Editing Samus (SSBM)

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*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash has less startup lag (frame 12 → 10).}}
**{{buff|Forward smash has less startup lag (frame 12 → 10).}}
**{{buff|The cannon hitbox is larger (4u → 4.3u) and is positioned further away from Samus (x offset: 4 → 5.859).}}
**{{change|The arm hitbox is positioned closer to Samus (x offset: -2.66 → -1.953) and it has lower priority (ID# 1 → 2).}}
**{{nerf|Forward Smash deals much less damage (20%/18%/16% → 15%/14%/13%) without full compensation on its knockback (15 (base), 100 (scaling) → 30/104). This hinders its KO potential; especially the up angled version.}}
**{{nerf|Forward Smash deals much less damage (20%/18%/16% → 15%/14%/13%) without full compensation on its knockback (15 (base), 100 (scaling) → 30/104). This hinders its KO potential; especially the up angled version.}}
**{{nerf|Forward smash no longer has a sweetspot which [[semi-spike]]s opponents (361°/40° → 361°).}}
**{{nerf|Forward smash has more ending lag (FAF 42 → 44).}}
**{{nerf|Forward smash has more ending lag (FAF 42 → 44).}}
***{{nerf|When combined with the changes to [[shieldstun]], these changes drastically hinder the move's safety on shield; going from leaving Samus at a frame advantage on shield to leaving her at a rather significant disadvantage.}}
***{{nerf|When combined with the changes to [[shieldstun]], this drastically hinders the move's safety on shield; going from leaving Samus at a frame advantage on shield to leaving her at a rather significant disadvantage.}}
**{{nerf|The arm hitbox launches opponents at a higher angle (40° → 361°), now matching the other hitboxes.}}
**{{nerf|Forward smash has a new animation where Samus does not stretch her arm as far forward. This reduces the move's horizontal range despite its altered cannon hitbox; especially for the up angled version.}}
**{{nerf|Forward smash can no longer be angled slightly up or down.}}
**{{nerf|Forward smash can no longer be angled slightly up or down.}}
*[[Up smash]]:
*[[Up smash]]:
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===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{buff|Samus has been given an [[pummel]], [[up throw|up]], and [[down throw]], giving her more options out of a grab. Her down throw in particular has strong combo potential.}}
**{{buff|Samus has been given an [[pummel]], [[up throw|up]], and [[down throw]], giving her more options out of a grab and combo potential.}}
**{{buff|Grabs have less startup lag (frame 20 → 18) and ending lag (FAF 100 → 95 (standing), 75 (dash)).}}
**{{buff|Grabs have less startup (frame 20 → 18) and ending lag (FAF 100 → 95 (standing), 75 (dash)).}}
**{{buff|Standing grab has a longer duration (frames 20-38 → 18-20/21-37).}}
**{{buff|In the NTSC version, Samus can perform the [[Extended grapple]] technique, allowing her to greatly increase the range of her Grapple Beam.}}
***{{nerf|However, Samus' new dash grab has a shorter duration (frames 20-38 → 18-20/21-33).}}
**{{change|Samus' throws are now weight dependent.}}
**{{buff|Standing grab overall covers slightly more distance than it did previously.}}
**{{buff|Samus now has an exploit known as the [[Extended grapple]] technique, which allows her to greatly increase the range of her Grapple Beam, as well as allowing her grab to home into opponents.}}
**{{buff|Samus' grabs have larger grabboxes during their first three active frames (3.5u/2.82u → 4.69u/4.69u).}}
***{{nerf|However, these grabboxes are no longer attached to the grapple beam, giving the grab deceptively short range during its first three active frames.}}
**{{nerf|The back grabbox is no longer present after the first three active frames.}}
**{{nerf|Samus can no longer grab aerial opponents after the grab's first three active frames.}}
*{{change|Samus' throws are now weight dependent.}}
*{{change|Samus' throws no longer have an electric effect.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{change|Samus releases opponents later from forward throw (frame 9 → 15).}}
**{{change|Samus releases opponents later from forward throw (frame 9 → 15).}}
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===Special Moves===
===Special Moves===
*[[Charge Shot]]:
*[[Charge Shot]]:
**{{buff|Charge Shot has less startup lag, with its startup lag no longer scaling depending on the level of charge (frame 17 (uncharged)/21 (fully charged) → 15 (both)).}}
**{{buff|Charge Shot has less startup lag (frame 17 (uncharged)/21 (fully charged) → 15 (both)).}}
***{{buff|Because of this, Charge Shot's total duration has been subsequently reduced (FAF 46 (uncharged)/50 (fully charged) → 44 (both)).}}
***{{buff|Because of this, Charge Shot's total duration has been subsequently reduced (FAF 46 (uncharged)/50 (fully charged) → 44 (both)).}}
**{{buff|Charge Shot takes less time to fully charge (155 frames → 125).}}
**{{buff|Charge Shot takes less time to fully charge (155 frames → 140).}}
**{{buff|Fully charged Charge Shot deals more shield damage (1 → 3).}}
**{{buff|Fully charged Charge Shot deals more shield damage (1 → 3).}}
**{{change|Samus no longer performs a small jump after using aerial Charge Shot. This makes it riskier to use off stage but safer to use on stage.}}
**{{change|Samus no longer performs a small jump after using aerial Charge Shot. This makes it riskier to use off stage but safer to use on stage.}}
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***{{nerf|0 (base), 100 (scaling) → 14/42 (uncharged).}}
***{{nerf|0 (base), 100 (scaling) → 14/42 (uncharged).}}
***{{nerf|0 (base), 100 (scaling) → 16/46 (level 1).}}
***{{nerf|0 (base), 100 (scaling) → 16/46 (level 1).}}
***{{nerf|0 (base), 100 (scaling) → 20/50 (level 2).}}
***{{nerf|0 (base), 100 (scaling) → 18/50 (level 2).}}
***{{nerf|0 (base), 100 (scaling) → 24/54 (level 3).}}
***{{nerf|0 (base), 100 (scaling) → 24/54 (level 3).}}
***{{nerf|0 (base), 100 (scaling) → 28/58 (level 4).}}
***{{nerf|0 (base), 100 (scaling) → 28/58 (level 4).}}

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