What if winning with samus used to get you lots of money? And what if now all the hard work you put into her just ends up losing you lots of money?
I'm not saying I won't main her, but I'm just pointing out that there's more than Fun at stake for some people.
As far as brawl goes, she has an upper hand in the following categories:
1. Comboability
2. Spacing
3. Landing Lag (She has none)
4. Recovery
However, in a game where knockback diminishes and percentages soar beyond what we are used to, the most needed ability is her greatest downfall:
KO ability.
Her KO moves are few, and their applications are very limited. The lack of stun in this game makes it extremely difficult to set up opponents into these already "Hard to land" moves. I don't understand how developers would see past this. I'm hoping that with new releases of this game, they will patch up the knockback on samus's moves.
Problems:
1. How are you going to make missiles slower AND weaker. Good thinking.
2. If you are going to make a move last as long as her Nair does, why give it so little knockback?
3. Fsmashes, dtilts, and dsmashes kill at decent percentage, but without wavedashing, you'd be hard pressed to land any of these attacks on skilled opponents who don't make mistakes.
The only solution I can think of is to become adept at racking up damage to 200+ with increased defenses. Or we must figure out ways to gimp our opponents in a game that has auto sweet spots, amazing recoveries, invulnerable air dodges, and invulnerable up B's. Good luck.
Why can't samus players ever get it easy? Just like in melee, we'll have to work harder than our opponents will. Shame.
IMO she'll be mid tier, possibly high, possibly low.
1. Her missiles are fine. They both have uses. Power missiles have less knockback, and come out slower, but they actually travel faster than in Melee and EAT tHE HELL OUT OF SHIELDS. Homing missiles also travel farther before blowing up, and have taken the place of power missiles in terms of canceling.
Solution: start your approach with a single power missile(so that your opponent cant rush you and get past your first aerial homign missile. They have to respond, which gives you time to start your approach) , then go into homing missile canceling into either more homing missiles or a grapple before landing as you are approaching. Really good for pressure.
2. Sex kick has much less knockback, true, but it comes out very fast (great for doing out of shield) and still has really good priority. This makes it still very good for stopping your opponents combos and jamming up their air game, not to mention it combos with all her other aerials pretty well. It also works with her grapple, which is an excellent manuever against priority whores(Pit, Wolf, Meta, Marth)
3. Her smashes and tilts are amazing. Hard to hit with? No. First of all, her dash attack moves her past the shielding opponent and behind them, and she can immediately follow up with a forward tilt behind her for a hit, or more pressure. Your opponent cant shield grab that anymore as long as you keep her momentum past opponent. Secondly, Samus is much more mystifying in Brawl. SHE IS NOT SLOW. Floaty yes. Slow? not at all. she is surprisingly hard to deal with at close range, especially in the air. She baits your opponent because they are confident that they can out do her at close range. Because she has NO landing lag, she can pressure and deal with fasties with surprising ease. Hook, line, and sinker is her best strategy in Brawl. Wavedashing not needed.
In terms of killing, she is fine. all her moves hit pretty hard. hard enough to get your opponent off the stage some distance, and then gimp them with your tether. Samus and ZS have a huge advantage here, because they have the longest and fastest tethers, and tethers edge hog. KO not needed. be as gay as possible. After all, your opponent is going to try to gimp your tether as much as they can, so why not flip the script. In fact, since damage does indeed soar above what we are used to, why worry about it? Screw the KO, fire at will and gimp as much as you can. This works extremely well since most characters have auto-snap recovery. Only exceptions are flyers.
My guess is between high and top tier. Possibly top 5. At any rate, Im going to make it a reality. you will see me again.