Samus (SSB4): Difference between revisions

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Samus is unique among the other heavyweights in the game. Her air speed and ground speed are average, she is tied with Bowser Jr. as the 6th heaviest in the game, but despite being a heavyweight, she is a floaty character with slow falling speed. While this gives her an easier time chasing down aerial opponents and forcing air dodges, it also causes her to be juggled easier, leaving her with few reliable landing options as her slow fall speed gives the opponent more time to punish her as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and in some cases getting punished after landing a move despite her being visually out of range of the opponents counterattack. Furthermore, some of the hitboxes on her moves, most notably Up Smash, Forward Smash and Down Air, have the issue of failing to connect properly or outright whiffing. Her grab is also the worst in the game next to Pac-man, being extremely laggy, although her pummel is fairly decent.
Samus is unique among the other heavyweights in the game. Her air speed and ground speed are average, she is tied with Bowser Jr. as the 6th heaviest in the game, but despite being a heavyweight, she is a floaty character with slow falling speed. While this gives her an easier time chasing down aerial opponents and forcing air dodges, it also causes her to be juggled easier, leaving her with few reliable landing options as her slow fall speed gives the opponent more time to punish her as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and in some cases getting punished after landing a move despite her being visually out of range of the opponents counterattack. Furthermore, some of the hitboxes on her moves, most notably Up Smash, Forward Smash and Down Air, have the issue of failing to connect properly or outright whiffing. Her grab is also the worst in the game next to Pac-man, being extremely laggy, although her pummel is fairly decent.


Samus' moveset focuses more on keepaway and defensive play, spacing with her long range normals, grab aerial and projectiles to rack up damage and pressure shields. Many of her moves put the opponents in unfavorable positions that can allow Samus to tech-chase or guarantee a shield break if Bombs are used in conjunction with a sweetspotted back air or a powerful enough Charge Shot. Many of her combos can rack up more than 30%, and with platforms she is capable of stringing her up aerials multiple times and finish with her Up B, leading to a KO, or at the very least deal 40 to 50% damage. Her down throw and dash attack can all lead to these combos. Her back air is one of her best moves, having remarkable power and damage, as well as being very quick. Her z-air is also a good spacing tool and is better than her missiles, which have no KO power and are not cancelable. [[Screw Attack]] can be used as a decent out of shield move, doing 12%, and can KO near the upper blast line. Her down smash can be used as an okay punish, but has no KO power.  
Samus' moveset focuses more on keepaway and defensive play, spacing with her long range normals, grab aerial and projectiles to rack up damage and pressure shields. Many of her moves put the opponents in unfavorable positions that can allow Samus to tech-chase or guarantee a shield break if Bombs are used in conjunction with a sweetspotted back air or a powerful enough Charge Shot. Many of her combos can rack up more than 30%, and with platforms she is capable of stringing her up aerials multiple times and finish with her Up B, leading to a KO, or at the very least deal 40 to 50% damage. Her down throw and dash attack can all lead to these combos. In addition, back air is one of her best moves, having remarkable power and damage, as well as being very quick. Her z-air is also a good spacing tool and is better than her missiles, which have no KO power and are not cancelable. Her [[Screw Attack]] can be used as a decent out of shield move, doing 12%, and can KO near the upper blast line, and her down smash can be used as a mediocre punish, but has no KO power.  
She possesses a very strong offstage game, having high jumps, a grab aerial and Down B, which enables to recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edgeguard attempts. Her spike is also decent, have a sizable sweetspot and as well as being powerful.
She possesses a very strong offstage game, having high jumps, a grab aerial and Down B, which enables to recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edgeguard attempts. Her spike is also decent, have a sizable sweetspot and as well as being powerful.


In terms of customs, Samus is slightly benefited from a few. Apex Screw Attack, while it has slightly more start-up and gives Samus a slightly worse recovery, does more damage, and does massive knockback. It can KO most midweights at 75% from the stage and as low as 50% near the upper blast line. Her Dense Charge Shot is either slightly better or worse than her regular Charge Shot depending on the match-up and the person's playstyle. It is one of the strongest projectiles in the game, however it takes slightly longer to charge, and has much less speed and range. However, it gives Samus multiple set-ups due to the length of time the Charge Shot stays in the air. Her Slip Bomb, while doing less damage, has the useful property of tripping foes on the stage and meteor smashing when the opponent is in the air. Most of her other customs are situational, with her Mega Bomb and Melee Charge Shot being next to useless.
In terms of customs, Samus is slightly benefited from a few. Apex Screw Attack, while it has slightly more start-up and gives Samus a slightly worse recovery, does more damage, and does massive knockback. It can KO most midweights at 75% from the stage and as low as 50% near the upper blast line. Her Dense Charge Shot is slightly better or worse than her regular Charge Shot depending on the match-up and the person's playstyle. It is one of the strongest projectiles in the game, however it takes slightly longer to charge, and has much less speed and range. However, it gives Samus multiple set-ups due to the length of time the Charge Shot stays in the air. Her Slip Bomb, while doing less damage, has the useful property of tripping foes on the stage and meteor smashing when the opponent is in the air. Most of her other customs are situational, with her Mega Bomb and Melee Charge Shot being next to useless.


Overall Samus is a character that relies on spacing and combos. In order to get the KO, Samus will have to rely on her back air, charge shot, forward smash, and occasionally down air and Screw Attack.
Overall Samus is a character that relies on spacing and combos. In order to get the KO, Samus will have to rely on her back air, charge shot, forward smash, and occasionally down air and Screw Attack.
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