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Old 10-09-2008, 07:25 PM
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The Metroid Huntress: A Guide to Playing Samus in Brawl

Table of Contents
I. Introduction
II. Updates
III. Basic moves and descriptions
IV. Advanced Techniques
V. Matchups
VI. Contributers


I. Introduction

Samus is a very unique character in Brawl, yet very few people on these forums play her or even know how to use her. I'm making this guide so people will better understand my favorite character and possibly start using her.

II. Updates

October 9th, 2008 - The guide is started.

III. Basic moves and descriptions

Neutral:
Jab
A (A)
Damage: 3% + (7%) = 10%
Knock-Back Growth Rate: 9.383 (20.233)
Hitbox:
Knock-Back:
Priority:
Range:
Comment: The great thing about Samus’ jab attack is that it is quick, and the first jab can be combined with other attacks, such as tilts and smashes. Also, due to the hitbox, Samus can be facing the opposite direction of her opponent and hit or even clink her jab against her opponent’s. The bad news is that some characters can jab her right after the first jab if they are fast enough.

Edge:
A
Damage: 8% (10% if at 100% damage or higher)
Knock-Back Growth Rate:
Hitbox:
Knock-Back:
Priority:
Range:
Comment: This is more of a question than a comment. Ask yourself, How many times have you hit your opponent with this attack? No, actually, How many times have you been hit by your opponent because of this?

Trip:
A
Damage: 5%
Knock-Back Growth Rate:
Hitbox:
Knock-Back:
Priority:
Range:
Comment: When Samus trips, whether by a Banana Peel or simply because she is turning around often, she'll get up kicking both ways. This is especially fun to use when your opponent gets near you as you wait for him or her to come close.

Fall:
A
Damage: 5% (6% if from behind)
Knock-Back Growth Rate:
Hitbox:
Knock-Back:
Priority:
Range:
Comment: While this is like tripping, it shouldn't be confused with the tripping, as tripping involves running around back and forth or slipping on a Banana Peel. Falling is simply hanging on the edge for too long and falling. On certain levels allow you to do this, but it's practically useless in both friendly and tourney matches. I just had to add this, simply because this is a list of attacks Samus can do.

Dash:
Dash Attack
Trot/Run+A
Damage: 6% if used early (10% if used late)
Hitbox:
Knock-Back Growth Rate: 15.123 (22.776)
Knock-Back:
Priority:
Range:
Comment: The Dash Attack is quick, and if used properly, Samus will give more damage to her opponent. If shielded, and if Samus lands the attack late, she’ll end up behind her opponent, which means that she’ll be free from being shield-grabbed. You can combine this attack with the Screw Attack, but only do so if the attack lands.

Tilt:
Axe Kick
U-tilt
Damage: 13% (12%)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: What can I say? This is practically one of the best moves that I like to use if my opponent is coming straight for me from the air. It isn’t as quick as the one in Melee, but it is an excellent attack nonetheless. (Actually, if you tap the A button again when Samus’ heel strikes the ground, you can immediately start it up again, which makes it slightly faster.) It can be used for edge-guarding, and if your opponent is hanging on the edge, you really needn’t get close to the edge to strike his or her fingers.

Forward Kick
F-tilt
Damage: 7% sweetspot; 8% sourspot; 3% increase if hit by a high or low kick
Hitbox:
Knock-Back Growth Rate: 21.296 sweetspot; 23.69 sourspot; 28.47 if hit by high or low kick
Knock-Back:
Priority:
Range:
Comment: This is a decent attack. It allows you to space yourself, and it comes out fairly quick, which means that if it is shielded or evaded, you needn’t worry too much about getting punished. I think it is preferable to tilt it downward, because for some strange reason, the damage and knock-back increase. It is also very useful against smaller opponents.

