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Apart from that, missiles deter Robin from charging tomes on platforms to an extent, but used carelessly will more often than not leave an Arcfire in your face or get you hit by a Levin Sword.It's just such a pain to deal with. It's absurdly powerful, does massive shield damage, and you can charge it up and fire it very quickly. If I leave you alone for a moment, you'll get a fully charged blast ready to fire at me, and if you have that, I have to constantly dance around to try and not leave myself too vulnerable. The mere threat of it alone forces me to play cautiously, and if I mess up at all, I get blasted. This is especially bad for Robin, as I simply don't have the tools to defend myself, or to apply the necessary pressure to keep you from charging it constantly. And it gets even worse on stages like Final Destination, where there's nowhere to run and nowhere to land safely... It's just really mentally exhausting to manage.![]()
Only saw the first 2 min (on route home from work to watch rest) You tend to roll and fire off Charge shot way to much. Don't worry tho I used to do it as well. You should really check out DungeonMasters thread of knowledge. Along with Xygonns guide. Rolling is something you don't want to do with her. Instead us SHAD (Short Hop Air Dodge). Soooo many things come from it.Stages also factor in this MU heavily I think. As said in the quote, no platforms reduces Robin's options for fleeing. Free reign to use missiles and pressure with CS. Getting in close leaves both characters open, I found myself punishing things like wind jab just as much as he would punish a whiffed dash attack.
If it's really that close then, well, I should work on improving my Samus.
Videos:
(winning match)
(one of many losing matches)
I agree that Ryu is good against a lot of the top tiers because FA kills a lot of their single attack aerial game (especially cpt. falcon). We eat through it with fair, uair, zair, upb, and if timed right nair. I guess I shouln't say Ryu is bad in general, but I think he will have massive issues with zoning characters. He's like an anti rushdown. He might be a GREAT secondary for samus mains.Yeah ryu, he's going to be a good character, I feel he will have a very positive matchup against Sheik, just given his up-tilts alone, which may mean he's picked up by almost everyone who plays competitively. His combo window is actually not that big, you can see this in training mode trying for the up-tilt->CS. His focus attack seems to a hard punish on anyone who likes to string - not true combo - aka Sheik, Mario, Fox. At first pass so long as we're solid in our timing it just doesn't work on Samus. We're floaty and able to escape many of his light attack starters.
Very important to note: DP does not snap the ledge, much like little mac's up-B, so d-smash, u-tilt, stage graze CS to your heart's content.
Roy is the combo swordsman in this game. He has a lot of true confirms, particularly out of his d-throw (I managed a 50 damage one....) his short range and our floatyness means we're less vulnerable than many others. I don't feel as of today we suffer as much in the priority battle with hitboxes compared to lucina/marth, but that's day 1.
Unfortunately Xygonn, my opinion is unchanged on regular missiles being unchanged as "worst projectile in the game". Hadoken can come out of many true combos at low percent (low mid-kick -> hadoken) and Ryu is unpublishable, he falls out of the animation automatically on impact. Homing missile at close range and you eat f-smash/grab 9 times out of 10.
There's also more bias, and I feel no hope of ever seeing grounded meteor teching removed from the game, in ryu's moveset. The "king of combos" has a d-air which you'll notice specifically does not meteor onstage. So it's a deliberate design decision to not have guaranteed confirms from Samus up-tilt and d-air. Sakurai is an @^&*($@! I'm still very angry from this patch.
There's a narrow percentage range against certain characters where it is, but not usually.Hello there. I have been invited by DungeonMaster in the competitive characters thread. And I wanted to ask again: Is Dash attack, into Up Air into Fair a true combo?
All things Samus are solved with uair. So it is with pkt1 unless he hits you in the head with it.Speaking about the Ness MU again:
My cousin and I played a bunch of local friendlies last night, and he's getting better and better with Ness. There's one thing that's been giving me trouble, and I see it in the video @Afro Smash posted in the videos thread: https://youtu.be/zISaj6SjRVw at 2:22. When Ness starts juggling with a constant barrage of PKT, I have trouble even getting back to the stage. I air dodge, I fastfall, but he keeps hitting me every time, basically racking up free damage. Not sure what I can do about it.
Also, Ness' dash attack is so strong! Large and multi-hit, launching upward. I'm getting better at shielding it and attacking OOS though.
Yep @Hello there. I have been invited by DungeonMaster in the competitive characters thread. And I wanted to ask again: Is Dash attack, into Up Air into Fair a true combo?
He's tall, so he's really easy to hit with zair. Us the hitstun from zair to chain into a dash attack, and since he's heavy, you can probably work that into uair>uair>upb at early percents. Hold onto a full charge shot and use it or missiles often enough early on to condition him to use his side-b. His side-b works as a reflector in the early frames, but if you're patient after he commits to it, you can wait like halfway into the move and then peg him with the charge shot. Be wary of his deceivingly quick nair, and pick up and catch/hold onto his top as often as you can.I'm having trouble with ROB. Any advice?
He seems to have a counter for everything.
