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Samus Guide: Mission 'Initiation'

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Kofu

Smash Master
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The caffeine-free state
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Index
[1] Game History
[2] Brawl Introduction
[3] Moves
-[3.1] Standard Attacks
-[3.2] Smash Attacks
-[3.3] Aerial Attacks
-[3.4] Specials Moves
-[3.5] Grab/Throws
-[3.6] Other Attacks
[4] Techniques
[5] Match-Ups
[6] Stages
[7] Other (?)


For easy navigation of the section you wish to see, search for the corresponding tab. For example, if you wish to see the moves, search [3].

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[1] Game History
Not yet

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[2] Brawl Introduction
Power Suit Samus (referred from here on out in this guide as Samus) has some interesting and useful attributes. She has one of the very slowest fall speeds in Brawl, yet she is a heavyweight due to her armor. This combination would probably indicate that her air game is better than her ground game, and indeed it is. She has plenty of ways to gimp opponents, and she can pull off more aerials than most characters can in the same amount of time. Additionally, her recovery is phenomenal, and she will rarely have trouble getting back to the stage. Samus has multiple projectiles, all of which can serve a variety of purposes, the least of which (and perhaps the least noble) is camping. She also has several long-range and disjointed moves, which allow her to rack on the damage quite quickly. She’s not slow, either, and there are actually a few combos which she can do to keep the battle under control.

Despite plenty of good qualities, Samus suffers from a few glaring weaknesses. She is tall, which makes her a nice, large target for the foes’ attacks. Her best killing moves start working at an upwards of 100%, and even then the finishing blow can be difficult to land. Her ground attacks are laggy, so she’s at a disadvantage when the opponent is stronger in the air than she is. Her floatiness and weight make her susceptible to many combos at low percents, and at higher percents she can be juggled mercilessly. Her priority, for the most part, isn’t anything amazing either.

In Summary:

Pros
-Good, reliable aerial attacks
-Multiple projectiles
-Versatile recovery
-Good at gimping

Neutral
-Floaty
-Heavyweight

Cons
-Mediocre range outside of projectiles
-Laggy grab
-Large target
-Has a difficult time killing opponents

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[3] Moves
Samus has quite the variation in moves, and you'll find that there's rarely a situation where you won't know what to do.

The following format will be used for each move:
-Button Input (assuming Gamecube or Classic Controller default)
-Attack Name (there are various things to call each attack)
-Damage Output (when completely fresh)
-K.O. Percentage (Mario from the center of Final Destination)
-Frame Data (Duration of Move, Duration of Hitbox, etc.)

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[3.1] Standard Attacks
Samus’s standard ground moves are decent; they have a fair bit of range and are good at racking up the damage. However, they sometimes suffer from lag and have mediocre priority.

A, AA
-Standard Attack; Standard Attack Combo; Jab; One-Two “Punch”
-Damage:
-K.O. Percentage:
-Frame Data:
Samus’s first whacks the foe with her arm, and then swings her arm cannon out in an arc. Her jab is a decent move; it comes out fast and deals a bit of damage. However, the first hit has practically no hitstun at all, so any attack that can come in between the first hit and the second will be dangerous for Samus (two Samus players can basically just stand there and jab each other all day). However, the move can jab lock if the proper scenario can be prepared, so that’s one particularly good thing. Overall, a decent interrupter and an okay damage racker.

Side A
-Forward Standard Attack; Forward Tilt; FTilt; Roundhouse Kick
-Damage:
-K.O. Percentage:
-Frame Data:
Samus swings her leg out, performing a roundhouse kick. It’s a fairly fast move that has decent range, so it’s good for spacing. There’s not much lag after it, either, so it’s a reliable “get out of my face” type move. It can also be angled up or down to hit foes if they’re higher or lower than usual.

Up A
-Upward Standard Attack; Up Tilt; UTilt; Axe Kick
-Damage:
-K.O. Percentage:
-Frame Data:
After raising her leg up high, Samus brings it down with a fair amount of force. The Up Tilt has some decent range (slightly above and a ways out ahead of Samus) and some reliable knockback. Its main drawback is its lag; nothing horrible, but still punishable if not used right. This move has an interesting property: if the opponent is grounded, the axe kick will send them straight up; if airborne, however, he or she will be sent flying solidly horizontally. You can use this move as an edgeguard if you don’t want to leave the stage; just wait for the opponent to start to climb back up, and use it. If even a little bit airborne, Samus will send the foe far; it will K.O. most around 90% if done properly.