Flamethrower
D-tilt
Damage: 14%
Hitbox:
Knock-Back Growth Rate: 22.82
Knock-Back:
Priority:
Range:
Comment: All right, this attack has some good qualities and bad qualities. The good thing about this is that it has KO potential. The bad thing about this is if it is shielded, or if your opponent rolls behind you, you can be punished for it. Don’t use this attack often. It’s better to use the d-smash. Only use this attack if you think your opponent is at a good percent to get KO’ed, or if it is combined with other attacks.

Smash:
Flamethrower
U-smash
Damage: 4% x3 + 5% + 6% = 23% (charged = 5% + 6% + 5% + 7% + 9% = 32%; consecutive hit varies)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: I really don’t see much Samus players use this. I don’t use it much myself, unless I am fighting against a heavy character, or if my opponent is above me while standing on a platform. It has been buffed in Brawl, which is good. I just wish it had more use.

Forward Strike
F-smash
Damage: 13% uncharged; 19% charged; 1% increase upward; 1% decrease downward
Hitbox:
Knock-Back Growth Rate: 35.643 uncharged; 48.08 charged; 38.033 upward uncharged; 51.426 charged upward; 33.25 uncharged downward; 44.73 charged downward
Knock-Back:
Priority:
Range:
Comment: Some people complain about Samus’ f-smash being nerfed. Now, don’t get me wrong. It may have been nerfed, but I like this attack, due to the fact that Samus can be looking in the opposite direction of her opponent and she doesn’t need to turn around to face her opponent to perform this. She can be looking away, and without notice, strike her opponent. The f-smash still has KO potential. Just be cautious on how often you use this. If you become predictable with it, prepare to get punished.

Sweep Kick
D-smash
Damage: 15% uncharged in the front; 22% charged in the front; 14% uncharged in the back; 20% charged in the back
Hitbox:
Knock-Back Growth Rate: 20.213 uncharged in the front; 27.39 charged in the front; 15.213 uncharged in the back; 20.57 charged in the back
Knock-Back:
Priority:
Range:
Comment: There is a time and a place to use this. The time is when your opponent likes to roll around you a lot. The place? It doesn’t matter where, as long as it hits your opponent. The d-smash is back, and it is powerful enough to KO your opponent if he or she is at a high percent. This attack is better to choose over the d-tilt, since it’s not as easy to get punished if you miss or if your attack is shielded.

Aerial:
Sex Kick
N-air
Damage: 9% sweetspot (6% sourspot)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: I don’t use n-air very often, but I do hear that it is useful if your opponent’s shield is small. Well, with the exception of Yoshi. (Thanks for the info, Rohins.) This attack has been nerfed, but that doesn’t mean that it’s not useful. In a way, it’s like Samus’ Jab, because it’s one of those moves that tells your opponent, "Get off of me." Just be sure to not get grabbed upon landing. It would be silly to use this “Get off of me” attack, only to be grabbed.

Drill Kick
U-air
Damage: 3% + 1% x4 + 4% = 11% (consecutive hit varies)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: I think the u-air has been buffed. It is extremely useful when your opponent is standing on platforms. The Drill Kick actually connects better, unlike in Melee. It can also be moved left or right, and it pushes your opponent over to the left or to the right. One of the better things about this attack is when you are on the edge, and your opponent is right there. You can lightly drop from the edge and give your opponent the Drill Kick. This is one of my favorites.

Flamethrower
F-air
Damage: 4% + 3% x2 + 4% x2 = 18% (consecutive hit varies)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: This is also another one of my favorites. It has also been buffed in Brawl, because it actually connects better. The f-air is extremely useful when returning from the edge, because upon landing you can perform the d-tilt, or you can use the Screw Attack. Furthermore, with the consecutive hits, your opponent will be guessing on when it is safe to stop shielding. Fast falling the fair may also lead into a dtilt or other moves.

Meteor Smash
D-air
Damage: 15%
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: Well, if you want a quick win, simply look to Samus’ d-air. I have watched Rohins’ How Dair You? video, and I’ve seen Tudor spike Snake to death in his recent videos of him teaming up with TheKO (Mario player). Who can hate this attack, except Samus’ opponents? Try to set up situations where you limit the opponent's options when they are recovering so you can land this more often.

