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Samus Gameplay Videos

Xygonn

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I'm bad at saving replays. These I all saved for the lols. Something happened that amused me. This is before I basically stopped rolling and using dsmash. Tbh these are embarrassing.

 

KayJay

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I'm bad at saving replays. These I all saved for the lols. Something happened that amused me. This is before I basically stopped rolling and using dsmash. Tbh these are embarrassing.

That double spike! :rotfl:


Some new videos:

:4samus: vs. :4mario:


:4samus: vs. :4diddy:


:4samus: vs. :4sheik:


:4samus: vs. :4megaman:
 

DungeonMaster

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Really nice use of the SH air-dodge KayJay, clearly showing how it's just so so much better than a roll.

The more I see and use reverse charge shot trump the more I think it's possible to condition your opponent. If you trump them a few times, they will begin to buffer a roll/jump/attack and then you can instead of trumping, go for the run-off reverse charge shot. I'm not at the execution level to do either with enough accuracy yet, but I see the potential for conditioning.
 

Afro Smash

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Put together a quick highlight video of my leftover clips and current replays before the patch renders em useless
 

Depth_

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Put together a quick highlight video of my leftover clips and current replays before the patch renders em useless
Really good examples of Samus' potential for stage carry with f-air. Nice off-stage presence too! :) Reverse charge shots on fleek.
 
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S4MUS

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Not quite sure how, but my d-tilt killed a Mario at ~100%. I tried to recreate this in training mode, but it didn't seem to work. I'd appreciate it if someone wants to explain how this worked:

 

Afro Smash

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Not quite sure how, but my d-tilt killed a Mario at ~100%. I tried to recreate this in training mode, but it didn't seem to work. I'd appreciate it if someone wants to explain how this worked:

You were at 145% so you had a lot of rage, and Mario started to charge an up smash when you hit him which increases knockback
 

S4MUS

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You were at 145% so you had a lot of rage, and Mario started to charge an up smash when you hit him which increases knockback
Ah, I didn't realize that the knockback would increase that much due to the charged upsmash. Thanks.
 

KayJay

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Mewtwo who?
What? Samus is still low tier? Who cares!

:4samus: vs. :4mewtwo:

After that, I gave this so called "Mewtwo" a try (Sorry, no Samus gameplay)
 

RoachCake

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Had a bunch of 1.0.4 replays laying around on my computer that I forgot about, so I decided to put them all together into a small highlight video. :p
 

Afro Smash

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Forgot to say it but that Charge Shot momentum to footstool kill is the best kill ive ever seen, regardless of your actual intentions ;)
 

Eskelsen

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Anyone experienced something like this with Zair before?!

Im not entirely sure, but it looks like King Dedede initiated his neutral b right before you hit him. That might have been what caused you to propel forward. I can't see any other explanation why that would have happened outside of some bug/glitch.
 

Afro Smash

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Im not entirely sure, but it looks like King Dedede initiated his neutral b right before you hit him. That might have been what caused you to propel forward. I can't see any other explanation why that would have happened outside of some bug/glitch.
Ah yeah I see him just start the inhale animation before I Zair him, thanks
 

E.Lopez

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My cousin is the only person I know in real life who plays Smash regularly with me (ever since Melee). Now in Smash 4, his main is Mario, and I don't know why he gives me such a hard time. He loves to roll and get me from behind constantly, and relies heavily on Mario's quick smash attacks. I know I should be able to handle that kind of playstyle, but I still struggle sometimes. Also, why do I keep falling for that dash attack he likes to overuse???


So looking at the replay again: I'm starting to get better at using jab 1 -> something else, but I don't know why I keep using d-smash for the follow-up instead of f-smash, grab, or d-tilt.

Early on in the match I tried d-throw -> f-air, but it didn't fully connect. I think he wasn't at the right % for that to work? Maybe more u-air? I mess up it up again at 0:41.

At 0:16, I saw his dash attack coming and SH'd, but I didn't even dish out B-air. Maybe I wasn't confident where I was landing (in front of him, behind him, etc.)? But he rolled back so quickly, I'm not sure B-air would have even connected. He d-smashes out of the roll and it hits, and I see it's because I entered a f-air just before landing which resulted in landing lag.

I also noted several times where I spot dodged but don't follow up with something more substantial, like at 0:20. (Sometimes if you're close enough, you can Up+B out of spot dodge right?)

At 0:26 I blocked his f-smash and could have easily grabbed him! But I didn't react. Instead I let him roll behind me, I seriously whif a grab, and he punishes.

