AetherEch0s
Smash Journeyman
- Joined
- Nov 12, 2007
- Messages
- 460
- 3DS FC
- 2681-0290-3939
shield and grab? shorthopped aerials are useless this game.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I'm definitely having trouble against Shulk and Greninja. Both have very disjointed hitboxes and move fast enough that its hard to get any projectiles out against them. They also seem to out prioritize most of her moves in boxing range. I have absolutely no idea how to beat either as Samus, and I'm going to put my money on them being some of her least favored matchups. Any advise against either would be appreciated.
For characters who recover fast after landing, you just CANNOT let them get a free short hop/jump on you. You need to anti-air and space with fair, zair, nair, and uair. Or stay mobile and do something like a retreating pivot grab and sprinkle in pivot homing missiles. Also, some chars don't have safe air-to-ground, punish those accordingly with shield-grab.My problem with samus is that everyone just short hops against me
Any advice?
I feel like against rosaline, you hqve to have the charged shot ready to punish with, so absolutely do charge it. I wouldn't neglect samus' s projectiles, even if rosalina can nullify them for the sole fact that this gives us some sort of control over our opponents head. I believe we need this as this prevents overly aggresive play from rosalina, and may pot3ntially give us the time we need to chargeup if they waste time using down-b.So, after playing some Rosaluma, Yoshi, Sheik and Dedede, I have some observations…
Against Rosaluma, I don't waste any time charging up, shooting missiles, or letting Rosa set up Luma. I try to get in there as quick as possible and use moves that separate them (dsmash, up b, uair maybe). I never bother with grabbing either. Rosalina becomes kind of slow, like Peach or Ness, and can be decently juggled. Her roll is pretty good, and her aerials are pretty good too, don't let yourself get caught by those. But my overall thoughts from this matchup are it's hard, mainly because it forces you into a grabless close up game.
Sheik — laughably impossible for me. Sheik can't be punished by any of our tools really, and her pressure persists at ANY range — needles, down b, side b, and up close with grabs, jab, OOS SH fair/nair, ftilt, whatever. It's extremely hard to even establish space because she has such good movement to chase you down, and your floatiness doesn't help either. The only wins I got were trading dairs when they got greedy/tried to swag offstage. This feels like 9-1 to me.
I should also save some replays. I hope I can help, and I hope you can help me the same.Those are interesting points and your perspective is valuable. I have yet to face more Rosalinas, so my initial recommendations might be made too hastily, you make good points. I'll keep that in mind.
With Sheik, I feel like I've tried many of your suggestions. But she just has the speed to be safe to punish your mistakes while not being punished herself, so the reward is very little for us as Samus. I tend to be a bit of an aggro Samus since Brawl, probably to my detriment. If I fight a really good Sheik main I'll save some replays of the wreckage and ask for advice haha.
Samus has good anti air, so if yoshi approaches from above, intercept them with up air or up b. Obviously, up b would be a huge commitment, so up air will be the safer option if you miss. You short hop goes over his dash attack and grab and egg roll, so short hop dair is something you can do. Yoshi does have interesting movement, to say the least. I usually just jump in and hut aeiral yoshis, and I end up the victor most of the time. I read an approach and fair if up air won't work. On the ground, I use grabs primarily. Yoshi can't safelt apprach us unless we get too eager and whiff a moveOk. I've resolved most of the problems I had with Mac just by playing better and smarter, knowing his recovery options and how to punish them.
Now I have trouble understanding how to deal with Yoshi.
He seems to have been buffed all around. He has OoS options and we lost missile cancelling, his dash-atk can completely negate a full charged shot his fair spike is so easy to land (tested myself) and most of all his dair does 34%. three-four. I... I don't get why this is a thing.
I've managed to beat the yoshis I found don't get me wrong but I had to go to such lenght to shoot them far enough from the stage so they couldn't recover that it just doesn't seem right.
Any clue on how to deal with them? And what could I do other then try to predict the dair and roll away? Cause shielding is a no-no since the move lasts forever, has potential to greatly reduce if not break your shield and you have to time your roll VERY precisely otherwise you'll get hit by some kicks.
