Samus (SSBU): Difference between revisions
→Changes from Super Smash Bros. 4
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The changes to [[air dodge]]s, particularly, have benefitted Samus overall, as they notably improve her ability to edge-guard (especially with moves such as [[forward aerial]] or her renowned Charge Shot), while she has one of the longest horizontal distances of any air dodge, giving her a situational recovery option; she also isn't hindered as much by them due to her fast air speed, the ability to stall midair using her Bombs, and her [[Grapple Beam]]'s long range as a [[tether recovery]]. Finally, the universal changes to grabs have benefitted her likely the most of any character, as not only do her grabs now have less ending lag relative to the rest of the cast, but her standing and pivot grabs now have less ending lag as well, which further improves her grab game. | The changes to [[air dodge]]s, particularly, have benefitted Samus overall, as they notably improve her ability to edge-guard (especially with moves such as [[forward aerial]] or her renowned Charge Shot), while she has one of the longest horizontal distances of any air dodge, giving her a situational recovery option; she also isn't hindered as much by them due to her fast air speed, the ability to stall midair using her Bombs, and her [[Grapple Beam]]'s long range as a [[tether recovery]]. Finally, the universal changes to grabs have benefitted her likely the most of any character, as not only do her grabs now have less ending lag relative to the rest of the cast, but her standing and pivot grabs now have less ending lag as well, which further improves her grab game. | ||
However, Samus has received nerfs that, while fewer in comparison to her buffs, have drastically affected her playstyle. Her dash attack, previously a notorious combo starter and often considered her best close-quarters option (and her best move overall), it has been repurposed into a somewhat strong yet situational KO option due to its now-horizontal launching angle and significantly higher power and ending lag. Her infamously inconsistent [[neutral attack]] has worsened even further, as its first hit's lower knockback and slower transition into its second hit have removed its most reliable setups at higher percents and rendered the second hit nearly useless. [[Up smash]] has less range, higher [[SDI]] multipliers, and no longer has set knockback, which collectively result in it becoming more inconsistent than before. Finally, Samus' [[up aerial]] has increased landing lag and its looping hits inflict lower hitstun, | However, Samus has received nerfs that, while fewer in comparison to her buffs, have drastically affected her playstyle. Her dash attack, previously a notorious combo starter and often considered her best close-quarters option (and her best move overall), it has been repurposed into a somewhat strong yet situational KO option due to its now-horizontal launching angle and significantly higher power and ending lag. Her infamously inconsistent [[neutral attack]] has worsened even further, as its first hit's lower knockback and slower transition into its second hit have removed its most reliable setups at higher percents and rendered the second hit nearly useless. [[Up smash]] has less range, higher [[SDI]] multipliers, and no longer has set knockback, which collectively result in it becoming more inconsistent than before. Finally, Samus' [[up aerial]] has increased landing lag and its looping hits inflict lower hitstun, reducing its combo and setup potential, especially on landing. | ||
In terms of indirect changes, Samus is one of the characters to be hindered the most by the nerfs to [[rage]]: while the lower total multiplier make it slightly harder for Samus to close out a stock if she is able to endure a hit, the fact rage no longer applies to set knockback removes her ability to KO at very early percents by setting up a {{b|Screw Attack|move}} with high rage (which was a commonly exploitable tactic in conjunction with her dash attack). Lastly, of further note is that some of Samus' most noticeable weaknesses from previous games remain, such as a lackluster close quarters game in comparison to her spacing and zoning games, her moveset's high ending lag leaving her prone to punishment, her susceptibility to being juggled, and a vulnerable recovery despite her access to a tether option. | In terms of indirect changes, Samus is one of the characters to be hindered the most by the nerfs to [[rage]]: while the lower total multiplier make it slightly harder for Samus to close out a stock if she is able to endure a hit, the fact rage no longer applies to set knockback removes her ability to KO at very early percents by setting up a {{b|Screw Attack|move}} with high rage (which was a commonly exploitable tactic in conjunction with her dash attack). Lastly, of further note is that some of Samus' most noticeable weaknesses from previous games remain, such as a lackluster close quarters game in comparison to her spacing and zoning games, her moveset's high ending lag leaving her prone to punishment, her susceptibility to being juggled, and a vulnerable recovery despite her access to a tether option. |