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The Green Lesbian is back! Learn sm4sh Samus from Brawl's best Samus player! Updated 2/19/2015!

IsmaR

Super Moderator
Super Moderator
BRoomer
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Switch FC
SW-7639-0141-7804
When you mean Reverse Bair do you mean something like RAR?
Yes, but I was referring specifically to using it out of Perfect Pivoting, which speeds up the process tremendously.

Ismar prob called it "ledge attack cancel" as more of a temp place holder name until a more official one is created. Personally, id call it a "ledge canceled attack" because that is exactly what you are doing. You are cancelling a bomb or missle on the ledge in order to do an attack off the ledge.
Essentially, and that name fits. Though LCA doesn't really roll off the tongue as much.

Also, i am adding a section to the OP of this thread and it will have terminology and samus specific techs. Would you guys like to help me? anything you can add will be used and i will give you credit on the OP as well. I need terms, definitions and videos (if possible).
Assuming we're keeping most of the ones from Brawl/previous games the same? Stuff like the Spiderball (using Morph Ball/Bombs right as you "slide" off the ledge). And obviously bomb jumping, even though it's not as effective anymore.

Speaking of B-air, I LOVE that move. Sometimes I'll hang onto the ledge and snap out a sweetspotted B-air while they are recovering and they will be KOed quite early. Oh for the Fox/Falco vs Samus match-up Samus's D-tilt, D-air, F-air, and B-air make edge-guarding the space animals a breeze.


Awesome! So perhaps something like covering an opponent's landing with up-smash more efficiently?
Welcome to the boards. Please try not to double post/post more than one time in a row, use the edit button to add on to your last post.

 

NinjaPuffins

Smash Rookie
Joined
Dec 19, 2014
Messages
7
Welcome to the boards. Please try not to double post/post more than one time in a row, use the edit button to add on to your last post.
Thanks for letting me know about that. I'll try to remember that in the future.
 

Afro Smash

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A
Okay, thanks for the info.

I would love to help but I don't know half as much as the rest of y'all.
I know:

Superwave-dash, Perfect Pivot, RAR, bomb-jumping (if that's even a tech), "Dash attack canceled grab," "Air dodge canceled Zair," "Ledge canceled attack", B-reversal, and charge canceling. along with the likes of Dair, Nair, SH, tech-ing, etc.

While we are doing this could we give an official name to that ledge tech? Perhaps either by giving the discoverer the choice or through voting?

Also, does Samus have a roll-canceled grab? I heard Diddy has one if I am not mistaken. I heard it covers like a fourth of FD.
Is all of this possible on the 3ds version too?

If not it'd be nice for it to be specified when put in the OP, even though the Wii U version is the main it'd still be useful, to me at least
 

FlAlex

Smash Journeyman
Joined
Nov 17, 2014
Messages
240
Location
Rockledge, Florida
A


Is all of this possible on the 3ds version too?

If not it'd be nice for it to be specified when put in the OP, even though the Wii U version is the main it'd still be useful, to me at least
Yes. All current AT's were discovered on the 3ds version, such as the "Ledge canceled attack" tech. PP can be performed on the 3ds too just at the risk of busting your circle pad.

What exactly is a dash attack canceled grab or a roll-canceled grab?
I noticed in training mode at 1/4 speed Samus can actually cancel her dash attack for her grab but only immediately after the attack button so it's difficult to perform even at 1/4 speed. I noticed no increase in grab range though so it's useless. Also, it could just be me hallucinating. Maybe there is no such thing?

The roll-canceled grab is exactly what it sounds like. Some characters can grab right after beginning their roll to increase their grab range, or so I hear. I coulda swore someone said diddy's roll-canceled grab covers a fourth of FD. I might have been mishearing things again though.
 

NinjaPuffins

Smash Rookie
Joined
Dec 19, 2014
Messages
7
I noticed in training mode at 1/4 speed Samus can actually cancel her dash attack for her grab but only immediately after the attack button so it's difficult to perform even at 1/4 speed. I noticed no increase in grab range though so it's useless. Also, it could just be me hallucinating. Maybe there is no such thing?

