I'm just wondering what are samus's best options in neutral. I'm trying to improve my neutral game and want to share my opinions plus possibly get any tips. The basis on what I know or at least do is empty hop a lot mixed with airials, zairs, projectiles, and grabs. But I want to discuss all of the options. Forgive me if I am wrong about some things, this is why I am posting after all!
We can space zairs which are really good and not every character has answers for them, but they only do 4% and eventually we have to get in. What can we get off of zairs besides maybe a grab or dash attack at low percents.
CS can be used at any strength but CS in neutral gets predictable very easily so it's best used for a mix up/read/guarenteed to finish off of stock IMO.
I have a mixed opinion on super missiles. They force the opponent to either shield or jump which can be punished but since the move takes so long most of the time you get punished for it unless your opponent doesn't power shield which good players shouldn't. You can fire the CS right after it either at the same level or trying to read a jump which can result in a kill or shield break but again, good opponents should be able to avoid it. So most of the time the safest use of super missile is very far away but at that distance it is easily dodge able.
Homing missiles I think are usually better because you can fire multiple creating this wierd wall which opponents can struggle figuring out what to do with. You can follow up with a grab if their shielding or a super missile/CS to get them off guard or pressure their shield.
I don't really see bombs in neutral that helpful unless you just want to create space because not much people go near them in fear of damage or CS if you have one, at least from my experience.
Grab in neutrals in general should not happen unless you have a solid read as obviously they are punishable. Mix up out of empty hop works well.
Fairs can be used in full hops to intercept aerials.
Nairs can be used to land but not safe on shield. Mainly used as a short hop mix up.
Bairs are also safe on shield if maxed space.
Full hop dairs are safe on shield at max height and auto cancel. Problem is then you risk the landing after which is bad for samus.
Uair is our fastest aerial and can net a lot of follow ups if landed while landing. You can sometimes Uair on shield and while landing behind them. This is still punishable if your opponent is quick enough, at least from my experience. If that happens I sometimes follow up with a jab or something to quickly get away. I would like to know other uses for Uairs if there are any.
Jab 1 is roughly safe but doesn't get much reward.
Dash attack is a really good combo starter and mix up/punish. The problem is, it gets too predictable too fast and is really punishable even if you cross up their shield.
Dtilt can be used to catch people off guards as it comes out quickly but there are no guarenteed follow ups and is punishable on wiff.
Utilt can be used as an anti airial and while oppoents are on plat forms.
Fsmash is extremely quick and can be used well but is punsihable on whiff. Pivot Fsmash works well as a mix up and punish but use it too much and it become very predictable.
My biggest question is on foward tilt. How much did the new buff give? Before ftilt sour spot was punishable on hit so I am wondering just how much better it got as a tool in neutral. In my experience it is roughly the same only slightly safer on hit of shield. But fast characters can still punish if shielded. Pivot ftilt I think is now a really good option as opposed to short hop backwards.
Let me know if I missed some options or am wrong about some opinions.
We can space zairs which are really good and not every character has answers for them, but they only do 4% and eventually we have to get in. What can we get off of zairs besides maybe a grab or dash attack at low percents.
CS can be used at any strength but CS in neutral gets predictable very easily so it's best used for a mix up/read/guarenteed to finish off of stock IMO.
I have a mixed opinion on super missiles. They force the opponent to either shield or jump which can be punished but since the move takes so long most of the time you get punished for it unless your opponent doesn't power shield which good players shouldn't. You can fire the CS right after it either at the same level or trying to read a jump which can result in a kill or shield break but again, good opponents should be able to avoid it. So most of the time the safest use of super missile is very far away but at that distance it is easily dodge able.
Homing missiles I think are usually better because you can fire multiple creating this wierd wall which opponents can struggle figuring out what to do with. You can follow up with a grab if their shielding or a super missile/CS to get them off guard or pressure their shield.
I don't really see bombs in neutral that helpful unless you just want to create space because not much people go near them in fear of damage or CS if you have one, at least from my experience.
Grab in neutrals in general should not happen unless you have a solid read as obviously they are punishable. Mix up out of empty hop works well.
Fairs can be used in full hops to intercept aerials.
Nairs can be used to land but not safe on shield. Mainly used as a short hop mix up.
Bairs are also safe on shield if maxed space.
Full hop dairs are safe on shield at max height and auto cancel. Problem is then you risk the landing after which is bad for samus.
Uair is our fastest aerial and can net a lot of follow ups if landed while landing. You can sometimes Uair on shield and while landing behind them. This is still punishable if your opponent is quick enough, at least from my experience. If that happens I sometimes follow up with a jab or something to quickly get away. I would like to know other uses for Uairs if there are any.
Jab 1 is roughly safe but doesn't get much reward.
Dash attack is a really good combo starter and mix up/punish. The problem is, it gets too predictable too fast and is really punishable even if you cross up their shield.
Dtilt can be used to catch people off guards as it comes out quickly but there are no guarenteed follow ups and is punishable on wiff.
Utilt can be used as an anti airial and while oppoents are on plat forms.
Fsmash is extremely quick and can be used well but is punsihable on whiff. Pivot Fsmash works well as a mix up and punish but use it too much and it become very predictable.
My biggest question is on foward tilt. How much did the new buff give? Before ftilt sour spot was punishable on hit so I am wondering just how much better it got as a tool in neutral. In my experience it is roughly the same only slightly safer on hit of shield. But fast characters can still punish if shielded. Pivot ftilt I think is now a really good option as opposed to short hop backwards.
Let me know if I missed some options or am wrong about some opinions.
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