KayJay
That was probably the best Samus set I've ever seen played in Smash4. There were like 15+ elements of the high level meta in those 3 stocks. Really, really nice. I particularly like how you lined up the D-air Up-smash x2. You got the up-throw double combo then some damage then went for the d-air up-smash because it's broad and you know you're in that section of the combo tree.
All you needed was an up-air jab1 f-smash and a from stage reverse charge shot tether trump.
That was probably the most pleasant comment I've read. Thank you!
What's your opinion on the tournament level Bayo vs. Samus in general? I know others have said we lose the matchup in the matchup thread, and I'm not going to discount their opinion, but on paper and in my limited XP I actually think we may be the *best* in the cast at handling this character.
She's basically a character that thrives off of combos and witch time bait and we can safely outright kill her with charge shots, grab her landings, and avoid the combos with the floatiness (some DI and just plain AD) and we have tons of fast multihits.
Even if she does land BnB basic 20-30 damage we reply back with 30+ and we live forever whereas she's light.
Bayonetta has a good advantage, BUT Samus does a lot better than most of the cast:
From my understanding, spotdodging is the key to beat Bayonetta and a whiffed spotdodge won't get punished most of the time.
- Try to stay under her if she's in the air so a down-angled ABK (Divekick) won't hit you, if you can't be there in time, spotdodge on read. If she trys a d-air, you can shield that on reaction.
- Lylat Cruise may be Bayonettas worst stage by far, you can position yourself strategic so there will always be a low plattform between you and Bayonetta, no fear of getting divekicked!
- When she jumps, you always have to expect a down-angled ABK. You can't really spotdodge this on pure reaction, but you can read it. After you spotdodged ABK, a turnaround Dash Attack is guaranteed, then you follow up with combos.
- If you short hop, try to have the backwards jump animation, it reduces our hurtbox immensely and there will be situations where you will avoid a down-angled ABK just because of this. Then you can punish with a CS kill.
- Heel Slide is easily punished by OoS Up B. (you don't need a specific timing) they will quickly stop using it after the 2nd or 3rd punish.
- Stay on the ground most of the time, concentrate on reading her while abusing shield-dashing.
- Punish their airdodges with reads, even high placing Bayonettas like Pink Fresh likes to spam airdodge once they get launched and fear a follow up because they just love their airdodge frame advantage. Samus' d-air is ideal for big punishes.
- Ledge camping with bombs/Missiles/CS/f-air/u-air/z-air is an effective mix up, Bayonetta doesn't have good tools to punish a ledge-hanging opponent (D-Smash is way too slow) do it to stop their momentum and/or to regain your shield-health because your shield is very important in that MU, just watch out for Witch Time.
- Full Jump Fast Fall Z-Air can somehow nullify Witch Time, if you get WT'd at max Range, you can block before she would do a follow up thanks to our Fast Fall input, watch out for a grab though.
- When Bayonetta whiffed Up B / Side B in the neutral, don't try to punish her landing lag with a Dash Attack because good Bayonetta's throw out a b-air hitbox to protect their specials landing lag. Instead run towards her, hold shield and press grab once her feet really touches the ground.