The roll-canceled grab is exactly what it sounds like. Some characters can grab right after beginning their roll to increase their grab range, or so I hear. I coulda swore someone said diddy's roll-canceled grab covers a fourth of FD. I might have been mishearing things again though.
Thanks for explaining and perhaps there is some useful attributes in those pieces of tech that we haven't seen yet.
 

Rohins

Smash Lord
Joined
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Update for Samus' frame data:
  1. BEGIN samus
  2. **********
  3. Jab1
  4. Frame 3- 4: 3% 8b/100g (700g*) 361°
  5. Frame 3- 4: 3% 8b/80g (560g*) 361°
  6. Enables transition to next jab state on real frame 12

  7. Jab2
  8. Frame 6- 9: 8% 30b/95g (1140g*) 361°

  9. Dash Attack
  10. Frame 10-13: 10% 80b/60g (840g*) 75°
  11. Frame 14-18: 6% 80b/60g (600g*) 75°

  12. F-tilt (high)
  13. Frame 8-10: 8% 15b/90g (1080g*) 361°
  14. Frame 8-10: 7% 15b/90g (990g*) 361°
  15. Frame 8-10: 6% 15b/90g (900g*) 361°

  16. F-tilt (normal)
  17. Frame 8-10: 7% 15b/90g (990g*) 361°
  18. Frame 8-10: 6% 15b/90g (900g*) 361°
  19. Frame 8-10: 5% 15b/90g (810g*) 361°

  20. F-tilt (low)
  21. Frame 8-10: 8% 15b/90g (1080g*) 361°
  22. Frame 8-10: 7% 15b/90g (990g*) 361°
  23. Frame 8-10: 6% 15b/90g (900g*) 361°

  24. U-tilt
  25. Frame 15-18: 13% 40b/100g (1700g*) 270° Ground-Target-Only
  26. Frame 15-18: 12% 40b/100g (1600g*) 361° Aerial-Target-Only

  27. D-tilt
  28. Frame 6- 8: 12% 80b/48g (768g*) 80° 0.4-Trip Fire

  29. F-smash (high)
  30. Frame 10-11: 15% 40b/100g (1900g*) 361° Fire
  31. Frame 10-11: 13% 16b/112g (1904g*) 361°

  32. F-smash (normal)
  33. Frame 10-11: 14% 40b/100g (1800g*) 361° Fire
  34. Frame 10-11: 12% 16b/112g (1792g*) 361°
  35. Smash charge window on real frame 4

  36. F-smash (low)
  37. Frame 10-11: 13.5% 40b/100g (1750g*) 361° Fire
  38. Frame 10-11: 11% 16b/112g (1680g*) 361°

  39. U-smash
  40. Frame 11-12: 3% 100f/100w 110° 0.8-SDI Fire Ground-Target-Only
  41. Frame 11-12: 3% 100f/90w 80° 0.8-SDI Fire
  42. Frame 11-12: 3% 100f/70w 366° 0.8-SDI Fire Aerial-Target-Only
  43. Frame 15-16: 3% 100f/90w 80° 0.8-SDI Fire
  44. Frame 15-16: 3% 100f/70w 160° 0.8-SDI Fire
  45. Frame 19-20: 3% 100f/90w 80° 0.8-SDI Fire
  46. Frame 19-20: 3% 100f/70w 160° 0.8-SDI Fire
  47. Frame 23-24: 3% 100f/80w 85° 0.8-SDI Fire
  48. Frame 23-24: 3% 100f/50w 366° 0.8-SDI Fire
  49. Frame 27-28: 6% 50b/135g (1350g*) 80° 0.8-SDI Fire
  50. Smash charge window on real frame 10

  51. D-smash
  52. Frame 9-10: 10% 70b/46g (644g*) 31° 0.3-Trip
  53. Frame 17-18: 12% 70b/48g (768g*) 31° 0.3-Trip
  54. Smash charge window on real frame 6

  55. Nair
  56. Frame 8- 9: 8% 40b/100g (1200g*) 32°
  57. Frame 16-17: 7% 40b/100g (1100g*) 361°
  58. Frame 18-22: 6% 10b/80g (800g*) 361°
  59. Enables transition to Nair landing state (landing lag) on real frame 8
  60. Cancels transition to Nair landing state (landing lag) on real frame 35

