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Samus's SHDN

Pieisthebest

Smash Apprentice
Joined
Nov 4, 2007
Messages
164
Location
Connecticut
3DS FC
0430-8304-2774
Her Short Hop Double Nair. This is very hard to do (You have to hit the Jump button, then A in a split second, Then press A again as soon as the 1st Nair ends, and the 2nd one will hit yet last only a few frames, with no lag, allowing you to instantly combo into an AAA combo)
but, Can be effective. Im not sure if this can be used in competitive play, since it isn't to hard to dodge, but it might have more potential then I know >_>

Also, Even though this is my first post on here, i've had this account for a while, and just recently activated it >_>
 

jonfled

Smash Cadet
Joined
Mar 5, 2007
Messages
67
Location
Camarillo, CA
If the first Nair is shielded, you're easily susceptible to a grab or any other move depending on who you're Nairing.

I'd rather SH then FF an Nair to jab/^b/whatever I find suiting at the moment, regardless if shielding was implemented or not.

I rarely use the Nair with the new Samus, though it's still a move to use seeing as it's not unbearably watered down.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
Samus's new nair should be used like Fox's nair. It has low knockback but decent priority. The problem is that Samus doesn't move nearly as fast as Fox does, so it's harder to implement. Using the same aerial twice in a row may not be very effective either, because your opponent could shield the second hit, assuming you land the first one (you shouldn't use a move if you couldn't land the first hit, obviously).

If Samus could chain two aerials in a SH, the last attack should definetly be zair. It's the only move with a chance to land if the first attack sends your opponent flying far enough so that you can't be punished.
 
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