Crystanium
Smash Hero
I was reading an article written by MookieRah called Playing to Learn. It was written back in 2006, but MookieRah updated it, likely due to the recent Super Smash Bros. installment. So, as I was reading what MookieRah had to say, I came across the third part called Establishing Momentum. What MookieRah mentions here are brickwalls, mind games and establishing fear. (For more on brickwalls and traps, please read Emblem Lord's article, Brickwalls and Traps: The Keys to Victory.) What I wanted to talk about here were two of the three things mentioned in MookieRah's article: brickwalls and establishing fear.
Brickwalls:
We know, as Samus mains, that Samus' way of approaching her opponent is by firing Homing Missiles. The best way for this is to use the Short Hop Homing Missile cancel, which allows you to fire one Homing Missile when you short hop, and then upon landing, the lag is canceled out, which allows you to fire another Homing Missile. With this, you have two Homing Missiles going after your opponent. There is also the Triple Homing Missile technique that has been mentioned several times around in this Character Chat sub-forum. These Homing Missiles make your opponent attempt to shield, spot-dodge, or roll. If your opponent happens to roll toward you, there is that second Homing Missile that forces your opponent to think of another way to escape.
Once Samus has created her brickwall, she can continue with a number of attacks, such as firing a Super Missile, a Charge Shot, or simply dash at her opponent and follow up with the Screw Attack. Heck, even z-airs are possible ways of approaching with this one. So, this, my friends, is Samus' brickwall. Your opponent can become familiar with it, but still, it's difficult for him or her to get through it. He or she could try to hit the Homing Missiles, but with the risk of getting hit by them. When the damage adds up, what you realize is that your opponent has been struggling, and he or she has gained more damage than you have. Or, he or she has gained enough damage.
Establishing Fear:
In his article, MookieRah gives an example of establishing fear. He mentions Wes, who played as Samus and would be able to walk up to his opponent and give him that f-smash. He also mentions Marth as an example, saying that people tend to fear the tip of Marth's sword. The reason is because the tip of his sword delivers more damage and knock-back. The same is with Samus, believe it or not. What do you notice when you are charging up your Charge Shot? Your opponent comes right at you as quickly as he or she can, correct? What your opponent is trying to do is keep you from having your Charge Shot fully charged, since it has KO potential.
When you charge up your Charge Shot, the way your opponent plays will likey differ. The reason is because he or she is aware that you have your Charge Shot set up and you can fire it at any time given. I know what it feels like, as most Samus players who have tried out ditto matches, that when that Charge Shot is fully charged, you are thinking to yourself, when is he or she going to fire that Charge Shot? You never know when. Even characters like Fox, Falco, Wolf, Pit, Ness, and Lucas sometimes wonder and will use their Reflector, Mirror Shield or PSI Magnet, even when it's unnecessary. With this in mind, you give yourself more options. Characters without the ability to reflect or absorb are just as susceptible, and you know in your mind that you can take them out.
Brickwalls:
We know, as Samus mains, that Samus' way of approaching her opponent is by firing Homing Missiles. The best way for this is to use the Short Hop Homing Missile cancel, which allows you to fire one Homing Missile when you short hop, and then upon landing, the lag is canceled out, which allows you to fire another Homing Missile. With this, you have two Homing Missiles going after your opponent. There is also the Triple Homing Missile technique that has been mentioned several times around in this Character Chat sub-forum. These Homing Missiles make your opponent attempt to shield, spot-dodge, or roll. If your opponent happens to roll toward you, there is that second Homing Missile that forces your opponent to think of another way to escape.
Once Samus has created her brickwall, she can continue with a number of attacks, such as firing a Super Missile, a Charge Shot, or simply dash at her opponent and follow up with the Screw Attack. Heck, even z-airs are possible ways of approaching with this one. So, this, my friends, is Samus' brickwall. Your opponent can become familiar with it, but still, it's difficult for him or her to get through it. He or she could try to hit the Homing Missiles, but with the risk of getting hit by them. When the damage adds up, what you realize is that your opponent has been struggling, and he or she has gained more damage than you have. Or, he or she has gained enough damage.
Establishing Fear:
In his article, MookieRah gives an example of establishing fear. He mentions Wes, who played as Samus and would be able to walk up to his opponent and give him that f-smash. He also mentions Marth as an example, saying that people tend to fear the tip of Marth's sword. The reason is because the tip of his sword delivers more damage and knock-back. The same is with Samus, believe it or not. What do you notice when you are charging up your Charge Shot? Your opponent comes right at you as quickly as he or she can, correct? What your opponent is trying to do is keep you from having your Charge Shot fully charged, since it has KO potential.
When you charge up your Charge Shot, the way your opponent plays will likey differ. The reason is because he or she is aware that you have your Charge Shot set up and you can fire it at any time given. I know what it feels like, as most Samus players who have tried out ditto matches, that when that Charge Shot is fully charged, you are thinking to yourself, when is he or she going to fire that Charge Shot? You never know when. Even characters like Fox, Falco, Wolf, Pit, Ness, and Lucas sometimes wonder and will use their Reflector, Mirror Shield or PSI Magnet, even when it's unnecessary. With this in mind, you give yourself more options. Characters without the ability to reflect or absorb are just as susceptible, and you know in your mind that you can take them out.