Back Kick
B-air
Damage: 14% sweetspot (10% sourspot)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: This attack has been nerfed, but it still has enough power left to KO your opponent when used properly. It looks really cool when Samus defeats her opponent this way. Why, I’d say it’s sexier than her "Sex Kick." It seems to have more knockback at the foot, so try to hit with the foot and not the leg when trying to kill with this. You can sort of combo with weak hits, but Samus already has few kill moves, so you might want to save it for kills. Your choice.

Grappling Beam
Z-air
Damage: 4% sourspot (7% sweetspot; capable of tripping your opponent; suffers no move decay)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: Samus has the best z-air in the game. It out-prioritizes most attacks and can only be stopped by shielding, air-dodging, spot-dodging, rolling, Pit’s Mirror Shield or Meta Knight's Mach Tornado. It is also useful at keeping your opponent away, especially when he or she is off the stage and is attempting to return. Be sure to mix up your Homing Missiles with this for best results. And it actually can hit Meta Knight out of his Tornado if the tip hits him.

Special:
Charge Shot
B
Damage: 3% uncharged; 26% charged
Hitbox:
Knock-Back Growth Rate: 4.96 uncharged; 36.03 charged
Knock-Back:
Priority:
Range:
Comment: The Charge Shot has been one of Samus’ best special attacks throughout the Super Smash Bros. series. It has been nerfed in Brawl, but still possesses KO potential. The only real nerfing in Brawl is that the Charge Shot can be easily DI’ed, and it has a smaller hitbox. Still, regardless of these, it is still a great attack. The uncharged shots actually seem improved, and the hitstun from not fully charged shots can lead to grab opportunities.

Screw Attack
Up+B
Damage: 2% + 1% x11 = 13% (consecutive hit varies)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: The Screw Attack seems to have been buffed in Brawl, kind of like its N64 variant. It connects better. Samus can also use the Screw Attack out of her shield, which is bound to catch your opponent off guard.

Homing/Super Missile
Forward+B
Damage: 5% (10%)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: The Homing Missiles are more of a deterrent rather than an actual weapon. That isn’t to say that it’s not a weapon. Due to the slow speed, it can hit opponents who do spot-dodge, because even if it is spot-dodged, it still lingers before either hitting Samus’ opponent or just exploding on its own. This is useful for approaching your opponent. The Super Missiles, however, are a different story. While the Super Missiles aren’t the same as in Melee, due to the reduced knock-back, they are still useful projectiles. The Super Missiles are good to use against those who shield. Furthermore, with the use of the Homing Missile cancel applied to this, this ballistic can overwhelm Samus’ opponent.

Bomb
Down+B
Damage: 5% if indirect (9% if direct; can roll down slopes; is useful for returning if second jump has been used or if it has not yet been used)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: In Melee, the Bombs would either blow up on contact with another opponent, or it would blow up eventually. In Brawl it only blows up after a short period of time. This is very useful when your opponent is rolling around and you’re going the same direction, because you can go the opposite direction without having to wait for the rolling animation to finish. Use this in your gameplay when you’re coming down from the air, or if you feel it is necessary to charge up your Charge Shot.

Zero Laser
Smash Ball+B
Damage: 3% x18 + 16% = 70% (consecutive hit varies)
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: The Zero Laser is a new addition to Samus’ arsenal. When Samus wields this in her Arm Cannon, her opponents will either try to get behind her to avoid being injured or KO’ed, or they try to knock the Smash Ball out of her. This shows how devastating and frightening this attack can be. One of the downfalls with this Final Smash is that if Samus defeats her opponent or opponents, they’ll come back and wait for her to shed off the Power Suit in order to either injure her or KO her.

