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The Wall of Blood

Gum

Smash Journeyman
Joined
Apr 19, 2007
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Everywhere you wanna be
Hey peeps. I see things are still moving along on the Samus boards. I havn't posted in long time and I have pretty much quit Brawl, BUT I do have something nifty to contribute. Walls were mentioned a while ago as one of Samus' greatest assets. This particular wall is what I call the Wall of Blood. I have found it to get ko's consistently as well as just setting up a great defensive position. It goes Missile cancel/Zair cancel -> bomb -> bomb canceled dtilt/fsmash/charge shot. It works wonders. There is little your opponent can do in between the manuevers, and getting caught by either or both of the first two can set up for the last KO manuever. Try it out. Be sure to cancel correctly. peace.

(the corny name is just cuz Im a dork and I likes it...and when you do it right your opponents head literally explodes)
 

0RLY

A great conversation filler at bars and parties
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Soo... how exactly do walls play into this? Other characters can use walls on PS1 and Delfino much more effectively than Samus.




Wait... something doesn't sound right. *re-reads OP*





Myself so that my spoilers aren't so obvious said:
You were talking about BRICKWALLS and TRAPS, weren't you? Okay, in this case, yeah... that'll work. But not everyone is going to just run into the missile/bomb. In order for a brickwall to work, an attack indefinitely has to hit (whether it's their shield or the character). NONE of Samus' ground moves can hit another character's shield without getting punished in return (except maybe another Samus). We can't always rely on projectiles to hit. All we can do is capitalize on how your opponent reacts to your projectiles. This is called spamming (AKA SPAMUS or Serris' Samus).
Not spamming in the bad way. It's just me trying to be funny.

Your strat may or may not work. Most of the time, if the missile hits, the bomb won't hit and I wasted about 42 frames doing nothing (thank you Orihalcum for that data). If the missile misses, not everyone is going to run into the bomb like an idiot. My friends know that I'm going to run out of room to retreat to sooner or later. A character with disjointed aerials can easily punish you just for dropping a bomb (Marth's fair, MK's dair of doom and destruction and child molestation). Or they can simply stand there and wait to punish your next move.

If Samus' dtilt was as fast as Marth's we would have a true brickwall. (It's our only disjointed ground move that doesn't suck completely)

Did anyone lol?
 

0RLY

A great conversation filler at bars and parties
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A Wall of Pain is a constant chain of aerials (usu. fair). This is a brickwall. The bomb acts as a safety to discourage approaches, but as far as I know... you should only bomb to retreat. I'll stick with Serris' strategy. Spam homing missile cancels until your opponent attempts to jump. Follow with a zair/uncharge shot to grab.
 

Jasona

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Nov 7, 2003
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northest MD (21001)
my wall involves Sh'ing a homing once or twice, following it up and repeating. my follow-up is always ranged and depends on how they're reacting before the missile reaches them. cool thing about homings is that they're really slow at a distance, which gives plenty of time to observe.
follow-ups include -> sh zairs, QDJFF zairs, QDJFF homings, SH homings, charges of various sizes, ftilt/dtilt, jab-swipe, backwards sliding shuffled fair, dash attack, dashing usmash.
most of the time it either a sweetspotted zair, mostly charged charge blast or a grab
 

Alus

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oh great...now im going to pay for every time i said that samus couldnt beat anyone....

*Runs very very far away*
 

Serris

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A Wall of Pain is a constant chain of aerials (usu. fair). This is a brickwall. The bomb acts as a safety to discourage approaches, but as far as I know... you should only bomb to retreat. I'll stick with Serris' strategy. Spam homing missile cancels until your opponent attempts to jump. Follow with a zair/uncharge shot to grab.
Said strategy isn't effective against Pit. Might want to look into this.
 

VirisKnite

Smash Journeyman
Joined
May 13, 2008
Messages
249
Location
South Florida
I think what Gum is mentioning is not so much a wall of pain to push someone across the stage to death but more of a close range wall, you constantly have a hit box in front of you, so if the opponent dodges or blocks they may get hit with the follow up.

The way I think this may proceed is Opp -> Air dodge the homer -> Shield the Zair -> SH the Bomb -> Air Dodge the dtilt -> Shield the Fsmash -> CS either hits , breaks shield, or gets it really low.
 

MRS1

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Joined
Oct 24, 2007
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Brooklyn, New York
my wall involves Sh'ing a homing once or twice, following it up and repeating. my follow-up is always ranged and depends on how they're reacting before the missile reaches them. cool thing about homings is that they're really slow at a distance, which gives plenty of time to observe.
follow-ups include -> sh zairs, QDJFF zairs, QDJFF homings, SH homings, charges of various sizes, ftilt/dtilt, jab-swipe, backwards sliding shuffled fair, dash attack, dashing usmash.
most of the time it either a sweetspotted zair, mostly charged charge blast or a grab


What does QDJFF stand for?
 

Gum

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Apr 19, 2007
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Everywhere you wanna be
Viris has the idea. Its not a wall of pain at all. It is a defensive set of moves that leads into an offensive finisher. The bomb is in there for mindgames, a buffer against things that your opponent may try to do to interrupt your string, and most of all to add another 10% damage in order to increase the chance of your last move KO'ing. Th other thing is that people generally never expect you to be able to do things out of the bomb animation on the ground, even if they know you can cancel it, so something like a charge shot usually always hits.
 
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