DungeonMaster
Smash Lord
Welcome to the boards, if you roll as Samus, except for very particular matchups and situations, you're basically doing it out panic. It's actually opening yourself up to a huge punish against anyone competent. A short-hop airdodge is the way to defensively space, you get n-air, b-air and up-air out of it and you can cancel it at any point with a z-air. Missiles, super-missiles and charge shot can also be started from it to have them finish on the ground. You can hover the SH AD forward, backward or even back and forth.A bit new here. But how about just spacing against her? By that I mean roll/spot dodge then down smash. (Probably spot dodge)
Spot dodges are extremely useful of course but they leave you open to jab, and Shiek has a good, fast jab. The d-smash unfortunately doesn't cover their reflex SH->f-air, it misses as they are in the air.
Fought a crazy good Bowser yesterday. I've determined: Samus cannot hit him from above at all in the air. His f-air, well timed beats out every one of our moves. It has a very quick high hitbox and I literally experimented with every option repeatedly. Top Bowsers are so rare, I threw the book at him. F-air coming from a level angle is actually much better than d-air in gimping since it will trade/beat out Bowser's f-air and it's active past the end of his air-dodge. It's also the go-to move to use to beat completely beat out a Bowser f-air gimp attempt on you. Bowser can auto-cancel a LOT of moves, surprisingly, his whirling fortress in particular this guy knew and applied every tech.
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