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things every samus should know - no exceptions!

Jasona

Smash Ace
Joined
Nov 7, 2003
Messages
975
Location
northest MD (21001)
charge blast
-stop charging just before its full. then its hidden, but still has most of the power of a full blast. you're opponent is more likely to forget that you have it or think that you've lost it after a little skirmish
-when charging, know the point at which the blast is strong enough to trample over your opponents projectiles. saves you charging time when all you want it for is to win a projectile war
-know the hit stun from the uncharged blast. you can sometimes combo from it when in close proximity
zair
-learn to sweetspot it. the tip does more damage, has more knockback and reaches farther than the bulk of the zair. the farther away you are, the more unlikely it is that you're opponent will be able to punish you for missing or hitting a shield. plus, its really surprising to instantly hit someone from a ridiculous distance.
the ball at the tip of the zair has an extended hitbox above, below and in front of it. meaning that you can get the hit in earlier. if you're jumping to zair someone who is falling, don't wait until you're even with them, zair early enough to put the ball just below their feet. when you're falling and want to zair someone on the ground, put the ball just above their head. they'll be less likely to run under your zair and hit you out of it
-learn to shuffle zairs. it trades range (halved) for speed and proximity, while keeping the ridiculous priority. proximity means follow-up. problem is that its a difficult move to execute correctly. do it wrong and you either get no range on the zair or miss the FF and sit in the air while full zairing too high. plus, sweetspotting a move that has a varying range is dangerous.

i'll edit in more later. also would like to hear what you guys think is essential samus knowledge
 

Throwback

Smash Lord
Joined
Jul 30, 2008
Messages
1,249
Location
Green Tooth Gorge
I think this is a good idea, here are my comments:

Disagree about keeping charged shot below max charge, since I like to have it charged to change the way my opponent plays. Seems like a matter of preference to me.

My contributions:

* ledge-hopping - you have to know it and you have to have it perfect.
* air-dodge to zair - use it and abuse it.
* upB OOS - without this you are screwed.
 

Undrdog

#1 Super Grimer!
BRoomer
Joined
Aug 24, 2004
Messages
5,587
Location
Aberdeen
sauna's right on the Charged Blast deal. Most players will assume Samus is saving it to finish charging later. Just make sure that when you finish charging you actually do something so it's not obvious what you're doing. This works very well if you're playing against an opponent who can reflect and knows the tendencies of a Samus player. In this case, when a Samus is prone to fire the Charge Shot. An example of this would be when a Samus gets knocked a certain distance from her opponent. It's almost a done deal that a Charge Blast is going to be fired if it's ready.
 

The Milk Monster

Smash Champion
Joined
Dec 31, 2007
Messages
2,138
Location
Collinsville, IL.
Her missiles aren't so bad.
Save FSmash for a kill.
Up Air is amazing.
BROILER.
Battlefield is your best buddy.(Falling bair's and easier missile cancels.)
Etc etc.
 

Undrdog

#1 Super Grimer!
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Aberdeen
You don't have to save the F-Smash as much with Samus. If your primary method of approach incorporates the Zair, you should be able to maintain a fresh F-Smash throughout the match so long as you don't spam it.
 

n00b

BRoomer
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NNID
peasantstat.us
3DS FC
1693-1292-7210
like 75% of the things posted in this thread is arguable

also every samus should know how to loop charge shots
 

Bil

Smash Ace
Joined
Aug 29, 2008
Messages
585
Location
This space is reserved for t¡ts.
Homing Missile Cancel -> F-tilt

Possibly the best thing my Samus does besides the Broiler.

You have no idea how spammable HMC-> F-tilt is....I use it SO MUCH. then switch it up and do a smash MC -> F-tilt. F-tilt is hard to punish, even from a perfectly timed spotdodge.

Keep a missile out as much as possible, HMC -> D-tilt is great at high percents. When they start blocking that ****. Do HMC -> Dash Grab. NOT STANDING GRAB. THAT **** IS WEAK AS HELL.
 

