Does Samus have any jump cancelable moves? I'm pretty sure almost no one does in this game, but it would be good to know if we're missing combo starters.
Not quite. But keep in mind she can jump out of shield like everyone else. Also note that she can cancel into shield from charge. So what I do to be most efficient is charge, then press shield and jump at the same time (R+X). With that, you effectively cancel into jump. This is very good against people who like to jump in on you while you're charging and you can properly anti air with your appropriate aerial. I never see any other Samus players do this and I believe this is necessary to play her at a higher level.
No real combo potential with this, but it keeps you mobile and more proactive. Use missles along with charge as a sort of feint or pressure tool to make the opponent jump. This is basically a Street Fighter fireball trap or zoning if you will.
Besides jumping out of shield, you can grab as well. So while charging, R+A at the same time to grab out of charge. Same applies to upsmash out of shield, upb out of shield, and spot dodge.
One more quick question, I seem to have a lot of trouble with Little Mac, Zelda and Yoshi any tips on how to play against them?
Played a little more of the Zelda matchup. It's not that bad. Yes she has reflect, but the key point is that it's a reactionary reflect and that it doesn't stay out as it's held. So what does this mean? You can punish a reflect. Make sure you have charge. Throw out a slow homing missile, if she reflects that, you can punish with charged shot. I get people all the time with this. This strategy works against Mario cape, slow rolls through the missile, and Ness absorb & fsmash to an extent. Now it's a different story against the likes of Fox.
As for Little Mac, I'm also having troubles. I have no idea what to do against the leaping punch attack. It goes over missles and often crosses up the shield. And I can't seem to punish it as LittleMac recovers fast enough to turn around and spam jabs. I still need to test if grab catches LittleMac during the leaping punch. Also thinking about the Leaping punch, maybe I should just camp the ledge. There's no way he'd be able to cross up because he'd risk falling over the edge. Also, his roll is either really fast to recover, or I've just had bad connections, because I keep getting tagged by roll into mashed jab. I'm trying to track the rolls too and punish with tilt. I have no problems against other chars doing this, but with LittleMac, I feel helpless.
Generally, I've been trying pivot f tilts, and pivot grabs. These are some of Samus' best tools since her roll is horrible. I've found them most effective against slower rolls, but faster rolls can pose a problem. Either I'm slow to react or the connection is bad, and the fast characters just dash attack me to death. And dash attacks that cross me up are what I have problems with as well. I don't know how to properly punish them, if that's possible.
Also been using dair to punish low dash attacks and grab attempts. It's decent, but I wish it had a larger and longer active hitbox.