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Really? I feel like zair, missiles and charge shot cover most of ganon's approach options quite handily i suppose ganon could just try to power shield everything but im doubtful that power shielding would be realistic to so heavily relied upon in order to win an MU. Once ganon gets in im sure he can givve samus a hard time but i feel like crawl attack, ftilt and nair can just reset the whole situation. And roy has a bit of difficulty comboing samus floatiness which is generally how roy sets up his kill moves.Ganondorf has a pretty good matchup against Samus, actually, even at worst for him. And Roy is also about even. I actually think Samus loses to every character in Hyrule, plus Ike, Marth, R.O.B.
Everything GnW has has is super disjointed, and his d-tilt/jab shield pressure is safe, so you'll be forced to roll away if he plays on your shield properly. His f-tilt and f-air will beat anything you can throw out once he's too close to z-air away, so keep him out of that zone at all costs. Don't overextend your combos, because his up-b is frame 1 and can instantly reverse the situation into you getting killed by n-air/hammer. On the bright side, GnW doesn't have a great answer to missiles, and is fairly slow on the ground. I believe that this is a matchup where you just have to camp, and camp hard. Run away, shoot more missiles/zair. And look for small openings to sneak in a hit or two. Ice f-air helps to challenge his disjoint, and gives you a decent kill option in neutral, which is where you'll spend most of this matchup. D-throw should net you either ice f-air or up-smash at kill percents. All of GnW's aerials come out slow, so you should be able to punish sloppy combos with a n-air or something similar. Do your best not to get hit, cause getting combo'd by GnW hurts.G&W? Anyone? I'm not familiar with him, but I know that his attacks are primarily disjointed and tough to punish without being really good at spacing.
There are a couple solid G&W's in my area and both give me significant trouble. His ledge drop nair is perfect for killing me when I have to recover below stage bc it lasts a while, the hitbox is freakin huge, and he can go down so deep to hit w it due to his super high UpB. It may just be me, but I would also not recommend trying to waveland onto stage from the ledge against G&W. Between his Dtilt which is quick/disjointed and Fsmash which is disjointed and has wonky timing, he has good options to punish this method of ledge recovery. I tend to get on stage more consistently just jumping, especially if platforms are available...could just be me though.G&W? Anyone? I'm not familiar with him, but I know that his attacks are primarily disjointed and tough to punish without being really good at spacing.
So what can we do against Rob? what works and what doesn't?R.O.B is a pretty gammy matchup for us.
otherwise most of samus matchups are fairy even, not a lot really get much worse/better than 60/40
i dont like vs sheik, marth or falcon though.
Im not a great samus player yet nor do i know a whole lot about zelda but from what i understand zelda has a lot of great defensive options but has a rough time playing more aggressively, samus has good defensive options and a great projectile game as well as a few aggressive options in certain situations. Because zelda doesnt have as good a projectile game she would have to approach most likely which is not good for her because it seems to me that her best approaches are fair and bair (maybe im missing some stuff, i suppose FW canceling might be an approach though idk for sure). But those options are predictable and easy for samus to counter if prepared.Does anyone have a good idea of what Zelda can do against Samus?
Samus controls the pace of the match, and missiles just bait Nayru's, which Samus punishes.
The missiles are even better bait when edgeguarding.
Additionally, Samus can execute small combos on Zelda, and she's got power too.
Approaching is difficult, but Zelda can't just sit back or set traps.
Wouldn't you say that Samus is a good counterpick to Zelda?
from what ive heard when watching IaB (where oracle plays often, I think it was a recent match between lunchables and oracle if youre looking to hear the info yourself about ROB) ROB has one main approach option, fair. more specifically sideB into fair. All of ROB's other options in the air are a bit slow (uair's not too slow but its also not an approach option really) and on the ground ROB would have to rely on either footies poking with dtilt, ftilt, and jab (or throw out a grounded sideB which isnt safe). Because those pokes are probably not great options vs samus ROB is likely to use aerial sideB into fair if hes approaching which samus should be able to stuff if your ready for that options from ROB.So what can we do against Rob? what works and what doesn't?
Just to follow up on GnW on this stage - he can still sweet spot wo dying, so scratch that. It is very close though, and the GnW may prefer to come above stage and try to sweet spot horizontally, so it still could prove slightly advantageous.I dont particularly like playing on Yoshi's Story, but I'm interested in it as a stage against G&W's. I'm fairly certain his UpB goes so high that he cannot sweet spot it to ledge on YS because the lower blast zone, being very high on this stage, will eat him before he gets to the right depth. I'll have to check this out before I declare it an advantage, but its something I've thought about.
Yeah that was pretty much my plan, never worked for some reason. I'll be getting the videos tomorrow or at least somepoint during the week so I can see where I went wrong.force reel in, ledgehop dair?
If she drifts back from the forced reel in, d-air meteor. If she drifts in, wait for her to land, d-air the land-lag into side-b.Yeah that was pretty much my plan, never worked for some reason. I'll be getting the videos tomorrow or at least somepoint during the week so I can see where I went wrong.
Could you explain the drifting further? Does she just sort of move while tethered? How can I tell?If she drifts back from the forced reel in, d-air meteor. If she drifts in, wait for her to land, d-air the land-lag into side-b.
As Samus? DI away I think would be intuitive. DI behind mewtwo for the up throw, I think was the DI which would take you the furthest from mewtwo, and just hold away from mewtwo...How do you DI against Mewtwo's aerials? I find myself getting bair and shadowclaw combo'd to death after I get grabbed and thrown up. Any ideas?
DI shadowclaw the opposite direction of Mewtwo's momentum generally, probably out if he isn't moving left or right. Up-air probably same thing. DI b-air down and away so you don't get carried off stage. It's rough though, Mewtwo combos Samus hard.How do you DI against Mewtwo's aerials? I find myself getting bair and shadowclaw combo'd to death after I get grabbed and thrown up. Any ideas?