Super Smash Brothers: Winning With Samus
Winning with Samus is not all that hard, really, considering her versitality, speed, and overall power. But then again, why would you expect anything less from the greatest bounty hunter in all the galaxy? :) These tips below are just to help...mainly for the development of your own techniques.
SURVIVING ON DIFFERENT STAGES:
Peach's Castle:
Not too hard, considering that knocking or throwing Samus off isn't very easy here. Allow her to dominate the top platform and make good use of her on-the-ground napalm attack (Up + A) as your opponent comes dropping back down. If you can, try to position yourself so they'll shoot up at the bumper...
Congo Jungle:
Not much of a strategy here, considering the level's simple design. Keep Samus on the main platform and confuse your enemies by using the morphing ball a lot. (Z + Joystick left or right)
Hyrule Castle:
Samus does good in this stage. Not much of a strategy here either...Just go in and kick some butt and make good use of her jumping abilities. Sometimes, if your timing is right, you can use the morphing ball to roll past the Tornados. (but don't rely on it)
Planet Zebes:
Our bounty hunter naturally has the advantage here. I find that she seems to preform better without clobbering items; and hammers should be avoided at all costs, as she can't jump out of the acid's way when it rises and she's holding one. Try to dominate the second-highest platform and make usage of her Grapling Beam (R) and aerial attacks. Don't fear the acid; just take chances, and jump onto the highest platform when it looks like it's getting too high.
Yoshi's Isle:
She's certainly out of place here, but don't let that stop you from using the Screw Attack (Up + B or Jump + Up + B) to get at your enemies from underneath the platforms. She seems to dominate more if she's on the main stage, so keep her there and come up underneath the opponent.
Dreamland:
Pretty much like above, except she seems to have a little trouble making a comeback when she's thrown off here...Moral of the story: don't get thrown off!
The Great Fox:
Samus seems to get most of her damage here from the Arwing flying across the stage more than anything else. But it's hard to avoid as any character, so don't give up on it. Make use of her speed to get from one end of the ship to the other, and use the morphing ball to roll underneath the Arwing when it gets too close or to confuse your opponent. Take advantage of her long-distance attacks and use the Charge Beam (Press and hold B) often.
Saffron City:
Not much of a strategy here. Stick to aerial attacks to weaken your opponent and then use the Grapling Beam to throw 'em off. Keep an eye on the Pokémon shed, and you should be able to predict an attack.
Mushroom Kingdom:
Ick...Samus and this level do not go well together. She doesn't have much freedom to move around in here with all her aerial attacks, and she can't fling or blast opponents very far, either. Stick to your Charge Shot and remain on the upper (solid) platforms if at all possible...
SURVIVING AGAINST DIFFERENT CHARACTERS:
Link:
There's one crutial point here: Samus is the ruler of air, and Link's not. Take advantage of his slow speed and poor jumping and deal it out to him in the form of aerial attacks.
Yoshi:
Yoshi's about even in all of his stats, so it's pretty much safe to use anything against him. Just don't let him turn you into an egg... >_<
Fox:
Samus will run into a bit of a problem here. Fox is faster than she is, and as any good Fox player knows, her Charge Shot is useless because he can simply reflect it right back at her. If he knocks her down, he can fire his blaster repeatedly to prevent her from getting back up. So what do you do? Roll around. A lot. Confuse his furry hide, then get behind him and bash his skull in. Aerial attacks work if you're not good with the Morphing Ball.
Mario:
Not too tough. Just use any ol' attack against him, but don't pause when you're right next to him as he'll sweep you up into a Mario Tornado attack.
Luigi:
Same as above, except replace Mario Tornado with Luigi Cyclone. Be careful, however, when you're directly above him, for he has a jump punch that pretty much acts as a built-in Home Run Bat.
Pikachu:
His speed and thundershock attack can get annoying, but Samus can knock him around easily. There's no real strategy to use against a Pikachu player; just turn on your shield when his thundershock comes at you and blast him with your Charge Shot. Napalm also works well against him, as he tries to body slam you often in the game.
Donkey Kong:
He's big and he packs a hefty punch, but Samus' speed will give you a huge advantage. Use it to your fullest advantage, and wield your trusty Charge Beam when he's fully pumped for his big punch (which deals around 30% damage...)
Kirby:
Kirby can get a little annoying for Samus, especially if he copies her Charge Shot attack. (although the helmet is a nice touch. ~_^) Use long distance attacks so he can't suck you in or slam you into the ground.
Herself:
A Samus vs. Samus battle can be long and frusterating, simply because she seems to be the only match for herself! The best thing to do against her is come right up and pound her with a smash attack (Left or right repeatedly on the joystick + A) and avoid going into the air at all costs. Even then, she'll still manage to give you a beating, whether she's computer-controlled in Very Easy mode or being handled by a friend.
Jigglypuff:
This joke of a secret character is not much of a challenge for Samus. Use special attacks and you'll be fine.
