How can you play Samus without knowing the windmill of fury?
http://www.youtube.com/watch?v=vnT_eaOVNJ4
http://www.youtube.com/watch?v=vnT_eaOVNJ4
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
ok manhttp://www.youtube.com/user/Juggleguy?feature=watch#p/u/6/T-bw5gmkyMQ
http://www.youtube.com/user/Juggleguy?feature=watch#p/u/0/zTr85Z-F-U4
me getting ***** by vanz, critique and stuff please
you shouldn't be approaching peach with samus. it took me a while to get this through my head since i play a more aggresive style with samus. since her best way of approaching usually has a WD to ftilt somewhere in the mix, and that's just asking to be dsmashed. so being defensive is the best way to beat her.http://www.youtube.com/user/Juggleguy?feature=watch#p/u/6/T-bw5gmkyMQ
http://www.youtube.com/user/Juggleguy?feature=watch#p/u/0/zTr85Z-F-U4
me getting ***** by vanz, critique and stuff please
Well, why not FF? Don't you want to be back on the ground as fast as possible? Peach ***** Samus's air game. Also, PS is a good CP, but imo, DL isn't so good simply cuz the platforms don't actually help missile camping too much and I feel like Peach simply outlives Samus on that stage. Not only that but you can't upB to the safety of the top platform from the ground on this stage, and that means a lot against Peach.you shouldn't be approaching peach with samus. it took me a while to get this through my head since i play a more aggresive style with samus. since her best way of approaching usually has a WD to ftilt somewhere in the mix, and that's just asking to be dsmashed. so being defensive is the best way to beat her.
you need more double missiles on FD which forcers her approach. then just space her with WDs back into u-tilts and f-smash like the Prime said. if you decide your going to approach with an aerial do not FF if shes grounded. i mean face it, peach's OOS game is ridic.
ledge hop to fair and grabs just aren't worth it like 90% of the time against her.
use homing missiles against her when she is coming back to the stage.
like bubbaking said FoD wasn't the best CP. peach has the easiest time adapting to/making use of the changing platforms. i find that DL and PS are the best CPs for peach. control the platforms - control this match up (from my experience).
but yea, its not like i'm some stellar player lol. and you and Vanz are pretty ****ing awesome, so idk how much this will help, but i figured i'd throw it out there.
For some reason, clicking on the links doesn't bring me to the vids anymore...http://www.youtube.com/user/Juggleguy?feature=watch#p/u/6/T-bw5gmkyMQ
http://www.youtube.com/user/Juggleguy?feature=watch#p/u/0/zTr85Z-F-U4
me getting ***** by vanz, critique and stuff please
i say not to fast fall into peach because her nair comes out to quick and beats all of samus' aerials pretty much. so if i'm above her i like to drop bombs to maneuver around her to get to the ground safely since shes not the fastest char and her vertical mobility is garbage.Well, why not FF? Don't you want to be back on the ground as fast as possible? Peach ***** Samus's air game. Also, PS is a good CP, but imo, DL isn't so good simply cuz the platforms don't actually help missile camping too much and I feel like Peach simply outlives Samus on that stage. Not only that but you can't upB to the safety of the top platform from the ground on this stage, and that means a lot against Peach.
For some reason, clicking on the links doesn't bring me to the vids anymore...![]()
Peach's nair is the reason I'd want to fastfall. I don't want to be in the air when she busts that out. If you hit her shield, I doubt she'd be able to prevent you from landing due to shieldstun. I see what you're saying about MC's on DL and you probably can screw with Peach's recovery using guided missiles, but there's just sooooo much room for her to use to recover on that stage. If she wants, she can just recover high and guided missiles won't stop that. I'd rather kill her early before she takes advantage of the fact that Peaches gimp Samuses more easily than Samuses gimp Peaches. Tbh, I don't want room to run around, cuz it means that Peach also has room to run (away, if need be). I can't speak for the man, but I think this may actually have been the reason Duck kept CPing Vanz back to FoD. Oh, and IMO, upB is VERY important in this MU. It's a quick damage racker that Peach can't really punish when it connects; if she tries to, she often eats another one. She doesn't really shield pressure? Are you kidding me? Peach's FC'd aerials have NO LAG. That means she can easily pressure you with any aerial into an instant dsmash or some other grounded move, like a grab. Heck, she could even probably throw out another aerial and Samus wouldn't be able to really do anything about it (safely anyway).i say not to fast fall into peach because her nair comes out to quick and beats all of samus' aerials pretty much. so if i'm above her i like to drop bombs to maneuver around her to get to the ground safely since shes not the fastest char and her vertical mobility is garbage.