I used f-air to cover my return back to the stage when he throws me off, and it does seem effective to push him away when he attempts spike. Are there better options? (see 0:29).

At 1:40, he's chasing me while I run away. Pivot grab would probably be a good option?

At 2:05 I hit him with dash attack. I go into u-air but decide against a 2nd u-air and try Up+B instead. He air dodges.

At 3:14 I am unable to successfully see that he's going to be right under me as I fall down. He's faster than I thought, and sets up U-smash kill.

At 3:25 I try to read his air dodge, and I sort of do, but I still miss hitting him with Up+B.

At 3:50 he starts rolling a lot again

When I see him running up to me, maybe I should SH backwards and Z-air? Does Z-air hit lower if Samus has entered backflip animation? And if so, how do you guys consistently pull of the SH back flip vs. where she simply jumps without flipping? Or maybe another option when he runs toward me is bomb drop and force him to hop, then react accordingly.

In general, I know I need to start rolling less and more SH -> air dodge, which you guys strongly advocate.

Also, because of my experience of playing against my cousin and his very good use of Mario's cape, I think he has conditioned me to fear the cape too much and thus I'm not charging my shot as I should be. I know I should strive to have my CS ready for the situations when I know it will be useful, and of course to change his tactics sush that he will dish out the cape more often out of fear. (By the way, I'm still practicing the reverse shot, I'm not consistent at pulling it off all the time).

On that final stock I lost to close out the game, I wonder if there was anything I could have done when he popped me up in the air with his dash attack and spiked me to my doom? I seem to be in a helpless state. I need to avoid situations like that because he's really good using Mario's spike.

I also realize I'm not using all of Samus' full kit of moves. Not enough d-tilt, for instance. Or missiles, maybe again because fear of the cape. Did I even use u-tilt once!? That's such a good move.

How good is Up+B OoS? Were there good opportunities to use it?

Those are just some of my comments. If you guys have any additional advice, especially general areas that I could improve in or need to focus on, especially against this kind of Mario, I would really appreciate it.
 
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DungeonMaster

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Early on in the match I tried d-throw -> f-air, but it didn't fully connect. I think he wasn't at the right % for that to work? Maybe more u-air? I mess up it up again at 0:41.
At that low % you want to short-hop your d-throw -> fair. I suggest going into training mode and practising it a pile. Because the hitstun is low, your target barely damaged, you have to be accurate on input.
You do the exact opposite in your 2nd attempt, you short hop when you should have full jumped. The timing and exact input to do the d-throw->dash->up-air true combo is strict. It's taken me a lot of time and effort, many hours in training mode. It is well worth it in my opinion since it leads to many more follow ups.

roykoopa64 said:
At 2:05 I hit him with dash attack. I go into u-air but decide against a 2nd u-air and try Up+B instead. He air dodges.
You definitely had opportunity for a guaranteed 2nd follow up at that percent, likely f-air. You can't wait, the window is small. Again try it in training mode. Samus should not drop at all in the aerial combos and follow ups. You can only get away with that against a handful of characters who have huge combo windows (say, R.O.B.).

roykoopa64 said:
When I see him running up to me, maybe I should SH backwards and Z-air? Does Z-air hit lower if Samus has entered backflip animation? And if so, how do you guys consistently pull of the SH back flip vs. where she simply jumps without flipping? Or maybe another option when he runs toward me is bomb drop and force him to hop, then react accordingly.
I think you mean fast-falling into the z-air. Not entirely sure.

roykoopa64 said:
On that final stock I lost to close out the game, I wonder if there was anything I could have done when he popped me up in the air with his dash attack and spiked me to my doom? I seem to be in a helpless state. I need to avoid situations like that because he's really good using Mario's spike.
DI up and away. Mario's jump is not that good/high. Samus did start to fall, so it was not a true combo, you were in control and simply missed your air-dodge option.

In general you're in a situation where your opponent knows your moves, your patterns. I'm in the same situation with my own regular sparring partner. He's able to read you and because of beneficial hitboxes you don't trade, he wins out.
It's actually a good thing, because it forces you to improve your game a lot and land the CS in tech-chase and combos as well as forcing you to play reactively instead of in anticipation.
You're struggling a lot with Mario's dash attack, he gets maybe 100% damage out of that one move on you over the set. It beats out any of Samus' aerials, except a b-air which is totally level with his foot - and even then it will trade - that is the only time you want to land into that move. Go to the ledge, drop a bomb, or jump out, don't oppose. Much like fox's dash attack. It looks like you should be able to hit, feels like you should be able to hit, but NO. If you're on the ground - shield -> up-B. Your friend is abusing the priority of that move and not even trying for dash-grabs. When he starts to dash grab, you need to pull out the pivot grab.
Mario has short little limbs, but a really good roll. Make him feel his short little limbs with your own SH spacing into f-tilt and then force his rolls -> d-smash.
Your punish game right now is very low damage moves. When you get the basic grab combos working I would fish for the most basic CS combo: up-tilt -> CS at 35 on mario. If your own % is low, this will always work around that number.