Down A
-Downward Standard Attack, Down Tilt, DTilt, Cannon Blast
-Damage:
-K.O. Percentage:
-Frame Data:
Samus kneels down, points her arm cannon at the ground, and unleashes a ferocious, fiery explosion at her feet. This is one of her more reliable kill moves if fresh, as the knockback is a powerful vertical launch. One can also use it as a decent damage racker due to its range, and it works pretty well. The Down Tilt can’t be spammed as a result of its obvious and slow animation, so use it at random intervals for maximum effect.

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[3.2] Smash Attacks
Samus’s Smash Attacks are okay; all three have fair knockback, but are hindered by pitiful range.

Smash Side A
-Side Smash, Forward Smash, Cannon Thrust
-Damage:
-K.O. Percentage:
-Frame Data:
Samus draws back her arm and then forcefully propels it forward (most likely in a fist, but obviously I can’t tell). This move has absolutely horrible range, but if you can get the foe inside its damage zone, it’s a decent kill move. It can also be angled up or down, and I find that it works best if angled up.

Smash Up A
-Up Smash, Flamethrower
-Damage:
-K.O. Percentage:
-Frame Data:
Samus holds her arm cannon above her head an unleashes [4] blasts of flame in an arc. The move has 4 hitboxes, but the first three are very weak (no knockback growth maybe?) and are easily DIed out of. There’s very little range on these hits as well. All killing power comes with the last hit, which hits behind Samus at somewhere in between the 10 and 11 on an analog clock assuming Samus is facing right. It has respectable knockback if you can hit with it. If you need to hit someone that’s above you but you don’t want to go airborne for some reason, it’s an okay Dash Smash move. You can also use it in a similar vein to the Up Tilt edgeguard if you face away from the ledge.

Smash Down A
-Down Smash, Sweep Kick
-Damage:
-K.O. Percentage:
-Frame Data:
Samus crouches down a bit and sweeps around her with her legs. Definitely her best smash attack, her Down Smash hits on both sides of her (not quite at the same time though) and comes out quickly--an excellent “get out of my face” move. Be sure to hit with it, though, since the ending lag is quite punishable.

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[3.3] Aerial Attacks
Ah, now this is where Samus shines. The best parts of her moveset can be found here, so be sure to use them a lot. Oh, and every single one of her aerials autocancels upon reaching the ground, a HUGE plus.

Jump, A
-Aerial Attack, Neutral Aerial Attack, NAir, Sex Kick
-Damage:
-K.O. Percentage:
-Frame Data:
Samus sticks her leg straight out ahead of her, ready to smack anyone who dares venture near. It’s a sex kick with decent rage and okay knockback. The best use is as an interrupter, but you can rack up some damage with it. An average attack in general.

Jump, Forward A
-Forward Aerial Attack, FAir, Broiler
-Damage:
-K.O. Percentage:
-Frame Data:
One of Samus’s two disjointed aerials, the Broiler is an amazing attack. It hits [5] times, the first four stunning the foe but possessing very little knockback, and the last sending the foe away at roughly a 45º angle, which can set them up for another aerial. And, if all hits connect, it does 18% fresh, very respectable.
Use the Broiler. It will serve you well.

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[3.4] Special Moves
Eventually

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[3.5] Grab/Throws
Is coming

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[3.6] Other Attacks
Please hold

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[4] Techniques
Zairs and Missiles and stuff

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[5] Match-Ups
Dedede, Falco, and Diddy are horrible etc.

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[6] Stages
Hi! I like Battlefield! It's comfy and easy to play on!

==================================================

[7] Other
Probably not needed.

Is a WIP, will accept criticism and contributions!
 

Kofu

Smash Master
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And one more for good measure.

Oh, once I actually get to play Brawl again, I'll be getting pictures, move info, etc.
 

LanceStern

Smash Lord
Joined
Aug 2, 2005
Messages
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San Diego, CA. (619)
I'm sorry to say Kofu, but there is already a topic like this. You can help contribute some of your stuff to teh stickied Samus guide at the top of the page
 

Kofu

Smash Master
Joined
Apr 2, 2009
Messages
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Location
The caffeine-free state
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What, this?

More or less a better move guide would be nice, as well as percentages.
And it doesn't mean that what's there can't be improved, no?
 

Crystanium

Smash Hero
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I've beaten you to this a very long time ago, Kofu.

V. Basic Techniques [V-BT]

Neutral:

  • Jab
    • Button Input: A (A)
    • Damage: 3% + (7%) = 10%
    • Notes: The Jab is a quick attack, and if the second hit lands, it will push the opponent back. It is generally a good idea to use the initial jab just to poke at the opponent, whether or not his or her shield is up. This allows a safe method of close-combat. If, for example, the first jab is shielded, Samus has other options to choose from. She may jab cancel and use a grab after, or she may step back to prevent being shield-grabbed.