  61. Fair
  62. Frame 6- 7: 3% 100f/3w 280° 0.8-SDI Fire
  63. Frame 6- 7: 3% 100f/3w 295° 0.8-SDI Fire
  64. Frame 20-13: [1%]x3 100f/30w 366° 0.8-SDI Fire
  65. Frame 20-13: [1%]x3 100f/25w 20° 0.8-SDI Fire
  66. Frame 30-31: 5% 40b/140g (1260g*) 361° 2.2-Hitlag Fire
  67. Enables transition to Fair landing state (landing lag) on real frame 0
  68. Cancels transition to Fair landing state (landing lag) on real frame 47

  69. Bair
  70. Frame 9-10: 14% 42b/98g (1764g*) 361° 1.1-Hitlag
  71. Frame 9-10: 12% 30b/98g (1568g*) 361°
  72. Frame 11-14: 9% 20b/90g (1170g*) 361°
  73. Enables transition to Bair landing state (landing lag) on real frame 9
  74. Cancels transition to Bair landing state (landing lag) on real frame 42

  75. Uair
  76. Frame 5- 6: 3% 100f/30w 90°
  77. Frame 5- 6: 3% 0b/130g (910g*) 361°
  78. Frame 8- 9: [1%]x4 100f/30w 80°
  79. Frame 8- 9: [1%]x4 0b/130g (650g*) 80°
  80. Frame 20-21: 4% 40b/160g (1280g*) 70°
  81. Enables transition to Uair landing state (landing lag) on real frame 5
  82. Cancels transition to Uair landing state (landing lag) on real frame 34

  83. Dair
  84. Frame 17-18: 10% 25b/100g (1400g*) 361°
  85. Frame 19-21: 14% 25b/85g (1530g*) 270°
  86. Frame 22-23: 11% 25b/100g (1500g*) 361°
  87. Enables transition to Dair landing state (landing lag) on real frame 4
  88. Cancels transition to Dair landing state (landing lag) on real frame 34

  89. Grab
  90. Frame 16-25: Grab

  91. Dash Grab
  92. Frame 16-26: Grab

  93. Pivot Grab
  94. Frame 17-28: Grab

  95. Pummel
  96. Frame 3- 3: 1.2% 100f/30w 361°
  97. Enables state transition on real frame 9

  98. F-throw
  99. Frame 0- 1: 9% 60b/55g (715g*) 42°

  100. B-throw
  101. Frame 0- 1: 8% 60b/55g (660g*) 40°

  102. U-throw
  103. Frame 0-13: 4% 80b/70g (560g*) 90°
  104. Frame 14-15: [1%]x5 10b/100g (500g*) 80° 0.0-Hitlag 0.0-SDI Electric

  105. D-throw
  106. Frame 0- 1: 6% 80b/50g (500g*) 80°

  107. unknown substate 0x22e
  108. Enables state transition on real frame 20

  109. unknown substate 0x22f
  110. Enables state transition on real frame 20

  111. unknown substate 0x230
  112. Enables state transition on real frame 23

  113. unknown substate 0x236
  114. Enables state transition on real frame 23

  115. unknown substate 0x237
  116. Enables state transition on real frame 23

  117. unknown substate 0x238
  118. Enables state transition on real frame 28

  119. Screw Attack (???)
  120. Frame 5- 6: 2%(+3) 100f/180w 95° 0.5-SDI
  121. Frame 5- 6: 2%(+3) 100f/120w 95° 0.5-SDI
  122. Frame 7- 8: [1%(+3)]x3100f/150w 100° 0.2-SDI Aerial-Target-Only
  123. Frame 7- 8: [1%(+3)]x3100f/120w 100° 0.2-SDI Ground-Target-Only
  124. Frame 13-14: [1%(+3)]x6 100f/80w 100° 0.5-SDI Ground-Target-Only
  125. Frame 13-14: [1%(+3)]x6 100f/50w 110° 0.5-SDI Aerial-Target-Only
  126. Frame 25-26: 1%(+3) 50b/240g (1200g*) 70° 2.0-Hitlag Electric
  127. Enables state transition on real frame 5
  128. Enables forward ledge grabs on real frame 7
  129. Enables all ledge grabs on real frame 27

