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Samus Techniques with ***VIDEO***

ll Mafia ll

Smash Apprentice
Joined
Mar 12, 2008
Messages
144
Location
AL
Well, hello Samus users.

I am making this thread in response to the weekly discussion thread.

People talked about some things to do with Samus, and I thought that I would test some of those things out and put together a video showcasing them.

First, and what I think is most important, is the set up of "insta combos" that Samus can use to get KOs.

Overswarm mentioned it a lot in the discussion thread, and I am going to give my test results.


VID.
Watch first.
http://www.youtube.com/watch?v=Chp1cQYCoVE




1. Full Hop Fast Falled Forward Air into a Buffered Down Tilt.

This is one setup that combos into the down tilt. Registers in training mode, all that jazz.

Basically, Samus jumps, forward airs, then fast falls it to hit Game and Watch.
Once Samus lands, she immediately executes a BUFFERED down tilt.

I had a ton of trouble getting this "insta combo" to work. If a character is too short, a short hopped forward air has too high of a hit box to hit short people.
(I have an idea that the later hits of the forward air have more hitstun than the earlier hits.)

Second, it's hard as hell to get the downtilt to land in time to register as a combo.
LIKE REALLY HARD. REALLY REALLY REALLY REALLY HARD.
The reason it is so hard is because of the timing needed to buffer the down tilt. No one has frame data, so it's pretty hard to get right.

If the down tilt isn't buffered, then it's too slow to get a combo.
Some mess up scenarios are that Samus will land, stand up, crouch, then down tilt.

The correct scenario is that Samus lands, and immediately down tilts.


I tested this forever, and you can take a look at it in the vid I will post later.


Now, I only tested the down tilt extensively. You can do a lot more things with the forward air.
You can forward smash, forward tilt, whatever. Jab also works.
The only problem with the other moves that I could only get the jab to work in a combo.


Summary of "Insta Combo" Testing.
1. forward air down tilt combo is HARD to pull off, but works.
2. Even if you dont get the combo part, the attacks themselves are pretty fast. Could be blocked but the opponent would have to be fast...(or just hold down shield)
3. VERY reliant on getting the forward air to hit. If the opponent shields the forward air... then they will most likely shield the rest of Samus's attacks.
4. A USE FOR BUFFERING! YAY




2. Grab Release.
Overswarm explains in the original thread. Very easy to understand and pull off... don't think much explanation is needed.


3. Miscellaneous

Ledge hopped Cancelled Super Missile.

The timing on this is a bit harder than the homing or anything else coming up from the ledge. Samus has to be somewhat over the stage and then fire the missile.



Missile Canceled Super Missile followed with Charge shot.


This is already used by some people, but I might as well throw it out there again....

The super missile hits the opponent, stuns, and in that stun time, the charge shot hits.
Pretty good stuff. Two hit combo.


Down air to down tilt


Lower percentages only. Hit with the down air, and then the down tilt.
29 damage two hit combo



MCed Super Missile, to dash attack, then screw attack.


The super missile hits, then the dash attack, which launches the opponent into the air, and then the screw attack finishes the combo.

Can also switch it up with whatever you want.


Things talked about above are shown in this VID.

http://www.youtube.com/watch?v=Chp1cQYCoVE




Some extra stuff that I tested is that...
Samus's grab attack did not help for move regeneration.
I went into a MATCH, forward tilted until it did 3-4 damage, then grabbed and whacked the guy 10 times or more. Forward tilted again after.
Did 4 damage...

UPDATE ON GRABBING

Okay, new testing, and geez.
I went to a match, did the usual spamming a move, in my case, up tilt with Samus, and then getting a grab. I didn't do anything with the grab. The empty grab and release did not bring the move decay up.

Okay, so then I tested Samus again...I went nice and slow, separating the hits out so it was like, one a second.

IT WORKED. Actually brought moves back up.

Then, I went into training mode and used the combo counter to see how fast Samus should grab attack to get consecutive hits. A spazzing grab attack gets broken up by the combo counter, but when I went slower, to the point where Samus had an average Grab attack speed, the hits with the grab attack registered as consecutive hits.

Then, I went back into a match, did the uptilt spam, then did grab attacks at a slower pace on Ganon.

The grab attacks eventuallly decayed to the point of doing no damage.... but when I tried the uptilt, it had full power and knockback.

Wow, annoying stuff. Hopefully this is final....


------------------------------
 

Gum

Smash Journeyman
Joined
Apr 19, 2007
Messages
470
Location
Everywhere you wanna be
Nice info. I kinda feel like the fast falling uair is more effective and easier to buffer moves than the falling fair. I buffer dsmash, fsmash, dtilt and even charge shots (if you wanna call that a buffer; the uair pops them up into the air and stuns long enough to land the charge shot everytime.) out of the falling uair all the time. I def want to check out that thread.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Interesting info. I did perform the short hop Super Missile + Charge Shot not long ago. What I liked about it a lot is that the Charge Shot is right there with it, and if it connects it does 35% damage.

I think I may have used the f-air to d-tilt before, but unintentionally. Sometimes I'd notice that I'd fall faster than normal while using the f-air, and the d-tilt would connect.
 

ll Mafia ll

Smash Apprentice
Joined
Mar 12, 2008
Messages
144
Location
AL
@ Gum

I tried doing a few things with the Up air, but it was much more annoying.
Mostly, it's my fault for never using falling up airs.

And when I say buffer, I mean buffer as in the computer d tilts for you. Like, to explain more, it removes human reaction time, and performs attacks as soon as possible. So for a d tilt, I explain in the vid that a NON buffered d tilt involves Samus going into a standing position, and then executing moves.

If you buffered all those moves, so that once you land, there is no hesitation between moves, then wow.
Buffering is a bit hard.

But, I do realize that the up air is a very useful move for linking to ground attacks.


@ Dyrn

There is a difference between connecting the move and getting the combo counter to register.
If you connect, which is pretty easy because human reaction time won't block in time.
But the "insta combo" I have in the vid is... the guaranteed kind of thing.
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
Some extra stuff that I tested is that...
Samus's grab attack did not help for move regeneration.
I went into a MATCH, forward tilted until it did 3-4 damage, then grabbed and whacked the guy 10 times or more. Forward tilted again after.
Did 4 damage...
Hmm... does that follow for other grab attacks? Lucario has a pretty fast grab attack, maybe this should be tested.
 
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