Grab:
Chozo Chop
L/R+A
Damage: 1%
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: Samus has one of the fastest grab jabs in the entire game. Even though it only does 1% each hit, every hit counts. Other attacks can be performed from this as well, such as if Samus’ opponent happens to get released, she can use attacks like the d-tilt to cause further damage. Meta Knight is luckily vulnerable to most grab releases, so this helps. Charge shot out of grab release is sexy.

Toss
L/R+Up
Damage: 9%
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: Sometimes, your opponent likes to be on the ground, but Samus’ Toss doesn’t allow that.

Forward Throw
L/R+Forward
Damage: 9%
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: The good thing about Samus’ Forward Throw is that it gives Samus space, and at the same time allows her to perform other attacks shortly after the throw.

Slam
L/R+Down
Damage: 6%
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: Slamming your opponent down also causes them up to go up into the air. With this amount of time, Samus can use aerial and non-aerial attacks.

Backward Throw
L/R+Backward
Damage: 8%
Hitbox:
Knock-Back Growth Rate:
Knock-Back:
Priority:
Range:
Comment: There isn’t much that happens here, and Samus is limited in attacking if she happens to toss her opponent backwards. Use it if your back is facing the edge so you can put your opponent in an edgeguard position.

IV. Advanced Techniques


Neutral:
Jab Cancel
How To Perform: Simply tap neutral A and then tap down on the analog stick to crouch. Tap neutral A again and tap down on the analog stick to crouch again. Repeat the process.
Additional Information: With the jab cancel, you are also capable of doing other attacks out of the jab. In fact, you don't even need to crouch to do the additional things. For example, Samus can do a jab to d-tilt or f-smash. There are likely other things you can do with this. Be creative.
Video(s):
Discovered by: General discovery.

Tilt:

Smash:

Aerial:

Special:
Low Charge Shot
How to Perform: Just before landing, tap B to fire the Charge Shot, and Samus will fire her Charge Shot lower than normal.
Additional Information: It's difficult to pull off without some good practice. It is useful against small characters, as well as those who like to crawl past Super Missiles.
Discovered by: ewic.

Charge Cancel
How to Perform: Charge up your Charge Shot and quickly cancel into any other attack. It's not as simple as it sounds. If you use your Charge Shot, you can spot-dodge, shield, or roll to cancel the Charge Shot. You can also charge up your Charge Shot and tap Z to bring out your Grappling Beam. Because the Z button acts as a shield and grab, you will not see your shield, so it comes out fairly quick. You can, for example, charge your Charge Shot and then quickly shield and use your Screw Attack out of shield. It's easier to perform if you have Tap Jump on.
Additional Information: The purpose of the Charge Cancel is to throw your opponent off into thinking that you're going to either charge up your Charge Shot entirely as he or she approaches, or if you're going to shield, roll, spot-dodge, &c. The only thing your opponent will not expect from you is an attack out of a Charge Cancel.
Video(s): YouTube - Lucario Charge Cancelled into Actions
Discovered by: NinjaLink(?).

Screw Attack Out of Shield (OoS)
How to Perform: Simply hold the L/R button and tap Up+B.
Additional Information: This works better with Tap Jump on, and it's actually recommended, simply because Samus will have invincible frames. If you have Tap Jump off, you will have to let go of your shield first and then use the Screw Attack. Those slight frames will leave you open. This attack is good against those who like to get close to you.
Video(s): YouTube - Leave Tap Jump On Nubs
Discovered by: General discovery.

Missile Cancel
How to Perform: Perform a full hop or short hop, tap Forward+B to fire a Homing Missilele. Upon landing, tap Forward+B again to fire another Homing Missile.
Additional Information: Performing short hop, whether approaching or spacing, is recommended. It is also possible to fire a Homing Missile and then a Super Missile, or a Super Missile and then a Homing Missile, or even a Super Missile and another Super Missile. You can also fire either a Homing or Super Missile and then a fully charged Charge Shot upon landing. This is all good for variety so you can have your opponent guessing.
Video(s): YouTube - Missile Cancelling w/ Samus
Discovered by: General discovery.