Thank you. One of my biggest weaknesses as a Samus main is my poor zair use, and this appears to be a matchup where that is especially bad of me. Looks like I'll be working on that next.He's tall, so he's really easy to hit with zair. Us the hitstun from zair to chain into a dash attack, and since he's heavy, you can probably work that into uair>uair>upb at early percents. Hold onto a full charge shot and use it or missiles often enough early on to condition him to use his side-b. His side-b works as a reflector in the early frames, but if you're patient after he commits to it, you can wait like halfway into the move and then peg him with the charge shot. Be wary of his deceivingly quick nair, and pick up and catch/hold onto his top as often as you can.
Here's Chozox vs a ROB: https://www.youtube.com/watch?v=1BTiN6JPjnM
Hope that helps!
The more you start you incorporate it into your moveset, the more you'll realize how useful it is. Give it a shot.Thank you. One of my biggest weaknesses as a Samus main is my poor zair use, and this appears to be a matchup where that is especially bad of me. Looks like I'll be working on that next.
I know zair is a great tool. It's just difficult for me to break my Smash64 habits. Gonna force myself to start using it though. I've held off way too long. Guess it's one of those moves that's good enough for me to just use exclusively until I get it, so off to for glory were I can get away with that kind of BS.The more you start you incorporate it into your moveset, the more you'll realize how useful it is. Give it a shot.
In the old thread my advice was switch to villager. I'm better with Samus now, but since villager is my #2, I still use that advice against a good ROB. That said, SH CS is super important to shoot CS over the Gyro and even his reflector. Everyone already mentioned zair is a great tool. Dash attack spam isn't that bad as long as you cross up, plus you'll often grab or clank his gyro if he tries to counter it that way. His recovery is very good but he can't threaten and recover at the same time. Bomb gimps work well at higher percents where he needs to use a lot of fuel to recover. You can shield grab fair if he hits you high on your shield. You can also shield grab bair and dair very safely. Our new usmash is very reliable against ROB because of his tall and wide hitbox.I'm having trouble with ROB. Any advice?
He seems to have a counter for everything.
Opinions are divided, I personally quite like the matchup and believe Samus has significant advantage. I also spent over a hundred hours in training mode kicking around a rob target to build a combo thread so I know his physics totally intuitively now, that may factor...So it's not just me then? It really is a horrible match up?
There are a lot of Samus matchups that I dread (mario, fox, pikachu, etc...), I like this matchup too. Usmash actually works, uair and zair eat rob, and its really easy to get in upboos. I think we do really well against rob off stage as well since his recovery is slow and he has no hitbox on his upb.Opinions are divided, I personally quite like the matchup and believe Samus has significant advantage. I also spent over a hundred hours in training mode kicking around a rob target to build a combo thread so I know his physics totally intuitively now, that may factor...
I think those of us that play a more defensive Samus have a harder time with his projectile wall. It's not often Samus is the one that is forced to approach in the neutral. I just got rekt by a ROB on fg this morning. I took him to 60% on his second stock the first game, he two stocked me the second at 167% the second (he was extremely cautious and I couldn't get upb). I switched to villager, pocketed his gyro and spammed him with slingshot. Salt filled his body and he left.So it's not just me then? It really is a horrible match up?
That gyro gives me fits. I was doing some practice games, and I found it goes from very hard to very easy if I can grab his gyro. Gryo and missles work super well together. Use missles for damage, and use gyro to keep ROB off me, and slowly work them to the edge.I'd say it's pretty even, but immediately goes in our favour whenever he doesn't have access to his Gyro
For the Lloid rocket after it starts flying a larger charge shot can go through it and hit a villager trying to run with, it can be a risk if they try pocket it though.Can we talk about the villager matchup? As it is I think it's very unfun, and I really hope there's a more reliable way of dealing with defensive villagers than just going to time, because I haven't found one yet... and I'm really impatient and can't be doing with waiting them out.
So zair goes through their projectiles which is nice, and proper spacing lets it go through both a lloid and a slingshot. Villager's bair is just a bit too fast and far reaching, though, to the point that you have to be perfect with you timing or it'll knock you out of the zair animation. Our tether grab also means that we don't have to wait out their tree, as we can safely grab them if they're trying to use the tree as cover to shield them while they spam projectiles. Morph ball bombs are unfortunately not as great of an edgeguarding tool as you'd hope, as one balloon will eat the bomb without affecting the villager, so I don't think it's really worth attempting to gimp their recovery unless they're stalling at the ledge.
Actually netting that KO is a pain, though, hence why so many of my matches with high-level villagers end in a stalemate. We can't ever really get close enough to f-smash or Up-B OoS, their aerials out-prioritize bair and up-air due to range, speed, and lingering hitboxes, recovery gimping isn't an option because of how safe balloon trip is, and Charge shot can either be pocketed or is flat out negated by even stale Lloids (WHY). Its just plain frustrating.
Thing is, villager's attack lag ends before the lloid even begins to move. When it actually gets moving they'll have more than enough time to react to the charge shot, so there really shouldn't ever be a time when you try and attack through the lloid unless you've already baited the pocket with a homing missile...For the Lloid rocket after it starts flying a larger charge shot can go through it and hit a villager trying to run with, it can be a risk if they try pocket it though.
As for the edge since he has his balloons i just go for the meteor, it hits both balloons and the villager, maybe it could just hit the balloons if the timing is right but at that point the actual meteor would seem preferable.
I also try to approach and punish as they are blocking/dodging/pocketing a homing missile but that is just me.