Incidentally I'm working on a video for this thread. Maybe this weekend, maybe next.
 
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Afro Smash

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To backflip you have to enter back and jump at the same time. It doesnt do anything differently, however I find that any action out of it is a little harder to see coming
 

E.Lopez

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You definitely had opportunity for a guaranteed 2nd follow up at that percent, likely f-air. You can't wait, the window is small. Again try it in training mode. Samus should not drop at all in the aerial combos and follow ups. You can only get away with that against a handful of characters who have huge combo windows (say, R.O.B.).
Huh, so definitely an opportunity then. I think f-air is the option I would have least likely considered, and that probably alludes more to the fact I don't quite have a good grasp on which of her aerials to follow up with at the right times. Like you said, more time in training mode would be helpful.

DungeonMaster said:
You're struggling a lot with Mario's dash attack, he gets maybe 100% damage out of that one move on you over the set. It beats out any of Samus' aerials, except a b-air which is totally level with his foot - and even then it will trade - that is the only time you want to land into that move. Go to the ledge, drop a bomb, or jump out, don't oppose. Much like fox's dash attack. It looks like you should be able to hit, feels like you should be able to hit, but NO. If you're on the ground - shield -> up-B. Your friend is abusing the priority of that move and not even trying for dash-grabs. When he starts to dash grab, you need to pull out the pivot grab.
That's very helpful! I should have known by now its high attack priority against Samus' moves, no wonder it's one of my cousin's favorite tactics.

Now, I've been wondering about the shield -> Up+B. What's the best way to do this? Is it drop shield and immeditely Up+B, or is it Hold Shield -> press jump into Up+B?

DungeonMaster said:
Your punish game right now is very low damage moves. When you get the basic grab combos working I would fish for the most basic CS combo: up-tilt -> CS at 35 on mario. If your own % is low, this will always work around that number.
I need to try that out. That's yet something else I need to get better at: being fully aware of each of our damage meters.

DungeonMaster said:
Incidentally I'm working on a video for this thread. Maybe this weekend, maybe next.
Looking forward to it!

To backflip you have to enter back and jump at the same time. It doesnt do anything differently, however I find that any action out of it is a little harder to see coming
Ah thanks. And I also find it looks much cooler too! I think it's your videos that inspired me to do it more often. :b:
 

Afro Smash

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Yeah it does look pretty cool ;-) and for up b oos you want to jump out of shield, so you'll want tap jump on or a left shoulder button set to jump
 

Xygonn

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Huh, so definitely an opportunity then. I think f-air is the option I would have least likely considered, and that probably alludes more to the fact I don't quite have a good grasp on which of her aerials to follow up with at the right times. Like you said, more time in training mode would be helpful.



That's very helpful! I should have known by now its high attack priority against Samus' moves, no wonder it's one of my cousin's favorite tactics.

Now, I've been wondering about the shield -> Up+B. What's the best way to do this? Is it drop shield and immeditely Up+B, or is it Hold Shield -> press jump into Up+B?



I need to try that out. That's yet something else I need to get better at: being fully aware of each of our damage meters.



Looking forward to it!



Ah thanks. And I also find it looks much cooler too! I think it's your videos that inspired me to do it more often. :b:
You should always hit jump to do upb OOS. I have a shoulder button set to jump to aid with this.
 

Afro Smash

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Faced a great Little Mac the other day, learned a lot about the match up. I said it on skype but i do feel like this match up is the Fox match up pushed to the extremes. We lose real hard on stage but win real hard off stage.