Raigoth's Bomb Tech
How to Perform: Tap Down+B to lay a Bomb, and hold down on the analog stick. This will get rid of the lag that would be present if you did not hold down on the analog stick after laying down a Bomb.
Additional Information: This is like the jab cancel in some ways. After laying down a Bomb, you can immediately buffer a d-tilt. Moving backwards and then performing a dash attack may also be useful.
Video(s): YouTube - Raigoth's Bomb Tech
Discovered by: RaigothDagon.

Grab:

V. Matchups

Matchup odds are listed in #-# format. If Samus has a number over 50, the matchup is considered in her favor, and vice-versa.

Bowser:
Matchup odds - 70:30, Samus' favor

Ground

It seems that Bowser does better when grounded, rather than when he is aerial. He has a lot more attacks to choose from while he is on the ground, and much of his attacks can be deadly if they make contact. Because of Bowser's large size, it is only right to believe that Bowser's offense and defense are very powerful and can deal out a lot of damage in a short amount of time. This is what you need to look out for, especially against Bowser's neutral and tilts. Bowser's neutral attack comes out fairly quick, and his f-tilt will likely be used to fight against Samus at a distance. Bowser might also use his d-tilt for distance as well, something that Samus players need to watch out for, especially since Bowser can crawl. These attacks will chip away at Samus' damage percent really fast, so be careful.

There is a rule that all Samus players need to follow. The rule is this: Do not roll around Bowser. There is no exception to this. By not rolling around him, you ensure your safety. Bowser's d-smash is powerful, and it is a good attack against those who like to roll around their opponent. The d-smash will cause you to fly upward and perhaps off the screen if you don't play smart. Keep this in mind, and if it's necessary, practice brawling without using your roll, or at least minimize it. Samus' rolling isn't all that great, so save yourself by minimizing risks that could cause you the match. If you do decide to roll, be sure to roll away. Another method that is better to use shield dashing away from Bowser. It's safer than rolling.

There is another important thing for all Samus mains to know, and that if you are fighting against a defensive Bowser, you might bump into his Whirling Fortress (Up+B). Do not be surprised how many times Bowser can land this on you. If you get close to him and he shields, back off. He might be ready to use his Whirling Fortress out of his shield. Don't think it won't be painful, either. It will cause some good damage, especially since Bowser won't be flying up. Instead, he will spin on the ground. What is more, when Bowser is in this state, he can move over to the other side, which might throw you off. What I mean by this is that you might expect Bowser to be in front of you, but he just happens to end up behind you. However, if Bowser tends to do this a lot, you might notice his use of shielding, which will allow you to grab him.

Another point that all Samus players need to be aware of about Bowser is what Bowser can do when he grabs you. Like Samus, who can grab and use her Chozo Chop on her opponent and then use either a Charge Shot or d-tilt once her opponent is released, Bowser can do the same, from neutral A to d-tilts to Bowser Bomb. This is very important to keep in mind, because you're going to need to keep your damage percent low if you want to survive longer. Otherwise, Bowser won't have a hard time against you. The downfall about this, however, is that Bowser tends to shield before grabbing, and, in order for this to work, Bowser needs to be close to you. If you stay away from Bowser, his grab game is practically useless.
Air

While Bowser may not be an aerial character, that doesn't necessarily keep him from attacking in the air. Two of his best attacks in the air are his u-air and f-air, especially if his opponent is at high percent. His u-air seems to be able to KO at low percent as well. Short hops may be performed when using these since Bowser is a grounded character. Another attack that Bowser can perform while in the air is his Flying Slam (Forward+B). With the use of infinite jumping, Bowser can be lethal. Don't think for a moment that Bowser will not use this if the match doesn't look like it will be in his favor. He could be at high percent while you might not be, and all he has to do is use his Flying Slam to KO you. If you two are on your last stock, Bowser can win if he successfully executes the "Bowsercide" on you.