  130. Screw Rush (???)
  131. Frame 11-23: [2%(+3)]x4 100f/95w 35° 0.8-Hitlag 0.2-SDI Ground-Target-Only
  132. Frame 11-23: [2%(+3)]x4 100f/95w 366° 0.8-Hitlag 0.2-SDI Aerial-Target-Only
  133. Frame 25-25: 5%(+3) 80b/110g (990g*) 40° 2.0-Hitlag Electric
  134. Enables state transition on real frame 11
  135. Enables forward ledge grabs on real frame 15
  136. Enables all ledge grabs on real frame 26

  137. Apex Screw Attack (???)
  138. Frame 15-15: 2% 150b/20g (120g*) 92°
  139. Frame 25-27: 9% 90b/100g (1300g*) 70° 2.0-Hitlag Electric
  140. Enables forward ledge grabs on real frame 15
  141. Enables state transition on real frame 15
  142. Enables all ledge grabs on real frame 28

  143. Screw Attack (???)
  144. Frame 5- 6: [1%(+3)]x3 100b/0g (0g*) 110°
  145. Frame 5- 6: [1%(+3)]x3 25b/0g (0g*) 140°
  146. Frame 11-12: [1%(+3)]x8 100f/50w 100° 0.5-SDI Ground-Target-Only
  147. Frame 11-12: [1%(+3)]x8 25b/0g (0g*) 366° Aerial-Target-Only
  148. Frame 27-28: 1%(+3) 50b/240g (1200g*) 70° 2.0-Hitlag Electric
  149. Enables forward ledge grabs on real frame 5
  150. Enables all ledge grabs on real frame 29

  151. Screw Rush (???)
  152. Frame 11-23: [2%(+3)]x4 100f/95w 35° 0.8-Hitlag 0.2-SDI Ground-Target-Only
  153. Frame 11-23: [2%(+3)]x4 100f/95w 366° 0.8-Hitlag 0.2-SDI Aerial-Target-Only
  154. Frame 25-25: 5%(+3) 80b/110g (990g*) 40° 2.0-Hitlag Electric
  155. Enables forward ledge grabs on real frame 15
  156. Enables all ledge grabs on real frame 26

  157. Apex Screw Attack (???)
  158. Frame 17-17: 2% 140b/25g (150g*) 92°
  159. Frame 28-29: 7% 90b/100g (1100g*) 70° 2.0-Hitlag Electric
  160. Enables forward ledge grabs on real frame 20
  161. Enables all ledge grabs on real frame 30

  162. unknown substate 0x246
  163. Enables state transition on real frame 4

  164. unknown substate 0x247
  165. Enables state transition on real frame 4

  166. unknown substate 0x248
  167. Enables state transition on real frame 6

  168. unknown substate 0x25a
  169. Frame 0- 7: 1%(+1) 100f/22w 20°
  170. Frame 8-11: 2%(+1) 100f/22w 20°

  171. unknown substate 0x25b
  172. Frame 0- 7: 1%(+1) 100f/22w 20°
  173. Frame 8-11: 2%(+1) 100f/22w 20°

  174. unknown substate 0x25f
  175. Frame 48-68: [1%]x2 100f/12w 18° 0.0-Hitlag 0.0-SDI Electric
  176. Frame 48-68: [0%]x2 100f/30w 18° 0.0-Hitlag 0.0-SDI
  177. Frame 48-68: [0%]x2 100f/30w 367° 0.0-Hitlag 0.0-SDI

  178. **********
  179. END samus

  180. BEGIN samus_bomb
  181. **********
  182. Bomb (???)
  183. Frame 52-53: 4%(+6) 22b/45g (360g*) 361° 0.6-Hitlag Fire

  184. Slip Bomb (???)
  185. Frame 60-61: 0% 0b/45g (180g*) 361° Fire Unblockable

  186. Mega Bomb (???)
  187. Frame 100-101: 4%(+6) 22b/45g (360g*) 361° 0.6-Hitlag Fire

  188. Bomb (explosion)
  189. Frame 0-17: 5%(+6) 15b/45g (405g*) 361° 0.3-Hitlag Fire

  190. Slip Bomb (explosion)
  191. Frame 0- 2: 3.5%(+3) 40b/110g (825g*) 270° 0.3-Hitlag Fire Aerial-Target-Only
  192. Frame 0- 2: 2.5%(+6) 15b/45g (292g*) 361° 1.0-Trip 0.3-Hitlag Fire Ground-Target-Only