That I was doing right at least. On the air I was too scared to approach since I got comboed down pretty hard with uairs but that's was my fault for not timing the dodge right. Thanks!On the ground, I use grabs primarily. Yoshi can't safelt apprach us unless we get too eager and whiff a move
The thing about megaman is that it feels a bit stiff and other than his aerials all his other moves (specials and tilts) are unsafe and not that useful. Anyway question. Do the lemons make the enemies flintch? What moves can challenge them and still go through?Can't Yoshi approach safely with up-b (egg throw) now? I mean, just from using that, he gets seemingly safe pressure.
Also, a little off topic, but I've been playing Megaman to battle against the faster characters. His jab/tilts are basically easy mode Samus zair. The fact that you can jump cancel from them makes it really good (though not as good against bigger characters). Also, I've never seen anyone tag me with a dash attack while shorthopping his buster shots/lemons. Sonic can't go autopilot against this. I'm considering Megaman a good counter-pick for Sonic, even LittleMac, and possibley a good secondary for Samus players.
When yoshi throws and egg, we can fire a missile. The missiles fly straight, while the eggs travel in an arc, so they won't cancel each other out, and the eggs must move further to hit us, but the eggs fly faster than homing missiles and I think they fly a bit faster than power missiles. Depending on who fires first and how close we are, the outcome will vary. The is dependent on situational factors, so getting a feel for them can make yoshi's projectiles less safe than we might think.Can't Yoshi approach safely with up-b (egg throw) now? I mean, just from using that, he gets seemingly safe pressure.
I have fought samus while playing as megaman, and megaman can easily roll pass a whiffed grab or smash and u-tilt or d-smash if we aren't careful. Lemons do flinch, but only for a very short amount of time so if they commit to grounded pellets (bad move) then we can f-tilt after hitstun, or fire a charged shot before we are hit. If they jump (best possible move out of pellets), then that sucks for us because they are out of range and can resume that amazing pressure. All good megaman players will jump after firing their pellets. Away from us or to us depends on their preference.The thing about megaman is that it feels a bit stiff and other than his aerials all his other moves (specials and tilts) are unsafe and not that useful. Anyway question. Do the lemons make the enemies flintch? What moves can challenge them and still go through?
I'm talking about how Yoshi can jump forward and up b, making it so he's on top/behind the egg. Not from afar. It makes it so it's like a psuedo-jump in.When yoshi throws and egg, we can fire a missile. The missiles fly straight, while the eggs travel in an arc, so they won't cancel each other out, and the eggs must move further to hit us, but the eggs fly faster than homing missiles and I think they fly a bit faster than power missiles. Depending on who fires first and how close we are, the outcome will vary. The is dependent on situational factors, so getting a feel for them can make yoshi's projectiles less safe than we might think.
If yoshi jumps, the eggs can still arc to hit us, and our power missiles will miss if not timed to cover a landing. Usually, yoshis will land into the missile if they dont jump high enough, and if they start jumping high enough, we can quickly get in there, if the yoshi is close enough, and punish. If the yoshi is far, and they lob eggs, then the eggs will have to fly longer to actually hit us, giving us the time to easily react as we fire our own missiles. Our missiles apply much more pressure than yoshi's eggs, and we can choose to charge our charge shot if we want since that yoshi is all the way on the other side of the stage.
oh, well then you either read that and time a charged shot, which I will admit is really hard to do in the air) or you run in under them, though this only works if they were pretty close to begin with. Otherwise, I can't think of anything else since I haven't really tried out much yet.I'm talking about how Yoshi can jump forward and up b, making it so he's on top/behind the egg. Not from afar. It makes it so it's like a psuedo-jump in.
Samus' Super Missile goes straight through Crash Bomber.Megaman's specials (metal blade and crash bomber) can be spammed faster than samus's projectiles so we can't camp him unless we jump and fire homing missiles. We can just charge our charge shot as he tries to spam, so there is that option for us.
