Samus (SSB4): Difference between revisions

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*{{buff|Neutral attack's second hit deals 1% more damage (7% → 8%) and has increased vertical range.}}
*{{buff|Neutral attack's second hit deals 1% more damage (7% → 8%) and has increased vertical range.}}
*{{nerf|Forward tilt now starts up 1 frame later (frame 7 → 8) and now has sourspots.}}
*{{nerf|Forward tilt now starts up 1 frame later (frame 7 → 8) and now has sourspots.}}
*{{buff|However, forward tilt deals more damage, with the two new sourspots dealing the same damage as the move as a whole in ''Brawl'', while the two sweetspots deal 2% more damage (7%/8% → 7%/8%/9%/10%). Additionally, the move has increased knockback, with the 10% sweetspot being able to KO at the ledge at around 150%.}}
*{{buff|However, forward tilt deals more damage, with the two new sourspots dealing the same damage as the move as a whole in ''Brawl'', while the two sweetspots deal 2% more damage (7%/8% → 7%/8%/9%/10%). Additionally, the move has increased knockback, with the sweetspot being able to KO at the ledge under 150%.}}
*{{change|Angled forward tilts damage output changed. As opposed to dealing a solid 10%, it can now deal varying damage ranging from 8%/9%/10%/11%, meaning it can potentially deal more damage. Like the regular variant, it's knockback has also increased.}}
*{{change|Angled forward tilts damage output changed. As opposed to dealing a solid 10%, it can now deal varying damage ranging from 8%/9%/10%/11%, meaning it can potentially deal more damage. Like the regular variant, it's knockback has also increased.}}
*{{buff|Upward angled forward tilt's body and leg hitboxes deal 1% more damage (10% (up, down)/8% (foot)/7% (body) → 11%/9%/8%.}}
*{{buff|Upward angled forward tilt's body and leg hitboxes deal 1% more damage (10% (up, down)/8% (foot)/7% (body) → 11%/9%/8%.}}
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'''{{GameIcon|ssb4}} 1.1.1'''
'''{{GameIcon|ssb4}} 1.1.1'''
*{{Change|Up tilt's damage outputs have been reversed: 13% → 12% (grounded opponents), 12% → 13% (aerial opponents).}}
*{{Change|Up tilt's damage outputs have been reversed: 13% → 12% (grounded opponents), 12% → 13% (aerial opponents), making it easier to combo grounded opponents and easier to KO aerial opponents near the ledge.}}
*{{buff|Partially charged Melee Charge Shot deals 1% more damage|5%|6%.}}
*{{buff|Partially charged Melee Charge Shot deals 1% more damage|5%|6%.}}
*{{buff|Partially charged Melee Charge Shot's base knockback increased|30|50.}}
*{{buff|Partially charged Melee Charge Shot's base knockback increased|30|50.}}
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|ftiltsidedmg=10% (foot), 9% (lower leg), 7% (upper leg), 8% (body)
|ftiltsidedmg=10% (foot), 9% (lower leg), 7% (upper leg), 8% (body)
|ftiltdowndmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body)
|ftiltdowndmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body)
|ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback with her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can even miss medium sized characters like {{SSB4|Mario}}. Comes out at frame 8. The foot sweetspot deals rather potent knockback for a tilt, which can KO near the edge at around 150%. At varying percentages from low mid to high, the move lead into a guaranteed Charge Shot, because regardless of tech, the shot will catch their option in time.
|ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback with her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can even miss medium sized characters like {{SSB4|Mario}}. Comes out at frame 8. The foot sweetspot deals rather potent knockback for a tilt, which can KO near the edge at around 150%. At varying percentages (from 30%-40% on the sweetspotand 100%-120% on the sourspot), the move can lead into a guaranteed Charge Shot, because regardless of tech, the shot will catch their option in time.
