cman
Smash Ace
- Joined
- May 17, 2008
- Messages
- 593
Samus+
Videos
JCeasar- Agressive with little projectile camping.
- http://www.youtube.com/watch?v=TZvQcNZgTd8&feature=channel_page
- http://www.youtube.com/watch?v=NJwySDfHfM0&feature=channel_page
- http://www.youtube.com/watch?v=j5u5wdgcwdA&feature=channel_page
- http://www.youtube.com/watch?v=PHau3BEDRwA&feature=channel_page
vBrawl->Brawl+ Changes to Samus
Samus+ received huge buffs, and obviously the most significant is the ability to texture hack the phazon suit into the game. It's easily in broken tier.
Knockback
-Fsmash: growth 90 from 100; base 56 from 20
-Nair (first hit): growth to 120 from 80; base 22 from 10
-Super Missile: growth 80 from 65; base 40 from 40; damage 15 from 10; angle 40 from 55
-Charge Shot: growth 70 from 56; base 32 from 31
Frame Speed
-Homing Missile: after frame 20 is 2x faster
-Super Missile: after frame 25 is 2x faster
-Tether Grab: 1.6x wind-down
Jump Height and Gravity Settings
-Short Hop: 0.900
-Full Hop: 1.025
-Fast Fall Speed: 1.300
-Down Gravity: 1.175
-Gravity: 1.000
General Strengths
Projectiles
Samus' buffs led to among the best, if not the best, projectile games in brawl+. The charge shot and super missile both recieved kockback buffs making them superb killers. Homing missiles retain their amazing homing properties from brawl, with the added danger of the comboable hitstun and two other killer projectiles. To round off this arsenal, her zair is among the longest range and largest disjointed hitbox moves in the game.
All of her except the charge shot auto cancel, and travel at different speeds. The different speeds of each move combined with the low lag can potentially allow for the most solid wall in the game, with projectiles leyered so if the first is dodged, the next will hit in the end lag of the dodge, or in the hitstun if the first connects. I'll go into more detail on that subject in the Projectile Walling section.
Approaching
Projectiles
Homing missiles and Zair are both excellent approach tools. They are long range and require almost no committment, making them the safest approach options available. Use the two to try to force a mistake or predict their reaction, and then often combine with an aerial to finish the approach.
Aerials
Aerials can be used to approach against characters with bad or very short range grabs like Samus, or if you land behind the opponent. Fair is my personal preference for the aerial used in the former situation, while dair is often when landing behind, though bair and uair could be used as well.
If you hit, each aerial will lead to a very different situation. Dair when landing behind will put the opponent in the air, available for comboing. Fair will leave the opponent standing right in front of you, and you would want to use a quick move, such as jab or dtilt, or punish their reaction if you know what it will be.
Punishing Dodges
General Weaknesses
Mid-Close Range
Above Her
Samus lacks a decisive gtfo attack for characters above her. None of her projectiles travel upward a significant amount, and her upward attacks are all mediocre. The disadvantage when below the other character isn't an immediately recognized, nor often exploited weakness, but it is difficult to deal with against certain characters and an opponent who knows how to abuse it. Samus has several options for dealing with the situation.
The screw attack and uair are both quick, but easy to DI out of. Because of that both options become very unsafe against a knowledgable opponent. Ignoring SDI momentarily, screw attack also has very low knockback at low percentages, so they can recover and punish it before you touch the ground. This makes it a bad option at low percentages. At higher percents, it again becomes a very bad option because if you miss, the helpless state would almost certainly be punished by a stock loss, so screw attack is limited to usability at mid percents, though it is still risky.
If on the ground, there are a few more options, but still none of them are superb. You can attempt to run under them and reset your projectile game from the other side of the stage, and against characters with low aerial speed this can work depending on their position, though don't count on it working often. Against some characters samus could shield and punish with an oos nair, though it becomes less viable against characters that can camp with multiple jumps, like meta knight.
Another safer option is to stand diagonally under a platform to cover the weakness, but that is obviously stage dependent.
Edge Game & Recovery
Projectile Game
Walls
Pressure
COMBOS!11!!!1
Dair
Most dair combos are fairly obvious and I currently will not talk about most of them. However, a few are particularly useful.
Between ~40% and 100%, depending on character, a charge shot will be guaranteed. If you are near the edge, this is especially useful as full charge shot begins to kill around 70%. Often, they will DI towards the center of the stage in this situation, but you can jump to the inside, then reverse the charge shot to remedy this. Can be a very low percent kill.
Super Missile
The Super Missile (SM) in b+ is a very strong and spammable projectile, killing at around 90% near the ledge depending on character and DI. So why is this in the combo's section, you ask? At higher percents, various moves start to combo into a SM.
If Samus shoots one so it will travel just over the top of the opponent and she lands relatively near the opponent after the shot, she can follow up with a dtilt, ftilt, fsmash, or dash attack. The low initial speed of a SM gives her time to use any of those four (there are likely more that work), and the knockback will hit the opponent into the SM. Cool huh?
Of course, it only works if the ground attack hits, so if they shield, then don't bother with this combo. Use the situation to your advantage in some other way, such as grabbing or resetting your projectile wall.
Homing Missile
These small hits can set up for nearly anything, provided you are in the right postition. This is especially use when edge guarding or layering projectiles.
Charge shot
Combo List
-To be added at a later date
Matchup Discussion/Summaries
-To Be added at a later date
**Feel free to suggest other topics, talk about specific matchups, discuss strengths, etc. This is, in addition to a guide, a general Samus+ discussion thread.**