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- Samus can space Marth pretty effectively, the MU is quite even.I disagree with that list. Marth wrecks Samus. Lucas is worse than Ness, so I don't see how he'd perform better against Samus. How does Palutena stop Samus? She only has one reflector and her attacks are slower than molasses. Mr. Game & Watch doesn't seem too bad. Drop the Miis. No serious player uses them. I think Diddy Kong is even. His banana is what he relies heavily on. It's his bread and butter. For Jonny Westside to have helped with that list and performed well against Sheik players, I don't know how she has an advantage.
Mewtwo shuts us down with practically one move alone: confusion. That move singlehandedly stuffs our zoning tools and our approach options, and his speed makes sure zair isn't really an issue either. He's also really hard to edge guard. Cloud is fast with huge disjointed attacks, most of which beat us on frame data alone without even taking into account the disjoint. The Cloud MU is kinda like the Fox MU for us, you gotta get him off stage and try to keep him there asap but that's far easier said than done.Again, the Mewtwo and Cloud make no sense to my experience, I have left in my FG wake a giant salty trail of "good to very good" Mewtwo and Cloud corpses but I'm willing to believe that at the highest level that matchup may flip (though I struggle with rationalizing how).
Confusion isn't that bad. You have to mixup zair with SH nair against mewtwo because he can dash in under. Or use full hops. Uair soft hit combos into usmash against mewtwo for an easy kill. You can also punish DA on shield with usmash OoS. Our jab1 is really great for boxing because mewtwo has not great frame data and our dtilt reaches further than mewtwo. Mewtwo can be hard to edge guard, but just try to catch the two frame on teleport. It's not super hard to do with bomb and uair combining to give a huge amount of coverage time. Since mewtwo has a good double to jump to aerial coming back toward the ledge, just don't sit right on the ledge where you can get hit. Sit back a bit. Then you can punish end lag if they come above the stage, or chase offstage if they fade back. If they ledge grab, jump over and RCS into stage to catch getup options.Mewtwo shuts us down with practically one move alone: confusion. That move singlehandedly stuffs our zoning tools and our approach options, and his speed makes sure zair isn't really an issue either. He's also really hard to edge guard. Cloud is fast with huge disjointed attacks, most of which beat us on frame data alone without even taking into account the disjoint. The Cloud MU is kinda like the Fox MU for us, you gotta get him off stage and try to keep him there asap but that's far easier said than done.
Yes, confusion really is that bad. It's practically unpunishable. Zair is the only thing we have against it and he's so fast now he can run straight under it on reaction. Or just shield it and wait for you to do something else, because they know we don't have anything else. A good M2 isn't going to just dash in on you recklessly. M2's dtilt reaches much further than ours, I dunno what you're saying there...plus it's disjointed, plus it combos into fair. You can't catch the 2 frame on teleport if the M2 recovers from above the stage, which they almost always do these days (if you're unaware, characters with teleport recoveries - M2, Zelda, Palutena and Sheik - don't get the 2 frame if they teleport from above the stage). M2's will also often use confusion as a way to cover their approach to the ledge and there's no way you'll be standing close enough to the ledge to punish anything they do without being hit by confusion. He's also got easier kill confirms including a kill throw. Most of M2's moves have better frame data that ours, including the majority of his aerials (only bair is slower). Shadow ball does the same damage as CS but can be charged in the air. M2's speed, air mobility, confusion, disjoints, frame data and air dodge all come together as a package that's incredibly difficult for Samus to deal with if the M2 knows what they are doing.Confusion isn't that bad. You have to mixup zair with SH nair against mewtwo because he can dash in under. Or use full hops. Uair soft hit combos into usmash against mewtwo for an easy kill. You can also punish DA on shield with usmash OoS. Our jab1 is really great for boxing because mewtwo has not great frame data and our dtilt reaches further than mewtwo. Mewtwo can be hard to edge guard, but just try to catch the two frame on teleport. It's not super hard to do with bomb and uair combining to give a huge amount of coverage time. Since mewtwo has a good double to jump to aerial coming back toward the ledge, just don't sit right on the ledge where you can get hit. Sit back a bit. Then you can punish end lag if they come above the stage, or chase offstage if they fade back. If they ledge grab, jump over and RCS into stage to catch getup options.
