LanceStern
Smash Lord
Hey Samus Board. This is my attempt to be productive and help out the Samus players have a little "heads up" in matchups.
The purpose of this guide is to provide small tips that you may or may not know when fighting other characters. Some of the tips are already known, some of the "tips" are found by looking at other boards and seeing a characters glitches/weaknesses and some of the tips are not specific to Samus only. I just put them there so that for those who did not know them can have a reference to quickly check out whatever advantage or tactic they can use to get ahead in a match.
I created this topic because sometimes these small tips and things to know about other characters can get lost in detailed matchup guides, or ignored in general. Like I didn't know about Olimar's ledge deficiency and the Donkey kong holding Up was just discovered a few days ago.
These tips come from my own small experience, please feel free to contribute any tips or things you know about other characters that we as Samuses can use, or that's good to know in general. I don't know them all
New Additions
- Ganondorf, Falco, Wario, Lucas, Ness
THE OPPONENTS
Bowser
+ He can use side B to suicide both of you. Stay away from the edges when he's at high percentages.
+ If you are at a higher percentage than Bowser, YOU control the side B's direction. ~ Awesome info by CPU?
NEW + SDI the Bowser breath up and towards his body. Then you can uair him to punish
Diddy Kong
+ If you shoot his peanuts with your regular missile, they break in half and you can eat them to regain health.
+ Diddy Kong's barrels can spike you if you are under them. Be careful
+ Diddy Kong can use his side+B when off the stage to gimp you, follow him off cautiously with a zair.
Donkey Kong
+ To prevent a stage spike, when Donkey Kong grabs you, rather than button mashing, hold up. It will get you out of his grab faster. *this is not Samus-specific*
+ If you are still able to be stage spiked... Press L (or R) right as he releases you to tech his back throw stage spike.
+ If Donkey Kong uses his Up B off of a ledge or onto the stage, get away from him, because he probably has Super Armor, a new technique found by the DK board.
Falco
NEW + SDI his mutihit jab towards his body and up. Mash cstick up while doing it to uair him in the middle of his string.
NEW + If Falco forward-throws or down throws and you DI down you are able to zair him.
+ Falco cannot chain grab Samus.
+ Falco has a reflector with a strange/lasting hitbox! Plasma Shot with lots of caution or don't use it at all.
+ If Falco is off the stage and you don't have time to dair... nair is an effective gimp.
Fox
+ See Falco
Game and Watch
NEW + Mash up on the cstick and diagonal up towards his body when he multijabs you. You'll break it with uair.
+ If Game and Watch UP b's and overshoots the ledge, GRAB him and don't hit him. Just like snake he'll fly off and be unable to UP B again.
+ Learn to tech his d-throw or else he can combo it into a down smash. Hit L (or R) after the final ball juggle, roll away.
Ganondorf
+ At about 100% and up, if he catches you in the Up B continuously mash z. When it releases you will immediately zair him and space backwards.
+ Do NOT get caught in his side-B. He can suicide you with it.
Ice Climbers
+ Morph Ball bombs reflect their icicles without detonating the bomb itself. Very useful shield if they spam icicles. It will not hurt the ICs though.
+ Nana (the AI controlled partner) is really dumb at dodging Zair. Run (space properly) and zair until she's desynched and kill her.
Ivysaur
+ Ivysaur takes double knockback from fire moves. D-tilt kills him earlier than anything else (109%). ~ thanks to SuSa
Jigglypuff
+ Bait a rollout. Any of your projectiles out-prioritize it. Especially nice to use plasma shot.
King Dedede
+ Can chain grab Samus
Kirby
+ Kirby has a combo: Forward throw -> Side B Hammer. It is deceptively powerful. If Kirby grabs you and throws you forward, watch out to airdodge immediately.
+ Morph ball bombs disrupt Kirby's approach.
Lucario
+ Lucario's UP b can't hit you, Edgehog him if he's out of range. If he recovers onto the stage, take advantage of the lag with either fair or plasma shot
+ To get him out of range, try to missile/zair him when he's horizontally off the stage. Keep him low rather than knocking him up in the air.
+ Lucario gets stronger when his percentage is higher (attacks have more range and more knockback).
+ Lucario also gets stronger if he is multiple stocks behind.
Lucas
+ You can air release -> zair Lucas. It is very tight timing though.
+ DO NOT hold onto the ledge for too long. Lucas PK thunder will stage spike you.
Mario
+ Morph Ball bombs stop Marios' fireballs. It will detonate the morph bomb.
+ If Mario ever uses his Up B, he has landing lag. Even if he uses Up B to grab a ledge, the very next time he lands on the stage, he will have lag as if he used the Up B. Have your plasma shot ready, test it out in training mode ~ Thanks to Throwback
Meta Knight
+ If Metaknight down throws you, DI down and mash the z button continuously. If he chases you, you will immediately zair him. ~ thanks to Xyro77 and NO-IDea
+ You can force an air release at around 40% by either dash grabbing him or grabbing and pummeling. Out of the air release there are two options:
1) Your opponent won't know, but you can chain grab. Just double tap run and dash-grab him. Then air release again.
