bubbaking
Smash Hero
So I really don't spend much time on SWF anymore. Kind of a waste of time and FB is more useful as a forum these days... I originally posted this on there and a lot of it has actually already been addressed, but a PMBR member asked me to re-post it here to keep everything together and consolidated, so here it is. Let me know if this is not the right place for this kind of thing.
As far as I know, I'm the best Melee Samus player in MD/VA and one of the best in NY, so I'd like to think I know a thing or two about Samus. I had a lot of hopes and dreams for P:M's newest female addition. Needless to say, a lot of those dreams were actually fulfilled in 3.0, but.....there are still a couple of things missing... Enjoy!
At first, Samus felt really good and fun to play (and she still does, to an extent), but after playing with her for almost a week now, I've noticed a couple problems that are extremely irritating:
As far as I know, I'm the best Melee Samus player in MD/VA and one of the best in NY, so I'd like to think I know a thing or two about Samus. I had a lot of hopes and dreams for P:M's newest female addition. Needless to say, a lot of those dreams were actually fulfilled in 3.0, but.....there are still a couple of things missing... Enjoy!
At first, Samus felt really good and fun to play (and she still does, to an extent), but after playing with her for almost a week now, I've noticed a couple problems that are extremely irritating:
- Samus' tether inexplicably fails at distances well within her range for absolutely no reason at all. The tether looks like it snaps for an instant, but then it undoes itself and Samus just free-falls to her death.
- What the heck is ice fsmash supposed to do? It can't even kill light characters at 150%. Please don't tell me that little two-hit gimmick is supposed to be safe on shields, because if I was worried about safety, I wouldn't be using fsmash on someone's shield in the first place.
- UpB never seems to suck the opponent into it like it's supposed to. I almost always get the first initial hit (which is very punishable if that's all you hit with) and then the rest of the move proceeds to whiff unless the opponent was above me to begin with.
- For some reason I can't fully identify, platform maneuvers are incredibly difficult with P:M Samus. Double plat missiles are very awkward, and more often than not, she just ends up being unable to drop through for the second missile. There's something hindering her from dropping through the platform as fast as possible. I can't tell if this is caused by the fact that P:M is slightly slower than Melee or by something innately caused by plat mechanics, but whatever it is, it feels like she's 'stuck' on the platform after a missile cancel. Double plat missiles are a maneuver that I very rarely fail in Melee, so this just ends up being extremely frustrating in the long run.
- Personally, I dislike this grab range nerf she received along with its speed buff, but that's actually more the gripes of a man who is too used to playing with Samus in Melee and being able to catch people from a mile away.
- Can beam swapping please be just a LITTLE faster? As it is now, there's no way anyone could actually incorporate it into real combos. I can't even go to one mode ahead of time to generally account for a state of being within the matchup (e.g. I can't just stay fire to kill with fsmash because ice usmash is also good for killing and ice fair is good for gimping), but I can't switch fast enough to account for a certain position right when I'm put into said position. In all honesty, fire is just overall better because it's better for damage-racking and for killing with 'relevant' moves (fsmash and super missile), so I end up just staying in fire phase the whole match.