Common misconception that Mewtwo is floaty just because he jumps like the PK boys. He's not. He falls as fast as Mario, only having a slow falling acceleration. He's still getting hit by Samus's combos despite his frame 2 airdodge, and though they may not work for as long as others, likeMewtwo isn't combo food, he's a light floaty with an airdodge that's frame 2 turns him invisible and allows him to move in any direction
Cloud has barely any punish windows, literally all of his aerials are safe when used correctly
Can't challenge Cloud? Then don't. The best thing any character can do, not just Samus, is keep their feet planted on the ground to minimize exposure to his aerials, and eventually force him to use his much less safe grounded moves. Jab and dtilt can both be punished reliably with screw attack (as can sourspot dair with fast reflexes), while his ftilt can be tilted back. Things only really get dicey when he has limit, which gives the maneuverability to overcome Samus's zoning and vary his approaches, plus destroy Samus's recovery with Limit Cross Slash.If you find Cloud an easy matchup I'd probably suggest you're just not running into good ones when playing online. The Cloud MU is very similar to the Fox MU in that you need to get him off stage and keep him there asap, but that's far easier said than done. Cloud has better frame data than us plus a huge disjoint. He's hard to punish even on shield or whiff because of auto cancels. You can't challenge Cloud in the air and it's very difficult to challenge him on the ground. You can beat his dair with a well spaced bair, sure, but you're not going to beat his nair or bair that way. Once you're above him and he's juggling you with up tilts and up airs it's never fun.
Where did you get the frames?We definitely have frame advantage over all his aerials.
Cloud F-air 18 N-air 5 B-air 11 Up-air 7 D-air 11 Total: 52
Samus F-air 6 N-air 8 B-air 9 Up-air 5 D-air 17 Total: 45
His B-air is 11, my N-air is 8 and I'll take him on straight up air-to-air no problem. No fancy techniques necessary.
Up throw bruh. Also fair is a very potent kill move that can be confirmed off a 50/50. Most M2's don't fish for confusions or disables at kill %. Most will just run up and grab you, or throw out an up smash, or set up a 50/50 into a fair. You yourself said to watch Abadango's play but it appears you're not doing that, otherwise you'd see how few KOs he actually gets off fsmash and dsmash with or without confusion or disable and even shadow ball kills are rare (he almost never fully charges it). Most of his kills come off up smash, up throw, fair and dair spikes.Mewtwo's main kill moves are shadow ball, confusion to d-smash, f-smash, or u-smash.
I'm really not sure why you think confusion is unpunishable. It leaves them very open if you AD through it into an aerial, or DA on the ground.Yes, confusion really is that bad. It's practically unpunishable. Zair is the only thing we have against it and he's so fast now he can run straight under it on reaction. Or just shield it and wait for you to do something else, because they know we don't have anything else. A good M2 isn't going to just dash in on you recklessly. M2's dtilt reaches much further than ours, I dunno what you're saying there...plus it's disjointed, plus it combos into fair. You can't catch the 2 frame on teleport if the M2 recovers from above the stage, which they almost always do these days (if you're unaware, characters with teleport recoveries - M2, Zelda, Palutena and Sheik - don't get the 2 frame if they teleport from above the stage). M2's will also often use confusion as a way to cover their approach to the ledge and there's no way you'll be standing close enough to the ledge to punish anything they do without being hit by confusion. He's also got easier kill confirms including a kill throw. Most of M2's moves have better frame data that ours, including the majority of his aerials (only bair is slower). Shadow ball does the same damage as CS but can be charged in the air. M2's speed, air mobility, confusion, disjoints, frame data and air dodge all come together as a package that's incredibly difficult for Samus to deal with if the M2 knows what they are doing.
Mewtwo is so fast now his poor grab range is really a non issue.Good thing Mewtwo's grab range is poor.
Confusion comes out frame 12. Also, like Zelda's reflector, the reflect property actually stays active long after the actual hitbox of the move is gone - an extra 20 frames.I'm not sure how fast confusion comes out, but it's still risky.
let the bodies hit the floorThe issue with just staying on the floor is that our oos options are poor and letting somone wail on our shield isn't good, also just because we're grounded doesn't mean he has to use grounded options, sh ff bair is free to spam on our shield if we do that, and also leaves us open to tomahawks
And if the MU is even at best without limit then big disadvantage with Limit then it's still definitely a bad mu
As for Mewtwo I mean saying he's near kill % when he's out of combo % is a big exaggeration, but the biggest thing in this MU is that we can never dictate the pace or force an approach, he has a charging projectile (which he can hold) and a reflector, and we don't have good approaches, sh zair is good to beat Reflector but anytime you short hop you risk getting JC Up Smashed due to Mewtwos speed and low traction
That's up to you. Who feels comfortable to you? I tried Zamus and perhaps I haven't honestly given her enough time, but Mario feels right for me.Anyone have a good secondary for samus? Someone to cover her poor matchups?
Yeah, Marth's given me trouble, too. My main problem with ZSS is she's a glass cannon and she relies a lot on grabs, even though her grabs are garbage, so that's another reason why I don't use her. Mario is heavier, feels basic, but can deal good combos and damage. Like I said, it depends on who you think feels comfortable. If I had to choose another character, I'd probably go for Ike. Sure, he's slow, but he has range, his f-air is lagless, he's heavy, and he's a powerhouse when it comes to damage. I personally like using the purple colored cape.I play most characters at a pretty decent level, but two characters that give me trouble would be mario and marth.
I have a few suggestions that may help:Im so sick of greninja, any advice? Punishes?