  193. Mega Bomb (explosion)
  194. Frame 0-17: 9%(+10) 30b/75g (975g*) 50° 0.5-Hitlag Fire

  195. **********
  196. END samus_bomb

  197. BEGIN samus_cshot
  198. **********
  199. Charge Shot
  200. Frame 0- 1: 25%(+3) 30b/62g (1798g*) 40° 0.7-Hitlag Electric
  201. Frame 0- 1: 3% 14b/42g (294g*) 361° Electric

  202. Dense Charge Shot
  203. Frame 0- 1: 27%(+3) 40b/65g (2015g*) 40° 0.7-Hitlag Electric
  204. Frame 0- 1: 4% 14b/42g (336g*) 361° Electric

  205. Melee Charge Shot
  206. Frame 0- 1: 18%(+3) 65b/60g (1320g*) 35° 2.2-Hitlag Electric
  207. Frame 0- 1: 5% 30b/50g (450g*) 45° Electric

  208. **********
  209. END samus_cshot

  210. BEGIN samus_laser
  211. **********
  212. Final Smash
  213. Frame 12-139: [1.5%(+1)]x13 100f/16w 20°
  214. Frame 140-147: 5.5%(+30) 60b/200g (1900g*) 361° Electric Unblockable

  215. **********
  216. END samus_laser

  217. BEGIN samus_laser2
  218. **********
  219. Final Smash
  220. Frame 17-139: [0.5%(+1)]x16 100f/20w 325°
  221. Frame 140-147: 2.5%(+30) 70b/180g (1170g*) 45° Electric Unblockable

  222. Final Smash
  223. Frame 17-139: [0.5%(+1)]x16 100f/24w 45°
  224. Frame 140-147: 2.5%(+30) 70b/180g (1170g*) 45° Electric Unblockable

  225. **********
  226. END samus_laser2

  227. BEGIN samus_missile
  228. **********
  229. Missile (homing)
  230. Frame 0- 1: 5%(+1) 26b/22g (198g*) 0° Fire

  231. Relentless Missile (homing)
  232. Frame 0- 1: 3%(+1) 26b/22g (154g*) 0° Fire

  233. Turbo Missile (homing)
  234. Frame 0-57: 4%(+1) 26b/22g (176g*) 0° Fire

  235. unknown substate 0x6
  236. Frame 0- 1: 4%(+1) 26b/22g (176g*) 361° Fire

  237. **********
  238. END samus_missile

  239. BEGIN samus_supermissile
  240. **********
  241. Missile (super)
  242. Frame 0- 1: 10%(+5) 50b/65g (910g*) 65° Fire

  243. Relentless Missile (super)
  244. Frame 0- 1: 12%(+5) 50b/65g (1040g*) 60° Fire

  245. Turbo Missile (super)
  246. Frame 0-59: 9%(+5) 50b/65g (845g*) 65° Fire

  247. unknown substate 0x6
  248. Frame 0- 1: 9%(+5) 50b/65g (845g*) 65° Fire

  249. **********
  250. END samus_supermissile

Source: http://pastebin.com/PzTjdtx8
 

DungeonMaster

Smash Lord
Joined
Nov 22, 2014
Messages
1,055
Location
Ottawa
NNID
Dalaeck
Do you guys know what the numbers and letters mean in the columns after the moves? (i.e 8b/100g (700g*) 361° )
 

DungeonMaster

Smash Lord
Joined
Nov 22, 2014
Messages
1,055
Location
Ottawa
NNID
Dalaeck
Many thanks Rohins.

30% trip chance on d-smash? Well, that would be damn nice if it was real. Or am I missing something?
 

