Samus (SSBM): Difference between revisions

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Samus's recovery is also among the longest and most flexible in all the game. While [[Screw Attack]] grants relatively little horizontal and vertical distance, its multiple hitboxes can potentially frustrate edgeguarders. Samus, however, owns arguably more options for her recovery than any other character in the game. Her average air speed and low falling speed aid her approach toward ledges, while her natural ability to [[wall-jump]] can aid her recovery on stages with walls underneath the ledge, such as [[Fountain of Dreams]] or {{SSB|Dream Land}}. Samus's down special, her [[Bomb (Samus)|bombs]], can allow her to bomb-jump onto the stage without the loss of jumps, and her grab air can allow her to enter "safe zones" underneath the stage, as well as acting another long recovery technique. Owing to these variety of options, edgeguarding against Samus can be extremely difficult, especially for characters with poor recoveries. For Samus herself, this long recovery also grants her a powerful edgeguarding game of her own, aided by her fast and powerful neutral and back aerial attacks.
Samus's recovery is also among the longest and most flexible in all the game. While [[Screw Attack]] grants relatively little horizontal and vertical distance, its multiple hitboxes can potentially frustrate edgeguarders. Samus, however, owns arguably more options for her recovery than any other character in the game. Her average air speed and low falling speed aid her approach toward ledges, while her natural ability to [[wall-jump]] can aid her recovery on stages with walls underneath the ledge, such as [[Fountain of Dreams]] or {{SSB|Dream Land}}. Samus's down special, her [[Bomb (Samus)|bombs]], can allow her to bomb-jump onto the stage without the loss of jumps, and her grab air can allow her to enter "safe zones" underneath the stage, as well as acting another long recovery technique. Owing to these variety of options, edgeguarding against Samus can be extremely difficult, especially for characters with poor recoveries. For Samus herself, this long recovery also grants her a powerful edgeguarding game of her own, aided by her fast and powerful neutral and back aerial attacks.


Samus also has a very good defensive game; Despite Samus's shield leaving her legs exposed, which can let her get [[shield stab]]bing, and having a poor roll, due to it's low speed, she still has very strong defensive options. For one, she has one of the best [[Crouch cancel]]s in the game, due to her high weight, and having very good options out of it, such has her down smash and down tilt. Her screw attack also offers a quick and difficult-to-punish out of shield option, due to being invincible for the first couple frames of the move which helps her when getting pressured. It can also work as a combo breaker, but this can be risky if missed. Her nair is also a good combo breaking tool, due to being decently quick (frame 5) and being powerful. Her defensive game is also complimented by her amazing horizontal survivability and great recovery, which allow Samus to frequently live to very high percents against characters without strong vertical finishers (and sometimes characters with them).  
Samus also has a very good defensive game; Despite Samus's shield leaving her legs exposed, which can leave her vulnerable to [[shield stab]]ing, and having a poor roll, due to it's low speed, she still has very strong defensive options. For one, she has one of the best [[Crouch cancel]]s in the game, due to her high weight, and having very good options out of it, such has her down smash and down tilt. Her screw attack also offers a quick and difficult-to-punish out of shield option, due to being invincible for the first couple frames of the move which helps her when getting pressured. It can also work as a combo breaker, but this can be risky if missed. Her nair is also a good combo breaking tool, due to being decently quick (frame 5) and being powerful. Her defensive game is also complimented by her amazing horizontal survivability and great recovery, which allow Samus to frequently live to very high percents against characters without strong vertical finishers (and sometimes characters with them).  


Despite having a good approach on the ground, Samus's aerial approach suffers due to her strange variety of attributes. Her below average falling speed and high jumps give her a poor SHFFL, despite the presence of low ending lag for her aerials when L-canceled. Her low falling speed also can prevent her from quickly pursuing enemies that have been knocked into the ground; as such, Samus can have particular difficulty in comboing fast-fallers, even with her variety of throws. Tying into this, Samus's grab is extremely laggy and can easily be punished if she fails to grab an opponent with it;
Despite having a good approach on the ground, Samus's aerial approach suffers due to her strange variety of attributes. Her below average falling speed and high jumps give her a poor SHFFL, despite the presence of low ending lag for her aerials when L-canceled. Her low falling speed also can prevent her from quickly pursuing enemies that have been knocked into the ground; as such, Samus can have particular difficulty in comboing fast-fallers, even with her variety of throws. Tying into this, Samus's grab is extremely laggy and can easily be punished if she fails to grab an opponent with it.
{{Incomplete|Terribly short; needs heavy expansion on how power/speed/frame data have improved}}
{{Incomplete|Terribly short; needs heavy expansion on how power/speed/frame data have improved}}
==Changes from ''[[Super Smash Bros]]''.==
==Changes from ''[[Super Smash Bros]]''.==