2) MK is able to jump out of the cg if they mash the jump button. Once they catch on, you can just plasma shot out of the air release. Good for kills at high percentages.
+ Well timed morph ball bombs can break the B-Tornado. You can also come with an aerial from above.
+ To prevent the tornado from shield poking, put on your shield and tilt it UP. *NEW*
+ Missiles are useful to keep him from gliding. See Peach for frame trap.
+ MetaKnights often try to get above you, punish with screw attack OoS.
Ness
NEW + You can air release -> zair Ness. It is very tight timing.
Olimar
+ If Olimar is off the stage, just hold onto the ledge. His Up B can knock you off and maybe even stage spike you, but it will NOT latch on so he falls to his death. *Not samus-specific*
+ Entire game should be about knocking him horizontally off the stage as low as possible (up tilts aren't really good for this) then missile spam to get rid of his second jump. Hog the edge.
Pikachu
+ If you are in the air, morph ball bombs are an excellent way to dodge Pikachus' thunder (if spotdodging is out of the question). Use MBB and hold the cstick right or left. Extra mobility.
Peach
NEW + SDI her dair up or be prepared to take a lot of damage
+ Zair is a must. Get her out of the air.
+ Regular missiles can knock her out of the air if she is close to the ground. Follow up with a plasma shot, it has a chance to be a frame trap.
Snake
+ If Snake uses his down smash (lays a mine in the floor), jump over it and lay a morph ball bomb. It will destroy it.
+ If Snake sets a C4 on the ledge, your super missile can destroy it. Do at your own risk.
+ If you grab snake when he is doing his up B to recovery, he cannot use it again. Do not throw him if you grab him while he's off the stage, let him fall off.
+ You can also attack the helicopter itself without hitting snake to gimp him. Dsmash is useful in this situation.
+ You can outcamp snake with missile spamming. If he gets cheap, get cheap right back.
+ When on the ledge, if you ledgehop to a fair, Samus is invincible to some of his c4/grenade explosions. (Further testing?)
Sonic
+ If you grab Sonic out of his Up + B over the ledge, do not hit him. Instead, air release him and he will air trip.
+ If Sonic is out of range and attempts to Up B, grab the ledge, he can hit you but he cannot use Up B again unless you hit him.
+ Sonics' trampoline can stage spike you if you are under it. Watch out.
+ Uncharged plasma shots, lazy missiles, zairs, super missiles, fully plasma shots outprioritize his B attacks. Annoy him.
Squirtle
+ Squirtle's Side B (Withdraw) has the most bizzare priority ever. If you hit him in it, he'll simply be knocked the other way.
+ Shoot squirtle's side B with a plasma shot to shoot him away from you very fast.
+ If you footstool Squirtle during his Side B, he flips over and wriggles around. He is helpless and can't do anything until he flips himself back over
Wario
NEW + *KO* Air release -> Buffered Grab (frame perfect) -> Air Release -> Grab repeat -> Air release -> dair
+ Air release -> Ftilt (tilted up)
+ Air release -> Fair or Uair
+ Air release -> Screw Attack
+ Air release -> Dash Attack -> Screw Attack
+ Air release -> Medium Charge chot -> zair
*KO* Air release -> Full Charge Shot
*KO* Air release -> Up tilt
*KO* Air release -> Fsmash (tilted up)
*KO* Air release -> Dtilt (Wario can mash jump frantically to escape)
*KO* Air release -> Bair *
*KO* Air release -> Dair *
+ To set up air releases, use the non-sweetspot zair -> grab frame trap. It's up to the opponent to mash out to air release though.
+ All of these air releases provide dozens of opportunities to KO Wario. Mix up these Air releases to get wario to DI the wrong direction and die early (ie they may hold up to DI your Air release -> plasma shot, so instead AirRelease -> dtilt or fair or fsmash. They are now DIing the wrong direction = pwnage)
Yoshi
+ Yoshi can be air-released. Grab him, hit him once or twice and if he air-release. Spam the jump button, hit zair immediately when you jump.
Anybody
+ At Luigi's Mansion. Use Up throw to hit their head on one of the mansions' bottom floor ceilings. Then you can jab lock them.
+ Nair is an effective gimp for Samus. Learn to time it.
+ Samus can cross from one side of the stage to the other from UNDER the stage (one ledge to the other) with the help of morph ball bombs. From the ledge, morph ball and hold in the direction you're trying to go, then morph ball bomb again, then jump and up B to reach the other ledge. Great if the opponent is trapping you on a ledge or guarding one particular side. Here are the stages it can be done:
Final Destination
Battlefield
Smashville
Frigate
Lylat Ship
Rainbow Cruise
Warning - This is unsafe to use on fast runners, they may edge-hog you.
