LanceStern
Smash Lord
So I've been sitting around trying to test out some things for Samus. We really need to try our hardest and advance her metagame. A lot of characters keep finding new things and Samus seems to be LOCKED down. Like the developers did everything possible to keep her unadvanceable.
I've been sitting and pondering some matchup strategies and trying to break Samus. It's been a tough journey but we'll find something if we put out minds together.
Things I've been working on:
NEW STUFF/Discoveries
-FINISHED-U-tilt / Forward Smash / Bair Killing Percentages-FINISHED-
+ I've been really slow and lazy on this but I've started getting the data for this. The U-tilt and Bair are some SWEET killing moves depending on where your opponent is positioned, and something we overlooked. I just wish we could find a way to remove the lag from U-tilt and hit the bair sweetspot.
+ Something crazy. We knew that when you tilt forward smash either up or down it does more or less damage. What's crazy is if you tilt forward smash up, even though it only does 1% more damage than the non-tilted forward smash, it has significantly more knockback than it, killing the opponent up to 10% damage earlier. A fsmash tilted up can kill opponents at the same percentage as a plasma shot.
+ On the contrary, forward smash tilted down is probably one of the worse killing moves for Samus. It kills 10% LATER than a nontilted fsmash or more, has significantly less knockback and does 1% damage less
+ the bair also kills at absurdly low percentages, in some cases the same as (or earlier than) a plasma shot.
Super Missile
+ With that said, I'm still working on a super missile setup to the bair. If you shoot a S. Missile no more than maybe half the distance from the opponent, run after it and immediately pivot sh bair. If the missile hits and you do the bair IMMEDIATELY, you WILL hit the sweetspot. Looks cool, does great damage. Even if you miss the missile or the bair, you still have a little bit of options in the air, you're spaced enough to not get punished too bad.
Charge Shot Cancel
+ This is nothing new but something to think about. Throw in a charge shot cancel -> jump -> shoot the charged shot in your game every now and then. It throws off an approaching opponent. (Input is B, shield, jump, B)
OOS Up Smash
+ Don't think I've ever seen people use or mention this, but it's probably known. You can Up Smash out of the shield, and what's cool is it usually puts the opponent in at least 3 of the flames hits. It's definitely not as fast as OOS Screw Attack and the latter should always be used, but if the opponent doesn't expect it and doesn't DI right, all the upsmash hits will get them.
Raigoth Bomb Tech
+ Guys this thing is legit. I noticed in his video how he does a Hyphen Smash out of the MBB, and I had trouble running out of a MBB. What's cool is when you do a Hadoken Motion (Down, Down-forward, Forward) you'll 99% of the time run out of the MBB into whatever you want. Only thing is you have to do the hadoken motion the same direction you laid the bomb in order to run out of the MBB, or else you will buffer a pivot, which could be just as good)
+ My options that are good out of it:
- Running Pivot Grab (Throws them off. MBB and run then immediately pivot grab)
- Up Smash (Really useful. Makes the opponent think Samus has that super wavedash from Melee)
- Shield dash -> smash
- Run, pivot, jump and plasma shot (Really good mind game)
If nothing else, the MBB covers your behind.
I have videos for the effectiveness of OOS Upsmash and the Raigoth-Hadoken technique, but no way to get them to anybody.
PREVIOUS STUFF
Air Release
+ I've found you can force an air release on short characters. It's safe to do it when they are over 45% or else they could ground release. Anytime you do a running grapple, their feet are off the floor and they air release. So far I've done it to Pikachu and Metaknight.
+ Another way to do it is to regular grab them and pummel them. I pummel once and then their feet are off the floor. You can then follow up with a plasma shot or SHZair or anything your heart desires.
Ledge Tactics
+ Sitting in training mode working on using Samus' wall jump abilities to help her edge guard. A ledge-hopped wall hop -> anything like zair or dair or plasma shot can be really tricky and throw the opponenet off.
Matchups
+ I was thinking about a different way to handle the Metaknight Matchup. since he's so much faster than us, I was just thinking about barraging him with fair and nair to keep him off of us until he is at killing percentages. Think of a Marth camping a Jigglypuff in Melee, that's how I see it. Then finish him with the Dtilt or air release to plasma shot
FINISHED-Dtilt data-FINISHED
I'm halfway through collecting dtilt data on Final Destination. at what percentages it and the plasma shot kills. I'll post what I have and then continue. If someone would be kind to help correct / reinforce the numbers that would be awesome.
