• 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!

Potential New AT: Samus Dash Attack String

Sarix

Smash Ace
Joined
Jan 18, 2012
Messages
796
Location
Grand Rapids, MI
Originally I posted about how Samus could string multiple dash attacks by taking advantage of the unusual knockback angle on it. Well I felt the original technique wasn't very feasible so after some testing I found a more effective method for stringing dash attacks together.

By hitting the opponent with a higher hitstun move like Dair or Utilt Samus can then buffer or properly time consecutive dash attacks to take advantage of its unusual knockback angle to form a potentially locking string. The input and spacing are tricky as it’s different for every character and the timing for each dash attack to string together changes as well. This is very effective on heavy fast-fallers like Dedede, Snake, and Wolf as not only is the timing easier but they are caught in the string longer.

Video: http://www.youtube.com/watch?v=PVUFNJZyRho&feature=plcp

Granted I flubbed it a bit and was somewhat slow but the basic idea should still translate.

Input: Use Dair or Utilt for their hitstun to start the string. Buffer a dash attack immediately with the control and c-stick to begin the string and properly time consecutive dash attacks after that.

Difficulty: Difficult

Dash Attack Frame Data:

Start-up: 1-7 (7) Hit: (Sweet) 8-10 (3), (Sour) 11-16 (6) Cooldown: 19-37 (19)
Duration: 37 Shield Stun: 2-3 Shield Advantage: (Sweet) -28 to -26 (Sour) -26 to - 21
FAF:38

I don’t have much other data but Samus may gain frame advantage from this potentially, which would be very nice.

It will take some practice as even in the video I haven’t gotten it fully down yet and accidentally Dsmashed a few times.

*Fresh DA combo threshold: How much percent the opponent can have before the Dash Attack String no longer will connect effectively.
*String first guaranteed: Percent when the Dash Attack String is first available for Dair and Uair.

Here is the list of characters I tested it on for now in normal brawl mode and also:
-Damage doesn’t include ending followup.
-Damage is not guaranteed to be 100% correct but should give an idea of the varying effectiveness.
-All of this assumes no SDI.

:bowser2: Bowser
Fresh DA combo threshold: 28% (Dair) 32% (Utilt)
String first guaranteed: 24% (Dair) 28% (Utilt)

Utilt > DA x 8 (71%)
Dair > DA x 8 (73%)

:falcon: Captain Falcon
Fresh DA combo threshold: 32% (Dair) 32% (Utilt)
String first guaranteed: 24% (Dair) 28% (Utilt)

Utilt > DA x 7 (66%)
Dair > DA x 8 (73%)

:charizard: Charizard
Fresh DA combo threshold: 30% (Dair) 28% (Utilt)
String first guaranteed: 20% (Dair) 24% (Utilt)

Utilt > DA x 6 (61%)
Dair > DA x 6 (63%)

:diddy: Diddy Kong
Fresh DA combo threshold: 20% (Both)
String first guaranteed: 16% (Dair) 18% (Utilt)

Utilt > DA x 5 (55%)
Dair > DA x 5 (57%)

:dk2: Donkey Kong
Fresh DA combo threshold: 28% (Dair) 32% (Utilt)
String first guaranteed: 22% (Dair) 25% (Utilt)

Utilt > DA x 8 (72%)
Dair > DA x 8 (74%)

:falco: Falco
Fresh DA combo threshold: 20% (Dair) 22% (Utilt)
String first guaranteed: 16% (Dair) 18% (Utilt)

Utilt > DA x 9 (72%)
Dair > DA x 7 (69%)

:fox: Fox
Fresh DA combo threshold: 19% (Dair) 21% (Utilt)
String first guaranteed: 15% (Dair) 17% (Utilt)

Utilt > DA x 5 (49%)
Dair > DA x 7 (69%)

:gw: Game & Watch
Fresh DA combo threshold: 18% (Dair) 20% (Utilt)
String first guaranteed: 10% (Dair) 13% (Utilt)

Utilt > DA x 6 (62%)
Dair > DA x 7 (68%)