If this topic isn't helpful or may be redundant, you can close it.
The purpose of this guide is to provide small tips that you may or may not know when fighting other characters. Some of the tips are already known, some of the "tips" are found by looking at other boards and seeing a characters glitches/weaknesses and some of the tips are not specific to Samus only. I just put them there so that for those who did not know them can have a reference to quickly check out whatever advantage or tactic they can use to get ahead in a match.
I created this topic because sometimes these small tips and things to know about other characters can get lost in detailed matchup guides, or ignored in general. Like I didn't know about Olimar's ledge deficiency and the Donkey kong holding Up was just discovered a few days ago.
These tips come from my own small experience, please feel free to contribute any tips or things you know about other characters that we as Samuses can use, or that's good to know in general. I don't know them all
New Additions
- Ganondorf, Falco, Wario, Lucas, Ness
THE OPPONENTS
+ He can use side B to suicide both of you. Stay away from the edges when he's at high percentages.
+ If you are at a higher percentage than Bowser, YOU control the side B's direction. ~ Awesome info by CPU?
NEW + SDI the Bowser breath up and towards his body. Then you can uair him to punish
+ If you shoot his peanuts with your regular missile, they break in half and you can eat them to regain health.
+ Diddy Kong's barrels can spike you if you are under them. Be careful
+ Diddy Kong can use his side+B when off the stage to gimp you, follow him off cautiously with a zair.
+ To prevent a stage spike, when Donkey Kong grabs you, rather than button mashing, hold up. It will get you out of his grab faster. *this is not Samus-specific*
+ If you are still able to be stage spiked... Press L (or R) right as he releases you to tech his back throw stage spike.
+ If Donkey Kong uses his Up B off of a ledge or onto the stage, get away from him, because he probably has Super Armor, a new technique found by the DK board.
NEW + SDI his mutihit jab towards his body and up. Mash cstick up while doing it to uair him in the middle of his string.
NEW + If Falco forward-throws or down throws and you DI down you are able to zair him.
+ Falco cannot chain grab Samus.
+ Falco has a reflector with a strange/lasting hitbox! Plasma Shot with lots of caution or don't use it at all.
+ If Falco is off the stage and you don't have time to dair... nair is an effective gimp.
+ See Falco
NEW + Mash up on the cstick and diagonal up towards his body when he multijabs you. You'll break it with uair.
+ If Game and Watch UP b's and overshoots the ledge, GRAB him and don't hit him. Just like snake he'll fly off and be unable to UP B again.
+ Learn to tech his d-throw or else he can combo it into a down smash. Hit L (or R) after the final ball juggle, roll away.
+ At about 100% and up, if he catches you in the Up B continuously mash z. When it releases you will immediately zair him and space backwards.
+ Do NOT get caught in his side-B. He can suicide you with it.
+ Morph Ball bombs reflect their icicles without detonating the bomb itself. Very useful shield if they spam icicles. It will not hurt the ICs though.
+ Nana (the AI controlled partner) is really dumb at dodging Zair. Run (space properly) and zair until she's desynched and kill her.
+ Ivysaur takes double knockback from fire moves. D-tilt kills him earlier than anything else (109%). ~ thanks to SuSa
+ Bait a rollout. Any of your projectiles out-prioritize it. Especially nice to use plasma shot.
+ Can chain grab Samus
+ Kirby has a combo: Forward throw -> Side B Hammer. It is deceptively powerful. If Kirby grabs you and throws you forward, watch out to airdodge immediately.
+ Morph ball bombs disrupt Kirby's approach.
+ Lucario's UP b can't hit you, Edgehog him if he's out of range. If he recovers onto the stage, take advantage of the lag with either fair or plasma shot
+ To get him out of range, try to missile/zair him when he's horizontally off the stage. Keep him low rather than knocking him up in the air.
+ Lucario gets stronger when his percentage is higher (attacks have more range and more knockback).
+ Lucario also gets stronger if he is multiple stocks behind.
+ You can air release -> zair Lucas. It is very tight timing though.
+ DO NOT hold onto the ledge for too long. Lucas PK thunder will stage spike you.
+ Morph Ball bombs stop Marios' fireballs. It will detonate the morph bomb.
+ If Mario ever uses his Up B, he has landing lag. Even if he uses Up B to grab a ledge, the very next time he lands on the stage, he will have lag as if he used the Up B. Have your plasma shot ready, test it out in training mode ~ Thanks to Throwback
+ If Metaknight down throws you, DI down and mash the z button continuously. If he chases you, you will immediately zair him. ~ thanks to Xyro77 and NO-IDea
+ You can force an air release at around 40% by either dash grabbing him or grabbing and pummeling. Out of the air release there are two options:
1) Your opponent won't know, but you can chain grab. Just double tap run and dash-grab him. Then air release again.