Rohins

Smash Lord
Joined
Mar 18, 2006
Messages
1,585
Location
Winter Park, FL
NNID
Rohins
Yeah there are several moves listed with trip properties that hit vertically in the source. Perhaps they cause tripping on someone metal with a big handicap difference? Ill test when I get home.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
I'm going to be late in Super Smash Bros. Wii, but from what I recall using bombs in SSBB if they work the same in SSBW is that I found them useful when my opponent was on the edge. Drop and move back during the animation. Climbing up directly or hitting as your opponent comes up should be two options removed.
 

Xyro77

Unity Ruleset Committee Member
Joined
Aug 25, 2003
Messages
17,885
Location
Houston,Tx
I have videos vs FlipHop (diddy) and i actually won some. He won majority though.

I also did a 10$ MM with a Shulk user and i won that too. Recorded that as well.

As soon as these are online ill posted them.
 

leiraD

Smash Apprentice
Joined
Sep 19, 2014
Messages
189
Location
Cape Coral, FL
NNID
TacoShell
I have videos vs FlipHop (diddy) and i actually won some. He won majority though.

I also did a 10$ MM with a Shulk user and i won that too. Recorded that as well.

As soon as these are online ill posted them.
Saweet! Can't wait to see some of those games.
 

Xyro77

Unity Ruleset Committee Member
Joined
Aug 25, 2003
Messages
17,885
Location
Houston,Tx
Last edited:

FlAlex

Smash Journeyman
Joined
Nov 17, 2014
Messages
240
Location
Rockledge, Florida
If you know my history, yes.



edit: If any of you want to meet me or play me in real life, i am hosting a massive event at the end of Feb in Houston, Tx. If any Samus mains attend, you will be let in for free and housed for free. http://smashboards.com/threads/feb-...-200-pot-bonus-for-smash-4-houston-tx.384812/

Where may we find your history? (if it's not too personal to ask)

You're pretty nice to let Samus mains in for free. Sadly I can't make it but I wish all participants the best of luck! Go Samus! Go Samus!
 

Xyro77

Unity Ruleset Committee Member
Joined
Aug 25, 2003
Messages
17,885
Location
Houston,Tx
I coined the term "green lesbian" because:

1. I like Green Samus.
2. Ive never seen Samus sex a male.
3. Ive seen Samus touch up on a woman (dark samus) in a sexual way during the events of Metroid Prime 2 and Prime 3.

Green LESBIAN confirmed.



Also, in the Brawl days, i created 2 joke combo videos that made fun of an old Samus player that only played for 2 years.

Xyro's Samus: The Green Lesbian
http://www.youtube.com/watch?v=LbgxF7EvwlM

Xyro's Samus: The Green Lesbian: Returns
http://www.youtube.com/watch?v=6JeWbuRhaao



So yeah ever since then, ive been known as the Green Lesbian or Papa Lesbian or Tha Lezbo.


Anyways, back to smash 4! Ill have some more videos for you all pretty soon. I asked the dude who recorded them to put them online this morning.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Even if there were people who didn't like Xyro (pronounced "zero"), they would have to admit that he made Samus look good in Super Smash Bros. Brawl. (I also played against n00b, Ismar, Rohins) I played a few matches with Xyro online in the past and I learned to utilize the charge shot in a more interesting way as he had. He also showed me his tricks for using stages to his advantage. He's competitive, but he does seem to come off silly when he plays.

I still do personally think I did pretty damn well with z-air, especially when fighting other Samus players.
 

Uffe

Smash Hero
Joined
Jun 14, 2008
Messages
5,500
Location
Fresno
I'm going to be late in Super Smash Bros. Wii, but from what I recall using bombs in SSBB if they work the same in SSBW is that I found them useful when my opponent was on the edge. Drop and move back during the animation. Climbing up directly or hitting as your opponent comes up should be two options removed.
The Bomb drop method still works. It kind of requires a bit more precision. Facing away from the edge makes dropping them off the cliff easier, but I don't think anyone has time to adjust to that position during a match.
 

Uffe

Smash Hero
Joined
Jun 14, 2008
Messages
5,500
Location
Fresno
Is Fastfall Uair to Jab a true combo at higher percents?
Based on Training Modes definition of a combo, yes. Against Mario, I did a SHFF Uair > Jab on Mario getting him up to 9%. Even with him at higher percent, it still worked. It was a little more difficult because when you're at higher percent, it's as if you can get away. Try Little Mac's multihit jab on your opponent at higher percent and they can actually DI out of it. Same concept here. You have to be really quick, though, otherwise the combo measure will count the uair and jab as a separate thing.
 
