefully people don't dismiss my ideas because of something as idiotic as the amount of time spent on forums.
 

J4pu

Smash Champion
Joined
Mar 30, 2008
Messages
2,343
Location
Torrance/Irvine, CA, USA
dang, i saw the title and thought the samus boards had reverted back to the "fun" topics
the Samus boards just arent the same after Mic came through and locked everything up.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
There are many many ways to "combo" with samus and i don't see people doing it...
I'm glad you explained yourself what you meant by "combo," since combos do not exist in Brawl, due to the lack of hitstun.

i will be writing up a guide to samus very soon and hopefully it will shed some light on how to play samus really really well....
I don't see why this cannot be included in the Samus guide I created, the one that you linked. It's not finished, so I don't see any reason why it need not be added.

these combos not only include the use of all the regular stuff like dash to up b and jabs etc. but they also include the use of bombs both types of missles uncharged charge shots, arial charge shots, zairs... everything.
This won't be necessary, considering that I have created a section dedicated to this kind of stuff. It's called "Advanced Techniques, Discoveries, and Glitches."

I will include very effective mind games, and spacing techniques as well as explain the importance of timing with every single attack especially bombs missles and uncharged charge shots.
Why not lay out some stuff right now?

I have gotten people to take over 100% of damage with out being touched once with these techniques(they are rare,but good 50% combos work plenty of times).
Care to explain them now?

will be mainly focusing on samus' incredible mind games which are the only reason these "combos" work so well.
You keep on throwing the term, "mind game" around. A mind game can be performed as simple as saying, "Falcon Punch" when playing as Falcon and throwing your opponent off, because you weren't going to use your Falcon Punch in the first place. It's not all in-game stuff.
 

.sin

Smash Rookie
Joined
May 3, 2006
Messages
15
I don't see why this cannot be included in the Samus guide I created, the one that you linked. It's not finished, so I don't see any reason why it need not be added.
I dont see why it can't be included as well, I would love to get together with you sometime on aim or something and help create new stuff and update your samus guide.



This won't be necessary, considering that I have created a section dedicated to this kind of stuff. It's called "Advanced Techniques, Discoveries, and Glitches.
I skimmed through your advanced techniques discoveries and glitches section...and it does not cover some stuff i would like to discuss...again if you have aim PM me your SN and we will work on the advance technique section of the guide.



Why not lay out some stuff right now?
It's 2am here and I'm tired as hell...but hey why not....

Missles- Missile canceling a super missile into a backwards roll is a very simple but very effective way of creating distance between you and your opponent especially if the opponent is hit by the missile. The missile that is flying towards your opponent will force him to make a decision while you are a safe distance away from your opponent, putting him or her at a disadvantage and allowing you to take control of the match by giving yourself more breathing space and time to follow up with any attacks that are appropriate for the situation

Missile Canceling and rolling forwards is a bit more risky but it has great payoffs if the missile lands. What is interesting about this technique is it allows samus to roll right under the super missile, making the missile act as a sort of "guard" for samus and allowing samus to get close to the opponent. Of course Missile cancel into a dash attack works as well but this allows you to mix up your game play. It is possible to time your roll and your shot so u end up right next to or behind your opponent and follow up with many attacks including jabs, tilts, charge shots, grabs. My personal favorite is MC'ing into foward roll into a foward tilt.

Bombs-
Bombs are by far my favorite aspect of samus and there are so many things they can do for you if timed and placed properly

Bombs will induce fear to many many approaching opponents causing them to again be forced to make a decision and giving you control of the match, a new use for bombs that i have recently figure out is stopping your opponent from flying after a fsmash (which lets face it will probably not kill at percentage that the bomb has enough stopping power at) to allow you to follow up with multitudes of attacks including another fsmash or even a charge shot....

i would love to go on and on..but again it is now 2:30am lol
 

J4pu

Smash Champion
Joined
Mar 30, 2008
Messages
2,343
Location
Torrance/Irvine, CA, USA
Missles- Missile canceling a super missile into a backwards roll is a very simple but very effective way of creating distance between you and your opponent especially if the opponent is hit by the missile. The missile that is flying towards your opponent will force him to make a decision while you are a safe distance away from your opponent, putting him or her at a disadvantage and allowing you to take control of the match by giving yourself more breathing space and time to follow up with any attacks that are appropriate for the situation