Another attack that Bowser can perform is his Fire Breath (B). It is dubbed "Wave Fire" by Dias4Flac, and is noted for being able to be used with Bowser's infinite jump. This attack can be used to punish Bowser's opponent in the air. What is more, the Wave Fire will cause Bowser to move slightly forward. If caught in Bowser's Fire Breath, use directional influence as quickly as possible, since the attack can do a considerable amount of damage if left unchecked. This might mean that Samus will be unable to use her f-air against Bowser, unless she happens to be slightly higher than Bowser, or if she uses her f-air first. To take advantage of Bowser while he is in the air, you want to use your Homing Missiles in conjunction with z-air. As long as Bowser is in the air, his options are limited. Bowser can attempt to air-dodge the Homing Missiles, but since the Homing Missiles slow down and because Bowser is such a large target, air-dodging may be rendered useless. Keep this in mind.

Edge-Guarding

It seems that Bowser has a number of options to choose from when he is edge-guarding. Some are better than others. Bowser can jump out at you from the stage and use either his f-air or u-air on you. He may also decide to Bowsercide you if the player is feeling confident. That, of course, shouldn't be your biggest worry, since it might not be a common tactic to use. Fortunately for Samus players, you can execute your Bomb Jump to stall and then move toward the stage when Bowser needs to also head back to the stage. Still, you should be cautious since Bowser could try to edge-hog or simply jump off the edge and use his second jump to attack and his Whirling Fortress to return to the edge. Upon returning to the stage, it would be wise to use Samus' Homing Missiles to hinder Bowser from even attempting to jump out at you.

When Bowser is on the stage but is still edge-guarding, he may choose either to use his Fire Breath or d-tilt. Samus will be safer if Bowser uses these as his way of edge-guarding, since Samus can use her Grappling Beam to grab onto the stage. Just be sure that Bowser doesn't decide to edge-hog at the time you are going to use your Grappling Beam or your chances of returning might be minimized. If you happen to return to the edge and Bowser is right there trying to use his Fire Breath or d-tilt, remember that you can let go of the edge and use your Screw Attack to grab onto the edge again. As long as you do this, Bowser can't do anything to you, unless he decides to do something different. This is a tactic I like to use, not just on Bowser, but on any of my opponents. As a Samus player, you know your options in order to return to the stage once you're on the edge.

Edge-Gaming

Bowser has a few edge-games to select from. I won't bring up Bowser returning from the edge by tapping neutral A in order to hit you if you're close. Instead, there are other attacks that Bowser has that he can perform while he is on the edge. He can let go of the edge and use his second jump to perform either his u-air or f-air. These aren't really fancy attacks, and you won't have to worry about them if you're not close to the edge. Another one of Bowser's edge-game is known as "Return Fire." What Bowser does is jumps up from the edge and onto the stage, already using his Fire Breath. Again, as long as you're not close to the edge, you don't have to worry about this.
Recovery

Bowser's recovery isn't excellent in any way, at least vertically. You might liken that to Donkey Kong's recovery. (It's slightly better than Donkey Kong's.) Still, it's amazing to see how far Bowser can go with the Whirling Fortress when he is returning to the edge horizontally. Take note of this. MrEh has noted that the initial frames from Bowser's Whirling Fortress has invincible frames, so it is best to wait it out a quick second before deciding to go out and spiking him. It might just be better to use Samus' Homing Missiles and her z-air for this one, unless you really enjoy using your d-air to spike your opponents.