Last edited:

FlAlex

Smash Journeyman
Joined
Nov 17, 2014
Messages
240
Location
Rockledge, Florida
I coined the term "green lesbian" because:

1. I like Green Samus.
2. Ive never seen Samus sex a male.
3. Ive seen Samus touch up on a woman (dark samus) in a sexual way during the events of Metroid Prime 2 and Prime 3.

Green LESBIAN confirmed.
Woah. Sounds like a bad fanfiction....
Xyro (pronounced "zero")
Woops. Been mispronouncing that. (Why so many named Zero?)
 

FlAlex

Smash Journeyman
Joined
Nov 17, 2014
Messages
240
Location
Rockledge, Florida
pronounce it anyway you want.
Nah, that would just be rude of me.

Hey, Xyro, why don't you make an in depth guide to Smash4 Samus? I don't feel like I know as much as I should and the only guide out there is one by Jtails(who does a great job of covering almost everything that I know of). Just a suggestion.

Happy new years everyone!
 

FlAlex

Smash Journeyman
Joined
Nov 17, 2014
Messages
240
Location
Rockledge, Florida
I could do that. What would you all like to see?
I would like to see everything I don't know yet, but I don't even know how much I don't know. I could write a list of everything I do know but that would be a bit time consuming. (I can still make it if desired).

Most importantly though, I would LOVE to see some applications of moves I haven't thought of yet. I have no idea how to engage my enemies with Samus. Im always left waiting for them to come to me. Most of her moves have too much end-lag for a comfortable offense. Oh, and some ideas of how to get out of juggles/ attack aerial opposition from the ground and the air.
Basically, what I desire is not a video on tech but rather on application which I could get if I just went and watched your matches.

Some custom moves in acton would be nice but ultimately an additive to me.

Thanks in advance!
 

Uncle Pie

Smash Rookie
Joined
Jan 1, 2015
Messages
11
I was looking at the frame data for bombs, as far as I can tell there isn't any info on when they activate.

If we had the data, we would be able to tell how good bomb is for setting up a 'safe' area. For example if bombs activate on frame 25 and it takes 17 frames before you can act out of shield, it is essentially 100% 'safe' to drop a bomb at a distance vs a shielding opponent because there is no way they can hit you before the bomb arms. If you were to then take into account the full length of attack animations, we would even know how for many frames the safe area extends to a 'grenade-counter' area, in that it would always damage an attacking opponent.
 
Joined
Apr 10, 2014
Messages
622
Location
Chicago, IL
NNID
Shado_Chimera
3DS FC
2019-9854-8378
When Lylat Cruise tilts it can make fighters airborne when using an attack that moves you over the engines on the cruiser. This is also true for rolls and can give us a fast short roll.
 

leiraD

Smash Apprentice
Joined
Sep 19, 2014
Messages
189
Location
Cape Coral, FL
NNID
TacoShell
I could do that. What would you all like to see?
I would love it if you could do a breakdown of in-game decision-making. Like, maybe record a few of your replays, and then talk over them and explain why you use certain approaches or how your approaches differ from alternative approaches and why you choose one over the other.
 

Fluidityt

Smash Apprentice
Joined
Dec 25, 2014
Messages
109
Location
Virginia
NNID
cronot7
I would love it if you could do a breakdown of in-game decision-making. Like, maybe record a few of your replays, and then talk over them and explain why you use certain approaches or how your approaches differ from alternative approaches and why you choose one over the other.
This.
 

FlAlex

Smash Journeyman
Joined
Nov 17, 2014
Messages
240
Location
Rockledge, Florida
Genius idea. I WILL do that
I'm throwing my money at the screen. Why won't you accept it! (I WOULD pay you had I the excess money in all seriousness because I know it will help me big time).

Edit: Could you possibly also criticize some of our videos so that you could show us "what to do" VS "what NOT to do" ?

And do u need help making the video in anyways? I can't say I have much to offer with my computer down but hopefully someone else would love to help?

Thanks in advance!
 
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