That's what I'm up to
I've been sitting and pondering some matchup strategies and trying to break Samus. It's been a tough journey but we'll find something if we put out minds together.
Things I've been working on:
NEW STUFF/Discoveries
-FINISHED-U-tilt / Forward Smash / Bair Killing Percentages-FINISHED-
+ I've been really slow and lazy on this but I've started getting the data for this. The U-tilt and Bair are some SWEET killing moves depending on where your opponent is positioned, and something we overlooked. I just wish we could find a way to remove the lag from U-tilt and hit the bair sweetspot.
+ Something crazy. We knew that when you tilt forward smash either up or down it does more or less damage. What's crazy is if you tilt forward smash up, even though it only does 1% more damage than the non-tilted forward smash, it has significantly more knockback than it, killing the opponent up to 10% damage earlier. A fsmash tilted up can kill opponents at the same percentage as a plasma shot.
+ On the contrary, forward smash tilted down is probably one of the worse killing moves for Samus. It kills 10% LATER than a nontilted fsmash or more, has significantly less knockback and does 1% damage less
+ the bair also kills at absurdly low percentages, in some cases the same as (or earlier than) a plasma shot.
Super Missile
+ With that said, I'm still working on a super missile setup to the bair. If you shoot a S. Missile no more than maybe half the distance from the opponent, run after it and immediately pivot sh bair. If the missile hits and you do the bair IMMEDIATELY, you WILL hit the sweetspot. Looks cool, does great damage. Even if you miss the missile or the bair, you still have a little bit of options in the air, you're spaced enough to not get punished too bad.
Charge Shot Cancel
+ This is nothing new but something to think about. Throw in a charge shot cancel -> jump -> shoot the charged shot in your game every now and then. It throws off an approaching opponent. (Input is B, shield, jump, B)
OOS Up Smash
+ Don't think I've ever seen people use or mention this, but it's probably known. You can Up Smash out of the shield, and what's cool is it usually puts the opponent in at least 3 of the flames hits. It's definitely not as fast as OOS Screw Attack and the latter should always be used, but if the opponent doesn't expect it and doesn't DI right, all the upsmash hits will get them.
Raigoth Bomb Tech
+ Guys this thing is legit. I noticed in his video how he does a Hyphen Smash out of the MBB, and I had trouble running out of a MBB. What's cool is when you do a Hadoken Motion (Down, Down-forward, Forward) you'll 99% of the time run out of the MBB into whatever you want. Only thing is you have to do the hadoken motion the same direction you laid the bomb in order to run out of the MBB, or else you will buffer a pivot, which could be just as good)
+ My options that are good out of it:
- Running Pivot Grab (Throws them off. MBB and run then immediately pivot grab)
- Up Smash (Really useful. Makes the opponent think Samus has that super wavedash from Melee)
- Shield dash -> smash
- Run, pivot, jump and plasma shot (Really good mind game)
If nothing else, the MBB covers your behind.
I have videos for the effectiveness of OOS Upsmash and the Raigoth-Hadoken technique, but no way to get them to anybody.
PREVIOUS STUFF
Air Release
+ I've found you can force an air release on short characters. It's safe to do it when they are over 45% or else they could ground release. Anytime you do a running grapple, their feet are off the floor and they air release. So far I've done it to Pikachu and Metaknight.
+ Another way to do it is to regular grab them and pummel them. I pummel once and then their feet are off the floor. You can then follow up with a plasma shot or SHZair or anything your heart desires.
Ledge Tactics
+ Sitting in training mode working on using Samus' wall jump abilities to help her edge guard. A ledge-hopped wall hop -> anything like zair or dair or plasma shot can be really tricky and throw the opponenet off.
Matchups
+ I was thinking about a different way to handle the Metaknight Matchup. since he's so much faster than us, I was just thinking about barraging him with fair and nair to keep him off of us until he is at killing percentages. Think of a Marth camping a Jigglypuff in Melee, that's how I see it. Then finish him with the Dtilt or air release to plasma shot
FINISHED-Dtilt data-FINISHED
I'm halfway through collecting dtilt data on Final Destination. at what percentages it and the plasma shot kills. I'll post what I have and then continue. If someone would be kind to help correct / reinforce the numbers that would be awesome.
That's what I'm up to