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So did Samus's taunt-switch-to-ZSS-and-back make it into 3.0 or no?
And what DOES happen when Kirby eats Lucas wait this isn't the right place to ask that
I'll confirm that Taunt transform both ways was removed. You can only transform between the two characters via Final Smash, at least until we've had time to properly assess the balance and design implications.
Faster isn't always better.No, I mean that ice super missiles are so fast that they're more useful than every other missile.
I'm fine with them being slow. It's sort of like Wolf's blaster in that the deliberate speed of the projectile forces your opponent to have to bob and weave around the thing off-stage while you fire off super missiles and power beam blasts. You can, in a way, shepherd your opponent to a position that benefits you as a Samus player with a killer meteor in the dair and a nice kill option in the ice-fair.No, I mean that ice super missiles are so fast that they're more useful than every other missile.
You can throw people off of the stage with a tether-cancelled screw attack, similar to how Link can do the same with his recovery, which can put your opponent into all sorts of bad positions. It's a good way to mix up recovery besides the ledge-hopped zair poke (which hits about a mile away).I don't really like the way her Screw Attack works... I feel like it's Brawl interpretation was better than 3.0's. Arial charging is nice, but I've noticed I can't move after firing a uncharged shot at all, and the endlag is just terrible. I think she should be able to fire two homing missiles in one full jump like in brawl as well.
Tether cancel? Hm... I didn't know about that. But, I just feel like almost every other character in the game is straightforward, and Samus is overly technical. Not that there's anything wrong with that, though. I'll have to study up on her a bit more so I can understand how to play her better, but still...I'm fine with them being slow. It's sort of like Wolf's blaster in that the deliberate speed of the projectile forces your opponent to have to bob and weave around the thing off-stage while you fire off super missiles and power beam blasts. You can, in a way, shepherd your opponent to a position that benefits you as a Samus player with a killer meteor in the dair and a nice kill option in the ice-fair.
You can throw people off of the stage with a tether-cancelled screw attack, similar to how Link can do the same with his recovery, which can put your opponent into all sorts of bad positions. It's a good way to mix up recovery besides the ledge-hopped zair poke (which hits about a mile away).
As for charging the neutral B in the air, you can just cancel out of it by hitting R or L while falling, which lets you waveland, lay a bomb in the air, throw a zair, or do whatever. Most of the time, when I'm recovering from way up in the air off-stage, I just charge, cancel, and recover through Samus' tether.
Think of her neutral B charge like DK's charge; you can use it to force your opponent to come to you to attempt to prevent your charge, shifting the focus of the game right onto wherever you currently are. You can pull your opponent out and punish them for an attempt at a rush, or you can just use the charge you built up if they do not decide to interrupt you.
One thing I'd like to ask is if her dashing grab is faster, longer, and has less endlag than her standing grab. I feel as if I find myself pivot grabbing (or dash grabbing, at the very least), as I just feel less vulnerable.
She's like Link and most zoners in general in (could Samus still be considered a zoner?) in that she's going to be pretty technical, but with a million options available to her for players who are willing to find them. As for the shorthop, it's partly out of tradition of her never really having one, and she has to have some kind of glaring disadvantages. Even still, she has options even with her SH height, like the missile-cancels that somebody had mentioned earlier.Tether cancel? Hm... I didn't know about that. But, I just feel like almost every other character in the game is straightforward, and Samus is overly technical. Not that there's anything wrong with that, though. I'll have to study up on her a bit more so I can understand how to play her better, but still...
I just wish she had a short hop.
Ah... For the sake of balancing. That I can understand.She's like Link and most zoners in general in (could Samus still be considered a zoner?) in that she's going to be pretty technical, but with a million options available to her for players who are willing to find them. As for the shorthop, it's partly out of tradition of her never really having one, and she has to have some kind of glaring disadvantages. Even still, she has options even with her SH height, like the missile-cancels that somebody had mentioned earlier.
It really isn't that much of an issue. You shouldn't jump with Samus unless it's necessary, she's very much a ground-based character. With how high the short-hop is on top of the slow falling speed, trying to pull off SFFL aerials or any short-hop maneuvers in general is much riskier compared to other characters due to how long it takes for her to get to the ground. And you're not Jiggs who can safely weave in-and-out of people's ranges. Luigi has the same problem to an extent.Giving Samus an actual short hop would do her wonders, in my opinion.
It's not so much a problem as it is a lifestyle for the guy. Weegee does what Weegee wants, he don't give no ****s.Luigi has the same problem to an extent.
My group tells me that I play an aggressive Samus, and most of my play is done from the ground. Any sort of aerials I pull out are follow-ups to a plasma beam d-tilt, or shorthopped f-airs for a quirky approach now and again. Samus has some great aerials that string together really nicely, you just need to start most of that from the ground, in my experience.Ah... For the sake of balancing. That I can understand.
I just have this dream of being super aggressive with her, but I can't really pull it off with my knowledge of her right yet. That's why I'm for the idea of her having a shorter sh. I just feel like her aerials are begging for it! ^^
The only area where I think she's really lacking is the inability to defend from below when she's airborne. Given the effectiveness of the rest of her toolset, it seems like a fair compromise. That said, ice beam f-air's animation seems a bit deceptive in terms of its actual reach. It doesn't hit as low as I thought it did.
I agree with that Serris. Combined with her floatiness it greatly impacts her air-to-ground game which is why air approaches and jumping carelessly in general are bad ideas. I'm still trying to properly apply Fair as well with its odd reach. Dtlit is the main move I'm trying to find uses for since it sends them forward. On shield it's really good it seems since it has 8 hits of the little ice shards after the initial blast making for easy mix-ups.The only area where I think she's really lacking is the inability to defend from below when she's airborne. Given the effectiveness of the rest of her toolset, it seems like a fair compromise. That said, ice beam f-air's animation seems a bit deceptive in terms of its actual reach. It doesn't hit as low as I thought it did.
My feelings exactly MonkUnit :D. I've been playing Link for a year now since Samus wasn't around and now I have to adjust to a character with very different physics now lol. Her Fire and Ice stance modes make her so interesting and remind me of Litchi from BB combined with how both are such ground-based characters.Samus is so much fun. I mained Samus in Melee and hated that she wasn't functional in PM for a long time. Due to that, I was kind of forced to use my secondary, Falcon, until now. I am so happy she's back and feels better than ever. =D
More like Nofair.If you're playing Samus, I have one piece of advice for you:
ALWAYS BAN NORFAIR.
Why? Is that stage no good for her?If you're playing Samus, I have one piece of advice for you:
ALWAYS BAN NORFAIR.