FireBall Stars
Smash Ace
Yeah that's true.
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She's not floaty enough and her uair doesn't work the same way, so no.Does this work in melee?
But... Samus isn't bad in melee. She's pretty good. I think she's as good as ganon TBH.I dunno if Samus could ever be good. Her physics suck pretty bad and her moveset isn't good either.
She can't even combo in 64.
That's a terrible ****ing moveset.
Agreed. She isn't one of the best but she's a solid character.But... Samus isn't bad in melee. She's pretty good. I think she's as good as ganon TBH.
I consider her high mid, some people consider her mid or low mid. Her fair has it's uses, like it's her best move to edgehop with in Melee. You can combo with it some times too. Uair sucks though, so does usmash. And her zair is a huge buff if you think about it. No more Marth spamming fair because you can just zair through it. yayyyy.My mistake, I thought she was at the lower end of mid tier.
Somebody could invent new moves and animations for her up air and forward air, or make good improvements to them. Those could then be used to out prioritize and/or combo. Perhaps somebody could vastly improve up smash to link properly and be extremely disjointed to beat out aerial approaches from above.
She's got nice spacing tools and probably moreso with her z-air and improved homing missiles.
Are there any good Melee Samus mains onboard the team?
Wow, i've never thought about that. That would be a good buff, she could also turnaround in the air because of it which would make her edgeguarding better.I never understood why samus couldn't charge her shot in the air.
she could in her own games + all other chars with charge moves can do it in the air so why not
the uair if Smaus in melee have another aplications, is like to contibue a combo, and inmidiatly do another move.Does this work in melee?
Maybe she could pull off some reverse charge cancel to her nice high-hitting back air to keep a combo going. Kinda like when falcos and sheiks do reverse shine / reverse needle cancel --> back airWow, i've never thought about that. That would be a good buff, she could also turnaround in the air because of it which would make her edgeguarding better.
If missiles functioned more like Young Link's bombs upon exploding (ie. big explosion hitbox that hits through moves) then that would be a big step in upping her projectile game if you wanted to take her in that direction.Samus is high mid but the only thing she need is
A) A way to deal with high priority characters (marth and jiggs wreck her)
B) A way to deal more damage (she has a bad combo game so she needs some way of dealing damage, like better missiles)
and C) more priority but they can't change this so too bad.
That sounds great actually.If missiles functioned more like Young Link's bombs upon exploding (ie. big explosion hitbox that hits through moves) then that would be a big step in upping her projectile game if you wanted to take her in that direction.
Forcing Sheik and Puff to have near perfect spacing to hit through projectiles (and therefore making them more of a relevant threat) would be a big step for her. It would also make Ganon think a bit more about just arbitrarily lobbing out moves against her.
They should give her her Super Metroid run speed. Which was fast as ****.Her homing missiles would be a good candidate for the Y. Link like explosion.
That way she can retain her KO power of super missiles.
Samus might need some form of speed like running speed or aerial falling/jumping speed to capitalize upon them though.
That would be cool.-Ice Missiles, Freezes the enemy but does no knockback
-Wave Missiles, weak but unblockable/reflectable
Well, she still has Brawl zair, so Brawl Samus playstyle is intactOverall, I think I'd like to see a hybrid of Melee Samus and Brawl Samus' play style I think.
DynaDASH is a solid Melee Samus player from Mexico who is technically in the PMBR, though she's been inactive for a few months.Are there any good Melee Samus mains onboard the team?
For serious suggestions like this, you should probably hop on the IRC, find out who is overseeing the character (in this case it's Count Kaiser, as you know), and talk directly to him about it. Things in this thread tend to get lost because of how fast it moves, and only a few of us PMBR members can keep up with it.this is my last suggestion about PKThunder for Ness:
[ONLY for when airborne...grounded PKT will remain the same as a projectile you can connect into PKT2]
When you press upB, PKT comes out on a set path that will always hit Ness.* The direction of PKT2, however, is determined by control stick input, like Foxfire, where the PKT1 acts as the Foxfire stalling charge. Also like Foxfire, the PKT1 will act as a defense** while Ness is preparing to recover.
*turning radius/speed may or may not be changed
**possible change: PKT1 can no longer be intercepted...would-be interceptors could suffer a less drastic version of PKT1's hitstun, unlike Lucas's which dramatically...er...pushes opponents
additional note: with the above conditions met, priority/KO power can be reduced (again, this is for aerial PKT1&2...grounded PKT1&2 should remain unchanged)
This is a serious suggestion that I've put a great deal of thought into...please consider it
I'm not sure it's possible, but yeah, that would be cool.But seriously, Charging in the air should be implemented.