  • Jab Up B and Jab KO Punch are things
  • He can put on super safe shield pressure with jabs and tilts, dropping shield to counter with anything risks him throwing out a Smash Attack and you losing
  • Forces you in to shield a lot so can rack damage with grabs, fortunately no kill throws or combos
  • Spot dodging his smash attacks actually isn't too difficult and leaves him far more open for punishes, particularly useful near the ledge where they will push you off stage if shielded
  • His air game actually isn't all that useless, nair can be used as a nice mix up when coming from above and fair to carry on strings from D-Tilt etc.
  • Despite his great ground game and however much he might body us there, it still only takes one read offstage at any percent to take a stock
Accidentally put a Pac Man game in there, Mac games start at 3:56. Also critique of my gameplay is more than welcomed (I probably roll a bit too much but note some of these were accidents as i tried to shield drop and run in lag)
 
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RoachCake

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I'm only going to say this one little thing, try not to get scared into shield for so long, that Mac saw that you liked to sit in shield a lot and took advantage of it quite a bit.
And this isn't just advice for you, it's for everyone, a lot of the Samus players I've seen play or that I've played sit in shield way too long, this is bad because it can allow people to condition you and play a bunch of mind games or just apply easy shield pressure and people like that Mac will take advantage of these situations.

Other then that, you played extremely well.
Good to know about that Jab into Up B/KO Punch as well.
 

E.Lopez

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Just a fun little FG match i had against a Tink main i faced online. Thought I'd throw it in here.
I love how quickly you grab the ledge, drop, and reverse B shot, for that first KO. I need to be able to do that.

Nice spike on that second stock (he was only at 10%!).
 
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E.Lopez

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Here linked my gameplay combo compilation video! A lot of clips left on the cutting room floor, damn these things take time to make. The combo thread really needs updating but I spent my weekend doing this.. maybe I'll get to it by end of week.
https://www.youtube.com/watch?v=Kc4TQd5rGes&feature=youtu.be

Awesome video man. Truly inspires us Samus mains, especially seeing how much more of her power I have yet to fully realize.

Starting at 2:02 I liked seeing those combos where you hit them with CS as you pop them up off a u-air or u-tilt. I always forget to do that.

2:48 was crazy how you read Mewtwo's air dodge and still hit him with the delayed CS in air.

Dirty bomb after shield break at 3:05! Love it.

Stuff like at 4:05 when you hit ZSS with Super Missile then SH to CS anticipating where she will pop up is the kind of stuff I would love to get better at.

At 4:31 when you jab 1 -> jab 2 the Captain (Samus has rage), and he hits the floor, is that what I see you guys refer to as tech chase? I mean, did he tech and so you were able to get guaranteed hit with CS?

I love how on each of the clips immediately after that, you were able to hit, without fail, those Foxes and Falcos with CS as they were coming out of roll and/ or right after being hit by one of your attacks.

Ex. Hitting Falco with n-air then CS as he flies back
Knocking Falco back with f-tilt then CS
Same with Fox on the next clip.

That was cool at the end how you just waited, while hanging on the ledge, for Falco to approach, so you get get in a quick ledge attack -> CS.
 

DungeonMaster

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Thanks guys! I'll give a detailed breakdown of everything you see in the video in the combo thread but I'll answer @ E.Lopez E.Lopez questions here.

The Mewtwo and Kirby airdodge reads are actually not that difficult at all, they opponents are conditioned after multiple true combos to air-dodge, in fact most "average to good" players on for-glory do exactly that without prompting. What's happening is that I know they're just beyond the true combo % range and they don't. If I used the precise combo timing, I would miss. So I simply delay the combo just a tiny amount and bam, they're hit. Sakurai did not want Samus to outright combo kill Kirby at 23% -> 33% when rage is included. That's preeetty brutal low... From his perspective I found a hole in his defenses three times, one combo to 23%, and he missed one tech, his airdodge failed and he DIED. The truth is he had little chance for the tech as I've since discovered, so it's more accurate to say I landed three hits and he died.
The correct defensive way out is to jump, again, they don't know that and are conditioned to air-dodge. That kirby was amazing incidentally, he literally beat the tar out of me until that point.


Yes all the CS kills at the end are from tech chasing, they're technically *failing* to tech in the videos if you'll pardon the pun. A tech is when you are about to get flattened on stage, if you input shield immediately you rise to your feet instantly. You get some small window of invincibility but immediately after that you get a small window of vulnerability. A tech chase is hunting and hitting them in that window of vulnerability. The CS is AMAZING in this game at tech chasing, and going after failed techs. Learning to recognize when you can successfully tech chase, chase after getups, and failed techs is a big part of the use of the CS. They can't throw out a reflector/absorber/counter and it can kill.
All of the Super missile -> CS kill combos are again, knowledge of combo range and the %. I don't have those listed in the detailed tree yet but the % for R.O.B are easily translated to the other characters using the magic numbers.
 
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_gold_

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I'm no expert, but here's a couple of samples of my gameplay:
 
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KayJay

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:4samus: vs. :4falcon:


@ HououGold79
Nice use of double jump D-Air.
 
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