:dedede: King Dedede
Fresh DA combo threshold: 30% (Dair) 32% (Utilt)
String first guaranteed: 24% (Dair) 28% (Utilt)

Utilt > DA x 12 (90%)
Dair > DA x 13 (97%)

:marth: Marth
Fresh DA combo threshold: 18% (Dair) 20% (Utilt)
String first guaranteed: 14% (Dair) 16% (Utilt)

Utilt > DA x 10 (81%)
Dair > DA x 9 (79%)

:metaknight: Meta Knight
Fresh DA combo threshold: 19% (Dair) 21% (Utilt)
String first guaranteed: 15% (Dair) 17% (Utilt)

Utilt > DA x 6 (61%)
Dair > DA x 6 (63%)

:olimar: Olimar
Fresh DA combo threshold: 19% (Dair) 21% (Utilt)
String first guaranteed: 15% (Dair) 17% (Utilt)

Utilt > DA x 6 (61%)
Dair > DA x 6 (63%)

:pit: Pit
Fresh DA combo threshold: 24% (Dair) 26% (Utilt)
String first guaranteed: 20% (Dair) 22% (Utilt)

Utilt > DA x 6 (56%)
Dair > DA x 7 (68%)

:sheik: Sheik
Fresh DA combo threshold: 18% (Dair) 21% (Utilt)
String first guaranteed: 14% (Dair) 17% (Utilt)

Utilt > DA x 6 (61%)
Dair > DA x 6 (63%)

:snake: Snake
Fresh DA combo threshold: 28% (Dair) 32% (Utilt)
String first guaranteed: 24% (Dair) 28% (Utilt)

Utilt > DA x 13 (95%)
Dair > DA x 13 (97%)

:wario: Wario
Fresh DA combo threshold: 24% (Dair) 26% (Utilt)
String first guaranteed: 20% (Dair) 22% (Utilt)

Utilt > DA x 8 (71%)
Dair > DA x 8 (73%)

:wolf: Wolf
Fresh DA combo threshold: 23% (Dair) 25% (Utilt)
String first guaranteed: 19% (Dair) 21% (Utilt)

Utilt > DA x 10 (81%)
Dair > DA x 10 (83%)

:zerosuitsamus: Zero Suit Samus
Fresh DA combo threshold: 15% (Dair) 17% (Utilt)
String first guaranteed: 11% (Dair) 13% (Utilt)

Utilt > DA x 8 (71%)
Dair > DA x 8 (73%)
 

Xyro77

Unity Ruleset Committee Member
Joined
Aug 25, 2003
Messages
17,885
Location
Houston,Tx
I am like 97% positive that with a little DI in any direction but UP, the enemy will stop this from working. In the video you showed, snake could have teched MULTIPLE times as well.

Im glad you are trying to learn new things but Samus is not that deep(tech wise). The only way to get better with her is to BUFFER everything, power shield better and abuse ledge when possible. No guarantees u will skyrocket up the results list but it will def help u do better than normal.
 

Luigisama

Smash Champion
Joined
Jun 25, 2010
Messages
2,957
Location
New york
this seems interesting. I would try this on humans, but the thing is after getting hit like that depending on the character the human will react differently. I think in this case for snake after he gets popped up they opponent can either airdodge, pull out a nade, jump, or maybe input a attack. But I pretty sure snake's attacks come out to slow and won't happen at that height to use a move.

Samus could lay an morph bomb and punish with any move. But I'm not sure if the morph bomb will blow up in time to add damage.
 

B.A.M.

Smash Lord
Joined
Mar 13, 2008
Messages
1,538
Location
Fullerton, CA
NNID
Bambatta
good you are trying to figure stuff out, but you should learn a little more about the game. Thats doesnt have near the amount of hitstun needed to work. even then teching would be possible.
 

Sarix

Smash Ace
Joined
Jan 18, 2012
Messages
796
Location
Grand Rapids, MI
Like I said on my previous post on this thread I realized it didn't work. Heck I'm surprised this thread is still even up, eh probably because the Samus Boards need a new mod still.
 
Top Bottom