Samus (SSBB): Difference between revisions

m (→‎Attributes: confusingly worded, and more relevant to ZSS than to normal Samus anyway)
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Samus is considered to be easy to use, and with a good use of long- and short-range attacks, she can be deadly. Her final Smash,  Zero Laser has a [[vacuum]] effect and can even k.o. oppenents with 0% damage, if used close to a side of a stage.
Samus is considered to be easy to use, and with a good use of long- and short-range attacks, she can be deadly. Her final Smash,  Zero Laser has a [[vacuum]] effect and can even k.o. oppenents with 0% damage, if used close to a side of a stage.


Her signature move, the [[Charge Shot]] has not changed much from the earlier games. It can be a great edgeguarding technique, and can give her the upper hand in high-percentage battles (provided it is fully charged). Her [[Missile]]s  are used as long-range attacks, though they are easily evaded, and have a limited travel distance. Advanced players also use it as part of mindgames. Her [[Morph Ball Bomb| Bombs]] serve no great use as attacks, but can be used for recovery, and are also used for mindgames.
Her signature move, the [[Charge Shot]] has not changed much from the earlier games, though it lost some of its killing potential. It can be a great edgeguarding technique, and can give her the upper hand in high-percentage battles (provided it is fully charged). Her [[Missile]]s  are used as long-range attacks, though they are easily evaded, and have a limited travel distance. Advanced players also use it as part of mindgames. Her [[Morph Ball Bomb| Bombs]] serve no great use as attacks, but can be used for recovery, and are also used for mindgames.
Her up-Special attack, the [[Screw Attack]] is mainly used for vertical recovery. She can also use it to attack an enemy above her. Her last move directly taken from the ''Metroid'' series, the [[Grapple Beam]], can be used to grab her opponent from a small distance, or for grappling to grab the edges to recover.
Her up-Special attack, the [[Screw Attack]] is mainly used for vertical recovery. She can also use it to attack an enemy above her. Her last move directly taken from the ''Metroid'' series, the [[Grapple Beam]], can be used to grab her opponent from a small distance, or for grappling to grab the edges to recover.
Her smash moves are quite strong, and, when used in combinations, can be deadly. However, her aerial attacks are not powerful, which makes her inferior in the air against a strong opponent.
Her smash moves are decently strong, and, when used in combinations, can be deadly. However, her aerial attacks are not powerful, which makes her inferior in the air against a strong opponent.


Samus' biggest weakness lies in her lack of killing power and her floatiness. Her down-tilt is considered her best killing move, but it doesn't start working properly until 120%, forcing her to turn to the slow, cumbersome, but effective down aerial. And her slow fall speed (second-slowest, only Jigglypuff is slower) leaves Samus open to juggling.
Samus' biggest weakness lies in her lack of killing power and her floatiness. Her down-tilt is considered her best killing move, but it doesn't start working properly until 120%, forcing her to turn to the slow, cumbersome, but effective down aerial. And her slow fall speed (second-slowest, only Jigglypuff is slower) leaves Samus open to juggling and star KOs, especially in conjunction with her weight.


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=====Smash=====
=====Smash=====
* Forward Smash - Thrusts arm cannon forward. Moderately weak [[knockback]] 13-18%
* Forward Smash - Thrusts arm cannon forward. Moderately weak [[knockback]] 13-18%
* Up Smash - Releases 5 fire bursts in an arc above herself. 23-32% total
* Up Smash - Releases 5 fire bursts in an arc above herself. Practically no knockback. 4-6% each, 23-32% total
* Down Smash - Spins around on the ground with her feet, sending her victims upward. 15-21%
* Down Smash - Spins around on the ground with her feet, sending her victims upward. 15-21%


==== Aerial Attacks ====
==== Aerial Attacks ====
* Neutral Air - [[Sex Kick]]. 9% initially, 6% if hit afterwards
* Neutral Air - [[Sex Kick]]. 9% initially, 6% if hit afterwards
* Forward Air - Creates fire burst in front of her. 18%
* Forward Air - Creates fire burst in front of her. 3-4% per hit, 18% total.
* Back Air - Spins once backward with kick. 14%
* Back Air - Spins once backward with kick. 14%
* Up Air - Spins in a drill upward. 11%
* Up Air - Spins in a drill upward. 11%
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