DungeonMaster
Smash Lord
So I'm a long time lurker, never been a competitive player in brawl/melee/projectM but I've kept my eye on the scene and I maintain I'm a decent if not quite good Samus, simply not pro. I didn't play the 3DS version because I'm a control freak, without my proper controller, forget it.
What's clear is "a lot has changed" and the new edge rules are a massive nerf to high level skilled Samus play.
That box over the lower side of the stage that used to be the playground is not nearly as dangerous as it used to be for our opponents - and in fact is often dangerous for Samus because of changes in fall (fast) rates, and the lack of ledge re-grab invincibility. The timing and positioning of the d-air likewise, more taxing and more precise. I think it is that she fast falls faster, I'm simply unable to play the same game I used to (I think I'm not alone). The up-b I feel does not go as high as it used to relative to say Brawl, some strange combination of fall rate, up-b, d-air timings and distances, invincibility frames, has me losing my off stage edge.
However the kill power and the relative strengths and overall priority have shot up, way up in some cases and her overall damage output is really quite respectable. I absolutely love super-missle -> charge shot shield break, that is golden on aggression. You pull it once in a match and people actually start to tiptoe around your mid-close range, it feels great to have that kind of holy #$% ouch! Do not repeat! power. The super-missile point blank is actually quite good priority, I've been surprised how many times I'm thinking "@#%! Oh wait, wtf that totally stopped them..." I don't know for sure but I think her hurtbox shrinks and the hitbox is quite a bit bigger than before. It used to be insane to even attempt. The off-stage f-air is actually a major threat now, landing just one in the 80s can kill a big swath of the cast. It's clearly a different game, overall first impressions is I think Samus is a different beast but definitely not junk requiring a new style of play and a new generation of players, or old dogs willing to learn new tricks.
If someone has it, I would really appreciate frame data, and fall (fast fall) data. Anyone? Or are we all smashing our hearts out?
What's clear is "a lot has changed" and the new edge rules are a massive nerf to high level skilled Samus play.
That box over the lower side of the stage that used to be the playground is not nearly as dangerous as it used to be for our opponents - and in fact is often dangerous for Samus because of changes in fall (fast) rates, and the lack of ledge re-grab invincibility. The timing and positioning of the d-air likewise, more taxing and more precise. I think it is that she fast falls faster, I'm simply unable to play the same game I used to (I think I'm not alone). The up-b I feel does not go as high as it used to relative to say Brawl, some strange combination of fall rate, up-b, d-air timings and distances, invincibility frames, has me losing my off stage edge.
However the kill power and the relative strengths and overall priority have shot up, way up in some cases and her overall damage output is really quite respectable. I absolutely love super-missle -> charge shot shield break, that is golden on aggression. You pull it once in a match and people actually start to tiptoe around your mid-close range, it feels great to have that kind of holy #$% ouch! Do not repeat! power. The super-missile point blank is actually quite good priority, I've been surprised how many times I'm thinking "@#%! Oh wait, wtf that totally stopped them..." I don't know for sure but I think her hurtbox shrinks and the hitbox is quite a bit bigger than before. It used to be insane to even attempt. The off-stage f-air is actually a major threat now, landing just one in the 80s can kill a big swath of the cast. It's clearly a different game, overall first impressions is I think Samus is a different beast but definitely not junk requiring a new style of play and a new generation of players, or old dogs willing to learn new tricks.
If someone has it, I would really appreciate frame data, and fall (fast fall) data. Anyone? Or are we all smashing our hearts out?