|utiltname= 
|utiltname= 
|utiltdmg=13% (aerial), 12% (grounded)
|utiltdmg=13% (aerial), 12% (grounded)
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|fsmashsidedmg={{ChargedSmashDmgSSB4|14}} (fire), {{ChargedSmashDmgSSB4|12}} (Arm Cannon)
|fsmashsidedmg={{ChargedSmashDmgSSB4|14}} (fire), {{ChargedSmashDmgSSB4|12}} (Arm Cannon)
|fsmashdowndmg={{ChargedSmashDmgSSB4|13.5}} (fire), {{ChargedSmashDmgSSB4|11}} (Arm Cannon)
|fsmashdowndmg={{ChargedSmashDmgSSB4|13.5}} (fire), {{ChargedSmashDmgSSB4|11}} (Arm Cannon)
|fsmashdesc=Quickly thrusts her Arm Cannon forward, which releases a small fiery blast. Despite the blast's appearance, it does not quite reach the end of the blast, and even reaches slightly into the Arm Cannon. An attack reliant on spacing, as only the blast deals strong knockback which can KO at 100% from the middle of Final Destination; her Arm Cannon KOs at 138% instead. It is, however, the quickest forward smash in the game, coming out at frame 10. Can be angled like her forward tilt. Angling up causes it to deal more damage and knockback, but this can typically miss due to its strong angle. Angling down can hit ledge hanging opponents.
|fsmashdesc=Quickly thrusts her Arm Cannon forward, which releases a small fiery blast. Despite the blast's appearance, the hitbox does not quite reach the end of the blast, and even reaches slightly into the Arm Cannon. An attack reliant on spacing, as only the blast deals strong knockback which can KO at 100% from the middle of Final Destination; her Arm Cannon KOs at 138% instead, similar to {{SSB4|Mario}}. It is, however, the quickest forward smash in the game, coming out at frame 10. Can be angled like her forward tilt. Angling up causes it to deal more damage and knockback, but this can typically miss due to its strong angle. Angling down can hit ledge hanging opponents.
|usmashname=Cover Fire<!--official from all-star trophy-->
|usmashname=Cover Fire<!--official from all-star trophy-->
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|18}} (total)
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|18}} (total)
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|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (total)
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (total)
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most [[drill]]s, the opponent can easily be launched before the move is complete if Samus does no follow the opponent's previous launch direction. Grounded opponents can be hit by the final hitbox if Samus lands while starting the move in the air, although difficult to do so. It is her fastest aerial, coming out at frame 5. Useful for landing and breaking some certain combos. Can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a [[Screw Attack]]. On stages with platforms, can even zero-to-death the entire cast when using a platform to extend the combo.
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most [[drill]]s, the opponent can easily be launched before the move is complete if Samus does no follow the opponent's previous launch direction. Grounded opponents can be hit by the final hitbox if Samus lands while starting the move in the air, although difficult to do so. It is her fastest aerial, coming out at frame 5. Useful for landing, breaking some certain combos, and countering aerial apporaches. Can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a [[Screw Attack]]. On stages with platforms, can even zero-to-death the entire cast when using a platform to extend the combo.
|dairname=&nbsp;
|dairname=&nbsp;
|dairdmg=10% (early), 14% (clean), 11% (late)
|dairdmg=10% (early), 14% (clean), 11% (late)
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|ssdefname=Missile
|ssdefname=Missile
|ssdefdmg=5% (standard, homing), 10% (Super)
|ssdefdmg=5% (standard, homing), 10% (Super)
|ssdefdesc=Fires a Missile. If the special button is held, the Missile will chase the opponent. If tapped like a smash attack, Samus will fire a Super Missile that travels in a straight line. Both versions deal low knockback, but can be used for a shield break if used in conjunction with a fully charged [[Charge Shot]]. Both Missile variations can be used as set-ups by opening up an opportunity for a dash attack, grab aerial, or Charge Shot, while the Super version sets up better for a true combo into Charge Shot at higher percentages. However, Samus must jump forward for this to true combo. The homing variation is also useful for catching recoveries and forcing air dodges, which can open up punish opportunities.
|ssdefdesc=Fires a Missile. If the special button is held, the Missile will chase the opponent. If tapped like a smash attack, Samus will fire a Super Missile that travels in a straight line. Both versions deal low knockback, but can be used for a shield break if used in conjunction with a fully charged [[Charge Shot]]. Both Missile variations can be used as set-ups by opening up an opportunity for a dash attack, grab aerial, or Charge Shot, while the Super version sets up better for a true combo into forward jumping Charge Shot at higher percentages. The homing variation is also useful for catching recoveries and forcing air dodges, which can open up punish opportunities.
|ssc1name=Relentless Missile
|ssc1name=Relentless Missile
|ssc1dmg=3% (standard, homing), 12% (Super)
|ssc1dmg=3% (standard, homing), 12% (Super)
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