Greenstreet
Smash Champion
- Joined
- Jul 8, 2008
- Messages
- 2,965
SAMUS ARAN - Character Matchup 4
Introduction
Samus Aran is the protagonist of the Metroid series. Samus is the galaxy's most famous bounty hunter, constantly helping the Galactic Federation in their fight against the Space Pirates. She has appeared in all three Super Smash Bros. games to date. Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations. Samus is heavy-weight and ranks above middle in the speed-class. However, she is tall, which makes her easier to hit. Samus is considered to be easy to use, and with a good use of long- and short-range attacks, she can be deadly.
Behaviour:
-Against sonic samus uses tilts, aerials like landing fair and uncharged shots. Uair is a great follow up to a d-tilt at low percents. Any horizontal hit to samus will result in a MC, slowing down sonic's follow up and often allowing counter approach.
-Samus' game in this MU is to approach sonic to try and shut down his many mix-ups and lightning approach. On the other hand, she has to space well to take advantage of her tilt range.
Commonly Used Moves:
D-tilt: This is one of samus' main ko moves. Will star ko
Dash attack: One of the strongest in the game thanks to that big suit of hers. This wont pose to much of a problem of for Sonic as he is fast enough to space well.
Missiles: Learn to avoid these. We can scoot under these with an ASC, but otherwise we should assume they hurt us (sometimes clanked when stale though
U/Dair: Both are fairly common aerials and can be pretty painful when used right.
Charge Shot: Nuetral B. Will ache our approach. WE can really do much other than avoid it, similar to marios fireballs.
How to Win:
-Zair is weakest against short characters that can close gaps early, because the hitbox is always at the same height as samus, but travels along the beam (ie near the tip). In other words, if you start it at a height where it will hit a short character at a distance, it won't hit them if they are close. You can hold onto it and do a half-zair, but in many cases it is still not possible to hit.
-1. Samus has projectiles: No way!!! Yep, its true, Samus has what, 4 projectiles if you count the two different missiles. This can mean trouble for Sonic, especially in approaching. Sonics Spindashroll gets beaten by everyone of Samus' projectiles, and it's not a clank, it ends up with Sonic damage(even the sd hop). So it makes ground approaches difficult other than shielding your way in or rolling in. Spin shot is an option but I don't think there is as much control afterwards. ASC cancelling could work.
2. I think close range, Sonic is at an advantage. Our grab game is superior and ridiculously annoying and Samus's dmash is pretty slow. (not sure how it compares to ours).
3. With proper spacing there should be no reason that Sonic can't beat Samus in the air. Samus' forward air can be easily punished by a homing attack (itll stop ur motion from gettin in range of it, and punish the lag afterwards. Samus is tall so we can get her with a fair from below with a reduced chance of punishment. (as his fair comes from the top-down and his dair is slow to come out) Our d-air will get beaten by the u-b tho.
4. Sonic cannot be gimped by Samus*. Ofcourse on the odd occassion Samus may pull off a gimp on a Sonic, but it would be because the Sonic made a mistake. And due to Samus' priority on his recovery, itd be very hard to gimp samus as well, about the same difficult if not a little harder than it is to gimp mario. It's a matter of gettin that hunter further away from the stage. THis, in theory, could be achieve by a d-air semi spike or an annoying series of well time and positioned homing attacks or fairs. But its far from consistent.
5. Samus will survive longer. Having said this, Sonic is not lightweight, he is smack bam in the middle.
Recommended Stages:
Matchup Summary: 50:50
Introduction
Samus Aran is the protagonist of the Metroid series. Samus is the galaxy's most famous bounty hunter, constantly helping the Galactic Federation in their fight against the Space Pirates. She has appeared in all three Super Smash Bros. games to date. Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations. Samus is heavy-weight and ranks above middle in the speed-class. However, she is tall, which makes her easier to hit. Samus is considered to be easy to use, and with a good use of long- and short-range attacks, she can be deadly.
Behaviour:
-Against sonic samus uses tilts, aerials like landing fair and uncharged shots. Uair is a great follow up to a d-tilt at low percents. Any horizontal hit to samus will result in a MC, slowing down sonic's follow up and often allowing counter approach.
-Samus' game in this MU is to approach sonic to try and shut down his many mix-ups and lightning approach. On the other hand, she has to space well to take advantage of her tilt range.
Commonly Used Moves:
D-tilt: This is one of samus' main ko moves. Will star ko
Dash attack: One of the strongest in the game thanks to that big suit of hers. This wont pose to much of a problem of for Sonic as he is fast enough to space well.
Missiles: Learn to avoid these. We can scoot under these with an ASC, but otherwise we should assume they hurt us (sometimes clanked when stale though
U/Dair: Both are fairly common aerials and can be pretty painful when used right.
Charge Shot: Nuetral B. Will ache our approach. WE can really do much other than avoid it, similar to marios fireballs.
How to Win:
-Zair is weakest against short characters that can close gaps early, because the hitbox is always at the same height as samus, but travels along the beam (ie near the tip). In other words, if you start it at a height where it will hit a short character at a distance, it won't hit them if they are close. You can hold onto it and do a half-zair, but in many cases it is still not possible to hit.
-1. Samus has projectiles: No way!!! Yep, its true, Samus has what, 4 projectiles if you count the two different missiles. This can mean trouble for Sonic, especially in approaching. Sonics Spindashroll gets beaten by everyone of Samus' projectiles, and it's not a clank, it ends up with Sonic damage(even the sd hop). So it makes ground approaches difficult other than shielding your way in or rolling in. Spin shot is an option but I don't think there is as much control afterwards. ASC cancelling could work.
2. I think close range, Sonic is at an advantage. Our grab game is superior and ridiculously annoying and Samus's dmash is pretty slow. (not sure how it compares to ours).
3. With proper spacing there should be no reason that Sonic can't beat Samus in the air. Samus' forward air can be easily punished by a homing attack (itll stop ur motion from gettin in range of it, and punish the lag afterwards. Samus is tall so we can get her with a fair from below with a reduced chance of punishment. (as his fair comes from the top-down and his dair is slow to come out) Our d-air will get beaten by the u-b tho.
4. Sonic cannot be gimped by Samus*. Ofcourse on the odd occassion Samus may pull off a gimp on a Sonic, but it would be because the Sonic made a mistake. And due to Samus' priority on his recovery, itd be very hard to gimp samus as well, about the same difficult if not a little harder than it is to gimp mario. It's a matter of gettin that hunter further away from the stage. THis, in theory, could be achieve by a d-air semi spike or an annoying series of well time and positioned homing attacks or fairs. But its far from consistent.
5. Samus will survive longer. Having said this, Sonic is not lightweight, he is smack bam in the middle.
Recommended Stages:
Matchup Summary: 50:50