2) MK is able to jump out of the cg if they mash the jump button. Once they catch on, you can just plasma shot out of the air release. Good for kills at high percentages.
+ Well timed morph ball bombs can break the B-Tornado. You can also come with an aerial from above.
+ To prevent the tornado from shield poking, put on your shield and tilt it UP. *NEW*
+ Missiles are useful to keep him from gliding. See Peach for frame trap.
+ MetaKnights often try to get above you, punish with screw attack OoS.
NEW + You can air release -> zair Ness. It is very tight timing.
+ If Olimar is off the stage, just hold onto the ledge. His Up B can knock you off and maybe even stage spike you, but it will NOT latch on so he falls to his death. *Not samus-specific*
+ Entire game should be about knocking him horizontally off the stage as low as possible (up tilts aren't really good for this) then missile spam to get rid of his second jump. Hog the edge.
+ If you are in the air, morph ball bombs are an excellent way to dodge Pikachus' thunder (if spotdodging is out of the question). Use MBB and hold the cstick right or left. Extra mobility.
NEW + SDI her dair up or be prepared to take a lot of damage
+ Zair is a must. Get her out of the air.
+ Regular missiles can knock her out of the air if she is close to the ground. Follow up with a plasma shot, it has a chance to be a frame trap.
+ If Snake uses his down smash (lays a mine in the floor), jump over it and lay a morph ball bomb. It will destroy it.
+ If Snake sets a C4 on the ledge, your super missile can destroy it. Do at your own risk.
+ If you grab snake when he is doing his up B to recovery, he cannot use it again. Do not throw him if you grab him while he's off the stage, let him fall off.
+ You can also attack the helicopter itself without hitting snake to gimp him. Dsmash is useful in this situation.
+ You can outcamp snake with missile spamming. If he gets cheap, get cheap right back.
+ When on the ledge, if you ledgehop to a fair, Samus is invincible to some of his c4/grenade explosions. (Further testing?)
+ If you grab Sonic out of his Up + B over the ledge, do not hit him. Instead, air release him and he will air trip.
+ If Sonic is out of range and attempts to Up B, grab the ledge, he can hit you but he cannot use Up B again unless you hit him.
+ Sonics' trampoline can stage spike you if you are under it. Watch out.
+ Uncharged plasma shots, lazy missiles, zairs, super missiles, fully plasma shots outprioritize his B attacks. Annoy him.
+ Squirtle's Side B (Withdraw) has the most bizzare priority ever. If you hit him in it, he'll simply be knocked the other way.
+ Shoot squirtle's side B with a plasma shot to shoot him away from you very fast.
+ If you footstool Squirtle during his Side B, he flips over and wriggles around. He is helpless and can't do anything until he flips himself back over
NEW + *KO* Air release -> Buffered Grab (frame perfect) -> Air Release -> Grab repeat -> Air release -> dair
+ Air release -> Ftilt (tilted up)
+ Air release -> Fair or Uair
+ Air release -> Screw Attack
+ Air release -> Dash Attack -> Screw Attack
+ Air release -> Medium Charge chot -> zair
*KO* Air release -> Full Charge Shot
*KO* Air release -> Up tilt
*KO* Air release -> Fsmash (tilted up)
*KO* Air release -> Dtilt (Wario can mash jump frantically to escape)
*KO* Air release -> Bair *
*KO* Air release -> Dair *
+ To set up air releases, use the non-sweetspot zair -> grab frame trap. It's up to the opponent to mash out to air release though.
+ All of these air releases provide dozens of opportunities to KO Wario. Mix up these Air releases to get wario to DI the wrong direction and die early (ie they may hold up to DI your Air release -> plasma shot, so instead AirRelease -> dtilt or fair or fsmash. They are now DIing the wrong direction = pwnage)
+ Yoshi can be air-released. Grab him, hit him once or twice and if he air-release. Spam the jump button, hit zair immediately when you jump.
Anybody
+ At Luigi's Mansion. Use Up throw to hit their head on one of the mansions' bottom floor ceilings. Then you can jab lock them.
+ Nair is an effective gimp for Samus. Learn to time it.
+ Samus can cross from one side of the stage to the other from UNDER the stage (one ledge to the other) with the help of morph ball bombs. From the ledge, morph ball and hold in the direction you're trying to go, then morph ball bomb again, then jump and up B to reach the other ledge. Great if the opponent is trapping you on a ledge or guarding one particular side. Here are the stages it can be done:
Final Destination
Battlefield
Smashville
Frigate
Lylat Ship
Rainbow Cruise
Warning - This is unsafe to use on fast runners, they may edge-hog you.
If this topic isn't helpful or may be redundant, you can close it.