and to be honest i really love the height of the platforms on DL. i see what you're saying about the ability to camp efficiently, but you still have the ability to MC onto the platforms with quick double jumps, and in turn you can also shoot homing missiles on the way down after a platform drop, which really screws with peaches recovery.
plus it gives you room to run around and wave land/dash. id much rather have that room to keep peach from building any momentum, than being able to do an upB safely on FoD or Yoshi's. besides upB'ing on peach isn't all that important since she doesn't really shield pressure.
yea i know what you mean about recovering high, but the distance between the top and mid platforms is perfect for homing missiles as well, and that also gives you time to charge your B. as for shield pressure, i meant peach isn't going to be sitting there poking at your shield much. and i wasn't saying there aren't times you can capitalize on by using an upB, i just don't find it to be as useful as it is against other chars.Peach's nair is the reason I'd want to fastfall. I don't want to be in the air when she busts that out. If you hit her shield, I doubt she'd be able to prevent you from landing due to shieldstun. I see what you're saying about MC's on DL and you probably can screw with Peach's recovery using guided missiles, but there's just sooooo much room for her to use to recover on that stage. If she wants, she can just recover high and guided missiles won't stop that. I'd rather kill her early before she takes advantage of the fact that Peaches gimp Samuses more easily than Samuses gimp Peaches. Tbh, I don't want room to run around, cuz it means that Peach also has room to run (away, if need be). I can't speak for the man, but I think this may actually have been the reason Duck kept CPing Vanz back to FoD. Oh, and IMO, upB is VERY important in this MU. It's a quick damage racker that Peach can't really punish when it connects; if she tries to, she often eats another one. She doesn't really shield pressure? Are you kidding me? Peach's FC'd aerials have NO LAG. That means she can easily pressure you with any aerial into an instant dsmash or some other grounded move, like a grab. Heck, she could even probably throw out another aerial and Samus wouldn't be able to really do anything about it (safely anyway).
To be honest, I'm not exactly sure what the optimal DI vs Marth is, but I DO know that DIing as hard as you can away from marth's fair ensures that you won't be combo'd. No SDI is needed. Of course, this is all assuming that you're in the air for some reason. For the most part, Marth's fair can be CC'd if shielding it isn't feasible. Same goes for fsmash and it will actually help you survive longer. I don't think any SDI could do anything much, except maybe SDI down so you can tech the fsmash. As for regular DI, to the best of my knowledge, Marth's fsmash is too laggy for him to actually combo off of it, even if you DI in. Since fsmash will probably be hitting you more at high %'s in attempts to kill you, survival DI would be up and towards the stage.Against Marth's fair / fsmash, what is the best (S)DI? (S)DI up and away?
EDIT: MC -> dash grab is good, but what do you do if they PS reflect instead of shielding the hit? Try to CC/PS reflect/take the hit?
I just do jab>down. A little bit of practice will help you find the timing. It's not good if you can only do it one way cuz that's very situational. Other things you can do are jab>spot-dodge and jab>WD. I've never tried mixing the three, lolz. In all honesty, people don't usually shield enough for you to keep jabbing them for long. The three jab mixups mentioned here each have their own specific uses.By jab -> crouch, do you mean jab -> down or jab -> down and away from the direction Samus is facing? I haven't tried to jab -> down before, I've always done jab -> down and away, but I can only do it by facing to the left and doing it down and to the right.
Also, does a SH nair retain the momentum from a SWD?