Okay, done with this. Just to settle this, here's a quick snippet demonstrating the various angles and knockbacks of Samus' attacks and their Ice Beam variants at various percentages against a character with some kind of average stats and average build. Used percentages at 0%, 50%, and 100%.
Plasma F-Smash: Stronger hit, higher trajectory. Single-hit attack.
Ice F-Smash: Weaker hit overall, lower trajectory. Two-hit attack (at close range). When the opponent DI's inward in response, it sets Samus up for a potential Ice F-air.
Plasma U-Smash: Multiple hits, solid damage potential. Stronger than Ice U-Smash in terms of damage dealt. Tends to send the opponent much more upward.
Ice U-Smash: Single, slightly weaker hit, with much higher knockback (?) with an angle more favorable for KO'ing.
Plasma D-Tilt: Much stronger than the Ice version. Tends to launch opponents higher, and
behind/above Samus. Good setups for B-air finisher.
Ice D-Tilt:
Much lower trajectory, with forward-launching knockback. More conducive to removing opponent from the stage, rather than set up for aerial finishers.
Plasma F-Air: Potentially stronger than the Ice version (assuming all(?) attacks hit, not sure on damage for this one), doling multiple hits. Good attack for racking up damage, and for filling/ending low% combos with.
Ice F-air: Quite the opposite of the Plasma Beam version, the Ice F-air is one of Samus' new KO options.
This was a little harder for me to get some solid visuals of. The camera is zoomed differently in both of these, but clearly, you can see that Samus is roughly the same height, and even has a different
stance in PM, with her left leg
closer to her body. She's even
slimmer than
Melee.
, a longer wave dash, change the missiles back to melee missiles
You're going to have to fill me in on where you're getting that, because only the Ice Missiles are that much different, and her wavedash is the same. In fact, she still has one of the more solid WD games in PM.
ability to grapple the side of the stage
LOL. Samus
still has one of the most
stellar recovery games in PM.
Why would she need this on top of what she has?
Link needs that more than her, and he doesn't need it at all.
and most importantly modify the ice moveset in some way to make it useful
As far as I can tell, Ice Beam has given her new kill options, and new ways to get the opponent off-stage. Ice d-tilt is an excellent option out of crawl (crawl in itself being amazing thanks to being able to WD out of it and whatnot) to remove your opponent from the stage, where Ice F-air/U-smash are now some of Samus' go-to kill options, which can be argued as being easier/safer than either b-air or d-air.
whether it be make her a fast faller when in ice mode
Wat. Don't get how that could happen, for one, and I don't understand how Samus being a fast-faller helps her at all. Her Ice Moveset doesn't exactly cry out for a better SHFFL game, and having Samus suddenly be weaker to CG isn't exactly great, either.
have the ice forward smash actually deal equal to or greater knock back than flame fsmash,
Stronger =/= better. Where Plasma F-Smash is better for kills outright, the angles between the two are
just different enough to where the opponent must DI
slightly differently between Ice and Plasma. You get some stupid-bad hangtime while DI'ing in on Ice F-smash.
Ice F-smash being weaker also allows her to use it more reliably at lower percents to rack up damage without sending the opponent too far away from her, keeping them within grab range. The multiple hits also link together nicely.
I did my homework.
@
DMG
not sure if you knew about some of the angles on some of Samus' ice attacks. I just now figured out a few of them myself getting data for them. I'm still having trouble finding a
really big difference in Ice and Plasma F-Smash, but so far it's coming down to Plasma being geared towards killing, and Ice having a
slightly lower angle and weaker knockback/damage (weaker damage assuming both hits don't chain), more suited for following with a grab. What's your take?