My god, you are right! That skews the matchup oh so much more in our favor (I hope this doesn't sound sarcastic because I truly mean this). I have been playing a megaman, but I'm not entirely sure if he was adequate with the character, or bad in the matchup, but me, playing as Samus, wrecked his megaman on yoshi's island and on fd. I think I just played against bad samus players when I used megaman.Samus' Super Missile goes straight through Crash Bomber.
Has anyone had any consistent luck against Ness? I very rarely see them online, so I don't get as much practice against human players as I'd like, but when I do I get wrecked. I'm pretty sure its mostly his godly Fair and the fact that pk fire is near inescapable now and not only is a huge setup but on its own does a lot of damage. I just get the sinking feeling I am missing something here, as I don't feel I should lose as badly as I do against them.
BTW reading this thread has helped a ton, let's keep at it!
First Smash game I picked up Samus and really enjoying her so far. I may not be able to offer as much insight as others but I'll say what I've noticed. Overall slower characters or ones lacking in projectiles seem like obvious matches in her favor and she seems to do just fine against even characters with reflectors due to her missiles being as slow as they are to not effect her much or bait them out for a fully charged neutral B.
I've heard some players say Mac can be tough, others say he's not bad. I've personally not had too much trouble with him, her grab range is enough to force them to be a lot more careful going for armored moves and the use of Bombs and F-tilt to disrupt him and out range him upclose works too. "You ain't no air fighter Mac" rings true as even Samus' somewhat meh aerials outclass his and he's very very very easy to cheese out after a backthrow or almost any move that'll knock back a good bit. Once he's off missiles, bombs, bair and dair become great ways to keep him back as he struggles to recover. He's forced to come near you since he has no long range attacks so it's not too difficult to just shield > grab his approaches when ducking and weaving past neutral B and missiles and just toss him off stage and sometimes kill him from low percentage just because his recovery is terrible.
The characters I've had trouble with however tend to be ones with strong aerials (Yoshi) or very fast characters with some long range options (Sheik, ZSS, Greninja), I haven't fought Sonic enough to say how I feel about the MU but he seems to do okay at getting in on her due to his speed. Anyone able to share any experience or advice on how to combat some of these?
So, against mario, his ground game is much faster than ours. His roll is quick, his dash attack is guick, his smashes with d-smash in particular- are quick. We can't try to contest this. Try fighting ev en a level 9 mario and you will see what I kean. Luckily, we are fighting humans, and not powershielding, perfect roll timing, safe-playing jerks.I have been having problems with Mario (D-air has more priority than U-air and has very small amounts of lag). His dash attack has very little lag afterwords also so in order to shield grab you have to hit 'a' right after he connects with his dash attack, so its easy for him to just short hop behind and b-air to tilt. Cape forces limits Samus's projectiles zoning capabilities, and combos don't work as well on Mario since he is floatier.
The hardest part is punishing with Samus imo. I can usually get good reads on people, but it doesn't seem to matter too much. I can't find any really viable times to use nair and he slow air movement makes it hard to approach aerially.
For ZSS/fast characters you just need to fight them over time and see what's safe. For example even with Link and Shulk, they have surprisingly safe moves that samus can't properly punish with shieldgrab. ZSS can just jab/do whatever when she gets pressure on. The only thing I find to be unsafe is her dair on block and a mistimed dash attack on block. If I see a ZSS jumping around with Down B I just try not to contest it. Stay in front of her or below her, really.are they any options we have against zzs down b?
since it can just manuver around our missles and charge shot.
and its hell once we are in the air against her
also i have a bad habit of wanting to shield grab against her on block.
llike if she fast fall up airs, its safe for her to up tilt, so if u block up air, and try to grab. you will get hit by uptilt.
also in certain distances, her dash attack is safe on block if u go for a grab, shell just jab and punish startup of grab like utilt.
is bomb the only thing we can do in the air against a rush down character while falling down?