Edge:

  • Edge Attack
    • Button Input: A or B
    • Damage: 8% (10% if at 100% damage or higher)

Trip:

  • Spin/Sweep Kick
    • Button Input: A or B
    • Damage: 5%

Fall:

  • Spin/Sweep Kick
    • Button Input: A or B
    • Damage: 5% (6% if from behind)

Dash:

  • Dash Attack
    • Button Input: Trot/Run+A
    • Damage: 6% if used early (10% if used late)
    • Notes: The dash attack may be used early or late, but using it late is preferable. If Samus uses her dash attack late, there are a few benefits from this. First, it does an additional 4% damage. Second, the opponent will be unable to shield-grab. Third, if the opponent fails to put up his or her shield during the time Samus uses the dash attack, this will allow Samus to use her Screw Attack immediately after. Samus may also pivot and use her f-smash or grab her opponent once she's on the other side.

Tilt:

  • Axe Kick
    • Button Input: Up+A
    • Damage: 13% (12%)
    • Notes: The u-tilt is interruptible as soon as (IASA). This means that it can be used again without having to wait for it to finish completely. Once Samus' Axe Kick lands onto the ground, it can be executed again. This is good to use when the opponent is standing on a passable platform above Samus, or when the opponent is in the air. If the opponent is standing on a passable platform with his or her shield up, the first Axe Kick may push the opponent off the platform, and while in a falling animation, can cause damage or even KO the opponent as he or she is falling from the platform he or she was standing on. It may also be used if the opponent is hanging on the edge.

  • Mid/High/Low Kick
    • Button Input: Forward+A
    • Damage: 7% from the foot; 8% from the thigh; 3% increase if hit by a high or low kick
    • Notes: The f-tilt isn't easily punished like the f-smash if it is shielded, and therefore makes this the better option between the two. When the f-tilt is angled up or down, it causes an addtional 3% damage, and the knock-back is also slightly increased.

  • Flamethrower
    • Button Input: Down+A
    • Damage: 14%
    • Notes: This attack comes out fairly quick, and it has decent range. It has been buffed and is capable of KO'ing vertically, though the amount of damage percent that is necessary to KO is somewhat dependent on the stage Samus is on. This attack can be combined with the Broiler (f-air), though it is at times punishable.

Smash:

  • Fire Arc
    • Button Input: Up+A
    • Damage: 4% x3 + 5% + 6% = 23% (charged = 5% + 6% + 5% + 7% + 9% = 32%; consecutive hit varies)
    • Notes: This attack is used preferably against medium to large characters, whether by height or width, since it will cause more damage if it lands. It tends to push Samus' opponent upward, which may allow for additional damage by the use of the Screw Attack. The last hit seems to have more knock-back, and it is apparent it causes more damage.

  • Arm Cannon
    • Button Input: Forward+A
    • Damage: 13% uncharged; 19% charged; 1% increase upward; 1% decrease downward

  • Sweep Kick
    • Button Input: Down+A
    • Damage: 15% uncharged in the front; 22% charged in the front; 14% uncharged in the back; 20% charged in the back

Aerial:

  • Sex Kick
    • Button Input: A
    • Damage: 9% (6%)

  • Drill Kick
    • Button Input: Up+A
    • Damage: 3% + 1% x4 + 4% = 11% (consecutive hit varies)

  • Broiler
    • Button Input: Forward+A
    • Damage: 4% + 3% x2 + 4% x2 = 18% (consecutive hit varies)

  • Spike
    • Button Input: Down+A
    • Damage: 15%

  • Back Kick
    • Button Input: Back+A
    • Damage: 14% (10%)

  • Grappling Beam
    • Button Input: Z or L/R+A
    • Damage: 4% sourspot (7% sweetspot)

Special:

  • Charge Shot
    • Button Input: B
    • Damage: 3% uncharged; 26% charged

  • Screw Attack
    • Button Input: Up+B
    • Damage: 2% + 1% x11 = 13% (consecutive hit varies)

  • Homing/Super Missile
    • Button Input: Forward+B
    • Damage: 5% (10%)

  • Bomb
    • Button Input: Down+B
    • Damage: 5% (9%)

  • Zero Laser
    • Button Input: B
    • Damage: 3% x18 + 16% = 70% (consecutive hit varies)

Grab:

  • Chozo Chop
    • Button Input: A
    • Damage: 1%

  • Toss
    • Button Input: Up
    • Damage: 9%

  • Forward Throw
    • Button Input: Forward
    • Damage: 9%

  • Slam
    • Button Input: Down
    • Damage: 6%

  • Backward Throw
    • Button Input: Back
    • Damage: 8%

Also, we have a match-up guide and stage guide.
 
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