yeah, a lot of samus matchups got changed. Just wait for the update.
in my experience using samus;
Samus vs Falco:
Advantages (Samus):
- Can combo him very nicely, dair, utilt, upthrow, dtilt all can lead into bair/nair/FCS which puts him off the stage in a very vulnerable position. Downthrow can lead into Dtilt often with bad DI at higher %'s which can lead into a bair.
- Falco's are generally aggressive, UB OoS works nicely in this matchup and you don't often get punished for it if you DI right.
- Samus has great opportunity to tech falco's Dair's against the stage, I rarely die by those, and if you UB immediately you should catch him in it
- When falco is off the stage you can missile to force an UB into an edgehog or trade hits w/ Nair, or space a Utilt and hope he misses a tech.
- Ftilt out spaces Falco, Dtilt does as well (I need to start using Dtilt more since it combo's), if you see him approaching you can wavedash out of his range and catch him w/ a move
- Falco can't really pillar samus, he can get a few in with Utilts but they are escape able if you don't push your luck
- Since samus has a lot of moves that falco is in hitstun till he lands, you can tech chase w/ a FCS if you time it right, and with falco's **** recovery it often means death
Disadvantages(Samus):
- Falco's laser game pretty much shuts samus's missiles down, if he's quick enough he'll leave very very few openings in which for samus even to get 1 missile off, let alone hit him with it.
- Samus isn't very fast in the air or on the ground, which means a patient falco can pretty much control the match. I have a very very hard time approaching a laser spamming falco.
- While falco can't pillar samus, his standard shine Xair combo's work if he catches the top of your head.
- Falco's Fsmash eats through missiles (need to remember this...) and has a pretty low lag time after it's done, which makes the window for grabbing him OoS very small (I need to practice this I juss hate missing grabs)
- Falco's DJ is quick, if he has you on a platform just shield, light shield preferably, and if you're in the air, bomb float back to the ground, his aerial > samus's , but if you bomb smartly you should make it back to the ground safely
- Falco can CC into shine (at least my friend can) very effectively, whether it's a smart trade or not depends on how they can follow up the shine. I've been shined out of Fairs, and Nairs pretty consistently at lower %'s.
breakdown:
Although I might have made it seem to be in samus's favor with her combo's, not being able to approach makes it a real *****. Most of my hits I find come from aerial nairs that I have to time in between lasers, and if I eat a laser, I get Fsmashed. Falco can simply out camp you, and his shine obviously has priority over every one of your moves, and his aerials often trade if not take you out instead. So falco camping, forcing aerial approach, it's just a bad matchup.
I'd say, if the falco player is playing smart, and not playing super aggro,
it's about 40:60 in falco's favor. Shutting down samus's missiles and forcing her to approach is not good. But his low kill threshold makes it not a terrible matchup.
Samus vs marth:
Advantages(Samus)
- Missiles, pressure marth with missiles, for a shield into a grab into a nair/bair/fair/uair, chase a uair with a nair some times, but if you start getting hit, back away.
- UB OoS, if you every notice the marth approaching with fairs and not spacing them right, use this, but remember to DI away from him after it's over, if you have a platform to land on even better.
- Wavedashing is huge in this matchup, wavedashing allows you to get around marths gigantic sword, and punish any missed smashes he does, but you have to be QUICK
- Wavedash into Ftilt is a godsend, if you're quick enough it's very effective, but keep in mind you can be hit out of it.
- Fsmash, if marth is approaching with Fairs and is above you slightly, Fsmash moves your hitbox in a weird way which makes it so you can often trade, or knock him out of his aerial because of how your character moves from charging to performing the move. Know the spacing for this move and it'll improve your game a lot. Wreck him with Ftilts to make him approach from the air and then wreck him with Fsmashes. None of this is garantee'd though, and it relies on the marth messing up. If you miss a fsmash, he won't. Ftilts are less punishable and if you space them right you shouldn't get hit from a missed one.
- Dtilt when you can, it sets up for an aerial
- CC downsmash I hear a lot from, and I have recently been trying it, and well..it works, I'm just not a fan of taking damage.
- When you get marth off the stage, missile, missile a lot, homing and smash, if you have platforms, wait, first off, LEARN TO MISSILE CANCEL ON PLATFORMS, spam missiles when he's off the stage, if he tries to recover high get under him and uair, you'll most likely hit, if he air dodges, bat him into that and hit him w/ a bair/nair
- Samus can space a Utilt to not get hit by the sword but still hit marth, at least I was able to be out of the range of the sword and still hit on the edge, you might exchange if your move touches the sword.
Disadvantages(Samus)
- Reach, marth simply has more reach than you, if you're playing a marth who has as good as spacing as you, and is as good with wavedashing, and knowing when you're too close, you lose, simple as that. Thank god for human error >.>
- You cannot approach marth from the air, you just can't. Samus is not fast enough to suprise him, her short hop is not short enough, her dair isn't quick enough, and her nair isn't long enough (crazy I know). If you approach from the air, you should by all means be eating something, a Fsmash, a Ftilt, a Utilt, something
- If marth ever gets under you, and there are platforms, you are in some deep ****. What do you do against a shffling uair marth? I highly suggest mastering shield dropping which I need to do...
- Here's something I hope marth mains don't catch onto although most of them probably know, MARTH CAN JAB MISSILES, this makes it really hard to pressure him, he can also Fair them. And a Fsmash goes through your missiles and hits you as well as canceling out a FCS.
- So this is similar to the falco matchup where you can't really missile, and if marth forces an approach he has an even greater advantage than falco does.
- And marth's Edgeguard. He can stay out of range of your UB and tipper you as long as you miss a sweet spot. Say you tech a Fsmash, not hard, but then what do you do out of it? Jump tech -> Airdodge onto stage? it's slow, but you might catch him by suprise, or you might land right in front of him to get grabbed/tilted/smashed right back off the stage.
breakdown:
- Patient marth can't be pressured by missiles
- Marth out spaces you in every instance
- You are more vulnerable being above him than he is being above you
- better recovery than falco, less vulnerable
- Better edgeguard than falco
Whatever you put falco at, this is at least 5 points more.
35:65 in marths advantage
I wish I knew the shiek matchup better so I could offer some input, but I can't imagine it being much worse than this.
I play a falco and a marth like every day, I beat them some times, they beat me some times, but I can recognized that their characters have clear and definite advantages over mine, I have to play super campy, super smart, super spacy against the marth, and pretty much hope I shield a fsmash so I can wavedash into something. The falco always plays super aggro against me so I can get UB OoS, but when he camps I find myself at a loss.
Character matchups are one thing, people are another, but I still cp shiek vs marth any day, it's more fun.