How are you dealing with the spam? do you take advantage of canceling your dash into shield, your dash into spotdodge, etc? do you try to pre-emptively zair him to control the pace of fireballs? And as for tether recovery, read this:My friend has became the master of gimping by spamming Mario's fireballs.. and It's extremely irritating. Both matches I pertained an 80% lead until the very end, but died from fireball gimpage at the low percentages of 20%-35%. What makes it even more annoying, is half the time after being gimped, tethering ends up turning into an aerial, and in the worst case, a forward aerial. It's literally hell fighting Mario.. I guess I should use Up-B after being gimped but it's still irritating. Pikachu also gives me similar troubles as well.
Problem: Fair instead of tethering under some unknown circumstance
Expected result: Tapping Grab in midair should cause a tether recovery attempt, or at least a z-air, not fair.
Steps to reproduce: Get hit, enter and complete hitstun. Wait some frames while "tumbling" midair, hold forward, tap Z. Do not input any other actions and fair should come out.
When hit, and after completing suffering hitstun, and left in a "tumble" state (but free to move as no longer in hitstun), some frames afterwards, holding forward and tapping grab causes a Fair.
If you double jump, air dodge, etc out of hitstun so you're no longer tumbling, you should get a zair and not a fair.
If you hold forward and mash z-air immediately out of hitstun (and some frames afterwards, but not as much as the first scenario) you should still get zair.
So if you get gimped out of your double jump, do your best to do some other action (air dodge) before going for the grapple.
I've tried zairing but the pace of the fireballs just accumulate underneath me and I end up landing on top of them or something, or he actually manages to hit me while I'm in the air with a fireball. I do run+shield cancel but it usually ends with me being aerial'd or grabbed. :[ While off stage, I mostly try to tether to the edge immediately so fireballs are too slow to get to me, but, sometimes it fails, and I get hit by the tiniest part of the ball. It sucks because, I press A to reel in quickly, yet the tether cancels and then I'm sent into an aerial instead of reeling. I actually already knew about the tumble thing but, it's just harder in specific situations like these because it happens so quickly, especially in scenarios where I expect the grab and/or A button to do something else entirely (reel-in). I feel like I've nailed a lot of Mario's Other strategies considering I've been having massive leads against them lately, it's just the wacky anticlimactic situations that end up in me losing, and those types of things happen often against Mario for some reason..How are you dealing with the spam? do you take advantage of canceling your dash into shield, your dash into spotdodge, etc? do you try to pre-emptively zair him to control the pace of fireballs? And as for tether recovery, read this:
Yes. I also want to know what is up in this matchup. I have yet to face a decent Zelda, and I am unfamiliar with Zelda in a lot of aspects. What can she do effectively? What should I avoid? What shouldI know about zelda before playing against her? And can I combo her off a throw?Hey guys, what's up with that Zelda matchup? Is it me or is it an up hill battle??
... hello guy, but this is a matchup thread. Not a place for you to call out someoneIf there is a Samus user here named Royvox, you can literally go **** yourself. He spent the ENTIRE match shield rolling away from me and spamming projectiles. The match took so long that we had to do sudden death, and I'm sure you can figure out who won.
The reason I posted here is because the King Dedede/Samus matchup is completely one sided. You guys should be happy that the "Bounty Hunter Extraordinaire" has such an easy time against the King of Dream Land.... hello guy, but this is a matchup thread. Not a place for you to call out someone
(pretty sure there is a thread for that like this one:
http://smashboards.com/threads/who-was-that-the-player-finder-thread.371217/ )
But if you want matchup help, then I am sure the community would be happy to oblige ;P
I see. That's cool.The reason I posted here is because the King Dedede/Samus matchup is completely one sided. You guys should be happy that the "Bounty Hunter Extraordinaire" has such an easy time against the King of Dream Land.
Gosh! I realized that nobody answered your question! So, Ike can short hop nair, and this covers a lot of space and if this hits you, it can set up for Ike gimmicks. Also watch out for rolling too much since Ike is one of the best at punishing with up smash (covers both sides rather than one from f-smash).I've been having trouble against Ike, I'm fairly new to competitive (definitely not new to Smash) so any tips would be helpful.