Ness:
Ness falls somewhere in the middle of the challenge scale for Samus. Long range attacks aren't too good against him, as he can absorb her Charge Shot and use it to heal himself, but then again, he can sometimes be hard to hit in the air. Aerial attacks still seem to work the best, so beware his PK Fire and let the midget have it.
Captain Falcon:
Falcon's speed will leave Samus in the dust, but don't fear the power behind his attacks. He's so slow in attacking that she can dash in and pop him one before dashing back out to avoid whatever he's about to throw at her. Roll around to avoid him and then move in to attack while he recovers from his attacks. Usually she can blow him off before he's even done saying "Falcon".
SURVIVING AGAINST OTHER CHARACTERS:
Metal Mario:
Kind of hard, considering that it's difficult to send this guy flying. Use the Charge Shot to soften him up, then, if you can, snatch him with the Grapling Beam and toss him off the edge of the stage. He can't jump very high or far, so get on the very edge and fling him over.
Fighting Polygons:
Use everything you've got! There's no such thing as a cheap shot in the case of these things...
Master Hand:
Napalm works the best against this strange, Glover-esque boss. Get underneath him and use it repeatedly to watch his HP drop fast. You'd be surprised how well it works.
USEFUL ATTACKS:
Screw Attack:
Samus can't recover from this until she touches ground again, so use it wisely. I mainly use it for item guarding, as your opponent goes flying in the opposite direction the joystick is pressed, leaving you time to snatch up whatever they were after. It's also good in a triple-jump combo should she get flung off the edge, but only if it's the last jump you use. (Jump, flip, screw attack)
Bomb:
One of the most-used moves in the Metroid series can serve a good purpose in SSB. If your opponent is clinging onto the edge, simply go right up to it and plant a bomb to knock them right back off just as they recover. It's also good against computer characters if you flip over them and then drop one; they'll usually run right into it as they jump up to get you.
Drill-Kick Combo:
My favorite move to use, simply because it's quick and it drives my opponents nuts. While your foe is up in the air, jump up and press A to have Samus attack them with a drill kick move. (this doesn't always work, as she'll sometimes use Napalm instead) Just as she finishes with her third kick, instantly hit up and B to have her go at them again with Screw Attack. This seems to work especially well against Pikachus.
Napalm:
...Wha? Where'd Samus get this attack?! It's great nonetheless, and to tell you the truth, I wouldn't mind seeing it in the new Metroid game. If your timing is right, Samus' napalm can deal up to 10% damage per blast -- resulting in a whopping 50% damage total!
Morphing Ball:
Not easy to master, but great for confusing enemies. Simply hold Z and then press left or right to have Samus turn into a ball and roll a few feet across the screen. This is good to get you out of many sticky situations, such as if your cornered by a fast-moving Link or if Falcon's about to use his Falcon punch. You also can simply get the last laugh on your buddies by rolling behind them and smacking them upside the head...
GOOD PAIRS:
Link:
Link is my prefered partner for Samus in a Team Battle. She's got the speed, he's got the power, and together they have some awesome combo moves. A favorite of me and my friends is to catch the enemy up in a Screw Attack and then either hit them with Link's jump-and-spin attack or simply his upward sword thrust attack at the last possible moment. Teamwork is the key with these two (Ie, Link shields Samus while she charges up her beam), but then again, it is a team battle...
Fox:
Fox and Samus make an excellent duo because they're both speedy and their guns come in handy. They can really help each other out of sticky situations and bombard the enemy endlessly with their attacks.
Captain Falcon:
This is actually kind of debateable, but a good choice if you're into speedy duos. Falcon's good for finishing off the enemy, even if you've barely delt over 50% damage to them. (Most of this damage, however, usually is dealt by Samus...)
SAMUS' MOVES:
A: A weak kick-and-punch attack
Dash + A: Samus does a slower, weaker version of her speed-boost barge attack.
Left or Right repeatedly + A: Samus does a smash attack using her gun. (or a Home Run Bat)
B: A weak blaster shot.
Hold B: Charge shot. Wait for her gun nozzle to spark and then press B again to fire for full effect.
Down + A: Samus does a sweeping ground kick.
Down + B: Samus rolls into a Morphing Ball and plants a bomb.
Up + A: Samus either fires five blasts of Napalm or kicks sharply upwards.
Up + B: Screw Attack.
R: Grapling Beam. Press left, right, or A to throw your enemy.
L: Taunt the enemy with a trademark Super Metroid pose.
Z: Shield.
Z + Left or Right: Morph into a ball and roll. Only goes a few feet.
C ^ > < or v : Jump. Press twice to flip
Jump + A: Either hits the enemy with napalm while in the air, drill kicks, or uses a to-the-side kick seen in the intro.
Jump + B: Fires a blaster shot. This also can be used with a fully charged beam.
Jump + Up + B: An aerial Screw Attack.
Jump + Down + B: Drops a bomb on the enemies' heads.
EXCELLENT CLOBBERING ITEMS:
*Light Saber
*Home Run Bat
|
||