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However, Samus has weaknesses, the most significant ones being her slow mobility and frame data. Samus has rather poor ground mobility, hindering her defensive options, and giving her a harder time against opponents who can catch up to her quickly. Samus' projectiles are burdened with significant startup and endlag. Aside from Charge Shot, all of her special attacks, especially Screw Attack, have a high amount of ending lag and often leave Samus vulnerable to a sharp punish. This, combined with her low traction relative to the cast, gives her a poor out of shield game. Grapple Beam coming out at frame 15 gives opponents enough time to spot dodge and punish Samus accordingly. Samus relies on spacing with her special attacks and out of shield options to succeed against her opponents, but with most of her defensive options being risky, she would have a difficult time handling opponents that avoid her projectiles and defensive options. Therefore, Samus can be forced to use her specials less frequently. She may have difficult match-ups against characters that have better frame data and/or mobility and defense options, such as [[Mario]], [[Fox]], and [[Bayonetta]]. Many of her KO options suffer from high ending lag. Her up-smash, while serving as an effective out of shield punish option, is escapable via [[SDI]], struggles to hit short characters on the ground and has a lot of ending lag, while her forward-smash, though quick, is burdened with a large and weak sourspot at close range that takes precedence over the [[Sweet spot (hitbox)|sweetspot]] hitbox. Samus has a poor ground game, with a forward tilt that loses a lot of power at point-blank range, a slow up-tilt and a down tilt with dangerously high ending lag. Her [[jab]], while often used for mixups, is notorious for its inability to connect consistently. This causes Samus to struggle when the opponent is too close to her. Being tall and surprisingly floaty for her weight is only beneficial to a limited degree, as it also makes her relatively easier to punish when in the air and juggle. Finally, her recovery, though solid, is slow, linear, and predictable, so opponents with an effective offstage game will often give Samus a hard time recovering. | However, Samus has weaknesses, the most significant ones being her slow mobility and frame data. Samus has rather poor ground mobility, hindering her defensive options, and giving her a harder time against opponents who can catch up to her quickly. Samus' projectiles are burdened with significant startup and endlag. Aside from Charge Shot, all of her special attacks, especially Screw Attack, have a high amount of ending lag and often leave Samus vulnerable to a sharp punish. This, combined with her low traction relative to the cast, gives her a poor out of shield game. Grapple Beam coming out at frame 15 gives opponents enough time to spot dodge and punish Samus accordingly. Samus relies on spacing with her special attacks and out of shield options to succeed against her opponents, but with most of her defensive options being risky, she would have a difficult time handling opponents that avoid her projectiles and defensive options. Therefore, Samus can be forced to use her specials less frequently. She may have difficult match-ups against characters that have better frame data and/or mobility and defense options, such as [[Mario]], [[Fox]], and [[Bayonetta]]. Many of her KO options suffer from high ending lag. Her up-smash, while serving as an effective out of shield punish option, is escapable via [[SDI]], struggles to hit short characters on the ground and has a lot of ending lag, while her forward-smash, though quick, is burdened with a large and weak sourspot at close range that takes precedence over the [[Sweet spot (hitbox)|sweetspot]] hitbox. Samus has a poor ground game, with a forward tilt that loses a lot of power at point-blank range, a slow up-tilt and a down tilt with dangerously high ending lag. Her [[jab]], while often used for mixups, is notorious for its inability to connect consistently. This causes Samus to struggle when the opponent is too close to her. Being tall and surprisingly floaty for her weight is only beneficial to a limited degree, as it also makes her relatively easier to punish when in the air and juggle. Finally, her recovery, though solid, is slow, linear, and predictable, so opponents with an effective offstage game will often give Samus a hard time recovering. | ||
Overall, Samus is an effective zoner that can quickly and easily deal massive amounts of damage, shield pressure, and secure stocks, while surviving to very high percents. Samus is a popular character in competitive play | Overall, Samus is an effective zoner that can quickly and easily deal massive amounts of damage, shield pressure, and secure stocks, while surviving to very high percents. Samus is a popular character in competitive play, and she has a low learning curve, with basic combos and neutral gameplay that is highly effective. From the early meta to the current meta, Samus has had consistent growth in successful representation, and has seen strong results from players such as {{Sm|Yaura}}, {{Sm|Sisqui}} and {{Sm|quiK}}. | ||
==Attributes== | ==Attributes== |
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