Missile Canceling and rolling forwards is a bit more risky but it has great payoffs if the missile lands. What is interesting about this technique is it allows samus to roll right under the super missile, making the missile act as a sort of "guard" for samus and allowing samus to get close to the opponent. Of course Missile cancel into a dash attack works as well but this allows you to mix up your game play. It is possible to time your roll and your shot so u end up right next to or behind your opponent and follow up with many attacks including jabs, tilts, charge shots, grabs. My personal favorite is MC'ing into foward roll into a foward tilt.
I don't play Samus so I won't take part in any of the more advanced stuff but why do you want to include rolling as your method of transportation when you don't even have fear of being attacked? Samus has the worst roll in brawl afaik, it's very slow. Not only is her roll slower than her run but it also takes away options, once you start the roll you are committed, there is no stopping halfway through. I believe a Samus strategy already is to MC a super missile and follow it (with a run) and attempt to punish whatever choice the opponent makes, why would you want to roll forward when you could run forward, tap shield, and buffer a Ftilt OOS? (You could also walk forward if there wasnt much distance between you and opponent)
 

.sin

Smash Rookie
Joined
May 3, 2006
Messages
15
I don't play Samus so I won't take part in any of the more advanced stuff but why do you want to include rolling as your method of transportation when you don't even have fear of being attacked? Samus has the worst roll in brawl afaik, it's very slow. Not only is her roll slower than her run but it also takes away options, once you start the roll you are committed, there is no stopping halfway through. I believe a Samus strategy already is to MC a super missile and follow it (with a run) and attempt to punish whatever choice the opponent makes, why would you want to roll forward when you could run forward, tap shield, and buffer a Ftilt OOS? (You could also walk forward if there wasnt much distance between you and opponent)
There is always a fear of being attacked when u don't have invincibility frames, it may not look to great on paper but trust me it works wonders. and yes you are absolutely correct about mc'ing a super missile and running but again this allows you to mix up your game play.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Well, .sin, I wouldn't mind if you assisted me with my guide. I don't have AIM, but if you wanted to, we could send each other private messages or visitor messages to communicate that way. Like I said, my guide is incomplete, so I'm open to having things placed in. After all, my guide first started out as a match-up guide, but it turned into a very exhaustive piece of work.

.sin said:
There is always a fear of being attacked when u don't have invincibility frames, it may not look to great on paper but trust me it works wonders. and yes you are absolutely correct about mc'ing a super missile and running but again this allows you to mix up your game play.
There is an alternative to this. It's called shield dashing or shield walking, whichever one you prefer. Since Samus seems to have an easier time shielding while she is dashing, this is an effective method to getting close to your opponent. It's also a spacing tool. It is the best choice, rather than rolling, though rolling has its uses. I still need to practice using it in my gameplay. The only problem with shield dashing is that you have the risk of tripping.
 

.sin

Smash Rookie
Joined
May 3, 2006
Messages
15
Well, .sin, I wouldn't mind if you assisted me with my guide. I don't have AIM, but if you wanted to, we could send each other private messages or visitor messages to communicate that way. Like I said, my guide is incomplete, so I'm open to having things placed in. After all, my guide first started out as a match-up guide, but it turned into a very exhaustive piece of work..
Ok that's cool i'll be sending u a PM soon then.



There is an alternative to this. It's called shield dashing or shield walking, whichever one you prefer. Since Samus seems to have an easier time shielding while she is dashing, this is an effective method to getting close to your opponent. It's also a spacing tool. It is the best choice, rather than rolling, though rolling has its uses. I still need to practice using it in my gameplay. The only problem with shield dashing is that you have the risk of tripping.
O of course i use it all the time...i love dashing to one side and having my opponent follow me only to shield and fsmash immediately
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Add me, my AIM is: exDarkLight
← ← ← My Brawl info is here

If you DO make a guide, you can just have Dryn put a link to your thread in his guide. What's your AIM?

Samus+Rolling=Bowser fsmash

Missile cancel to shorthop filler is superior
 
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