Sources:
Match-Up Between Samus and Bowser - Smash World Forums by Dryn
In-depth analysis of Samus Match-ups: WEEK 2=SandBag/Yoshi/Marth!!!!!!!!!!!!!!!!!!!!! - Smash World Forums by Xyro77
Bowser strats and discoveries discussion - Smash World Forums by cmpr94x
Boozer Matchup Discussion - Smash World Forums by MrEh
YouTube - Wave Fire! by Dias4Flac
YouTube - Reture Fire and Switch Flames! by Dias4Flac

VI. Contributers

Thanks to:
Dryn, because his guide on Smash World Forums provided most of the info in this thread
All the people who helped Dryn make his guide

This guide is incomplete, so make sure to contribute so this guide can help anyone interested in Samus.
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Old 10-09-2008, 07:51 PM
weaselbait weaselbait is a female weaselbait is offline
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

Another indepth guide. c:

But where's the love for Zamus? D:
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Old 10-09-2008, 08:38 PM
Durga Norway Durga is online now
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

Quote:
Originally Posted by Neurokika View Post
Another indepth guide. c:

But where's the love for Zamus? D:
Zamus is a completely different moveset and requires a different mindset to play.
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Old 10-10-2008, 12:04 PM
weaselbait weaselbait is a female weaselbait is offline
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

Bah humbug. :c

Maybe I'll create a Zamus guide when I get better with her.
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Old 10-14-2008, 07:31 PM
Durga Norway Durga is online now
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

I'll be doing the matchups in alphabetical order, so Captain Falcon is next. Whoever mains him should try to help me with this matchup by discussing his strengths, weaknesses, and how they think he does against Samus. Also try to fight me online if you can.
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Old 10-24-2008, 12:57 AM
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

If you are still running this, you could ask TMS or me to play a few matches with Captain Falcon. I think we both main him <3
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Old 10-24-2008, 07:22 AM
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

I already did some matches with TMS's Falcon. I should get the matchup done this weekend, but you can contribute if you like, Verxis.
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Old 11-11-2008, 12:40 AM
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

Hey, thanks for giving me credit. I don't mind if anyone uses the information that I've written down at my Samus guide, The Chozo Warrior: A Samus Guide Second Edition. I only ask that the credit is given where it is due, and that's what you, Lord Golbez, did. So I appreciate that. I'm still working on my guide, and I am trying to get some more information regarding Captain Falcon. I've had some experience against my friend, who mains Falcon, and someone else who calls himself Acel Supe.
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Old 11-11-2008, 05:08 PM
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

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Originally Posted by Dryn View Post
Hey, thanks for giving me credit. I don't mind if anyone uses the information that I've written down at my Samus guide, The Chozo Warrior: A Samus Guide Second Edition. I only ask that the credit is given where it is due, and that's what you, Lord Golbez, did. So I appreciate that. I'm still working on my guide, and I am trying to get some more information regarding Captain Falcon. I've had some experience against my friend, who mains Falcon, and someone else who calls himself Acel Supe.
Thanks for understanding. I only posted this because most people here don't visit Smashboards frequently yet want to improve. I'm bad at guides, so I hope you don't mind me copying your updates in the future.
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Old 11-11-2008, 06:50 PM
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Re: The Metroid Huntress: A Guide to Playing Samus in Brawl

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Originally Posted by Lord Golbez View Post
Thanks for understanding. I only posted this because most people here don't visit Smashboards frequently yet want to improve. I'm bad at guides, so I hope you don't mind me copying your updates in the future.
This is my first guide I have ever made. I made it exclusively for Samus, since I main Samus and have mained her since the N64 days. Pit and Donkey Kong are my alternative characters. Actually, this guide was first meant to be a match-up guide, but a fellow named Doomgaze discontinued making his guide, so I thought I'd start up a new one with more accurate information. I didn't want to make a new thread, so I started over from there. I had to recreate the guide not long ago, since most of my information was deleted somehow.

Anyway, if you wish to copy my updates, that's fine. As you can see, I'm not finished with a number of things. I need to learn how to find out kn0ck-back information. I know how to get knock-back growth rate information, though. Still, some of Samus' attacks that hit consecutively is likely going to be more difficult to get. For example, the initial frame from Samus' Screw Attack will knock her opponent straight into the air. The speed for that was around in the 4,000 mph range. I think I'll need to add two parts to that. One for the initial frame, and the other for the entire attack.
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