Undrdog

#1 Super Grimer!
BRoomer
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Messages
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Aberdeen
like 75% of the things posted in this thread is arguable

also every samus should know how to loop charge shots
Samus players are easy to make jealous. What if Pit gives Samus one of his reflectors? We wouldn't mind having your Dair.
 

Rohins

Smash Lord
Joined
Mar 18, 2006
Messages
1,585
Location
Winter Park, FL
NNID
Rohins
You don't have to save the F-Smash as much with Samus. If your primary method of approach incorporates the Zair, you should be able to maintain a fresh F-Smash throughout the match so long as you don't spam it.
zair has no effect on stale moves
 

Undrdog

#1 Super Grimer!
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Seriously? Whoa. Did not know that. Or really notice that my method wasn't working. o_o
 

n00b

BRoomer
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Every Samus main should know Undr is a n00b. (and that z-air doesn't stale/refresh)
 

MRS1

Smash Journeyman
Joined
Oct 24, 2007
Messages
202
Location
Brooklyn, New York
Nice tips Jasona, I gotta use a few of those.... fsmash can be a little better if you stutter step it. I thnk shorthopping a little bit before using your charge shot makes it more unexpected.
 

Lemonwater

Smash Ace
Joined
Jan 9, 2009
Messages
664
Huh...what's the broiler anyway?

I'm thinking of getting Samus to be my secondary in case I get a bad matchup for my main (Link). Samus is a pretty cool girl. She shoots lazors and doesn't afraid of anything. And I <3 z-air
 

n00b

BRoomer
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^ You should know Samus is like one rank above Link. Go Metaknight to fix your matchup issues.
 

Lemonwater

Smash Ace
Joined
Jan 9, 2009
Messages
664
No thanks. Playing a god tier character is not going to make me more skillful.

Besides, I like Samus. I think I will choose Samus as a secondary.
 

Jasona

Smash Ace
Joined
Nov 7, 2003
Messages
975
Location
northest MD (21001)
air-dodge to zair
can't believe i forgot about that

Nice tips Jasona, I gotta use a few of those....
hopefully this thread helps most people step up their game, so we don't have to listen to people tell us how uncool samus is

Samus players are easy to make jealous. What if Pit gives Samus one of his reflectors? We wouldn't mind having your Dair.
i don't want either of your faulty reflectors. they can easy be attacked through

Then I'm the n00b that pwns the guy that ya'll're getting your advice from. ^_^
i'll best 3/5 you and if i win, you can't post in the samus forums until after our next set. that'll keep you quiet
 

Undrdog

#1 Super Grimer!
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Like I have to listen to you. The last time we did commentary you were all like, "waah, I did so win a match! I'm not a loser I'm not!" But then low and behold, you hadn't. Now when we put these new matches we're gonna have to selectively choose the matches to get an even ratio. That is GRADE A BULL PLOP right there!
 

tha_carter

Smash Ace
Joined
May 26, 2008
Messages
737
charge blast
-stop charging just before its full. then its hidden, but still has most of the power of a full blast. you're opponent is more likely to forget that you have it or think that you've lost it after a little skirmish
-when charging, know the point at which the blast is strong enough to trample over your opponents projectiles. saves you charging time when all you want it for is to win a projectile war
-know the hit stun from the uncharged blast. you can sometimes combo from it when in close proximity.
Just keep in mind if you stop charging a few frames before its max, it takes off 6% less on average, and if its your first blast, the remainder of the match you can never have that legendary 26% blast. It also kills at 15% less on average, and doesnt has much less priority (clashes with most projectiles that it would go threw if fully charged). And you might whiff an easy shot because you press b once instead of twice, to release it(lol, or maybe thats just me).

Just stating some of the negatives about having this "hidden charge shot"

Samus' forward smash is so punishable ...
It always seems to be JUST out of reach
Stutter step forward if they seem just outta reach, and stutter step BACKWARDS if they seem too close. F-smash's hitbox is just... lol.
 

Throwback

Smash Lord
Joined
Jul 30, 2008
Messages
1,249
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Green Tooth Gorge
I think the important thing about a nearly full CS (NFCS? lol) is that the use of it is debatable. That fact alone means that NFCS is not something 'every samus must know'.
 
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