Nice video! Not sure if I really appreciate the long theatrical opening, but stylish and professional nonetheless. I am skeptical that some of the "combos" you pulled off were probably on people who don't know how to DI and I highly doubt those are "true" combos. Also, the bomb combos feel like you got them either because the opponent did something silly to get into that position or you got really lucky with those. I would have to see these in a high tourney setting before I say those are viable on people who play the game seriously.
That being said....you kicked some @$$ with the bounty-hunted and totaled high tier characters. That video left a great taste in my mouth.
You can see an example here in action against a decent ZSS:
https://www.youtube.com/watch?v=sBE0vI2y8os
Time: 1:01. I canceled the B-charging with shield + jump and then started my bomb setup. It somehow replaces Samus's escapeable second jab, the explosion from the bomb is like a true second jab, when it connects you have many followup-options.
Btw. you can also see a B-reversal charge shot from the ledge at 1:46, sadly not fully charged.
Edit: Been looking through some of your other vids. Nice stuff. Especially that one against Daeren(Robin) (how do you pronounce that name? Just curious). Still think that Upair>UpAir>Screwattack combo was lucky of you because I don't see too much of that awesome sauce from that combo video in any of these other ones.
I notice quite a few differences between what I've normally seen and what you do. You LOVE Fair, which I cannot agree on. Hate the lag on it and I wish to keep it from staling Because killing with it is reliable and easy. Overall, you are very aggressive for a Samus. I like that.
What is your take on Nair? I notice you don't use it often but I've heard others talk about how it can snuff out air dodges, which you handle with reads (sometimes risky ones, especially the Dair attacks that are just above the ground. I know Samus can SH>Dair for no landing lag but I don't know if I would use it THAT often.)
Hope to see more from you!
Upair > Upair > Up B is a true combo at low % if you input it frameperfect they can't airdodge the Up B. They can DI out of it but at low % it doesn't seem so.
Fair starts at Frame 6 where as Nair starts at frame 8.
In a Full Jump I only use nair instead of a Fair when I know that Fair won't connect (meaning the opponent isn't high enough to fully land a Fair).
Also, a perfect framed FJ Fair can be landing canceled with a Nair/Bair, it's a pretty nice frametrap and viable.
At 0%, dthrow > SH Fair can lead into a chaingrab if the opponent doesn't jump (
Video-example), when you try this with SHNair, the opponent has more time to calculate the situation and react with a jump.