Ayo. Samus main here. I think this guide is very beneficial for many people who fight a lot of Samus players at a mid level (especially online), but there are a couple things that I don't believe hold true when fighting more experienced Samus players. 1) Samus does not _have_ to make reads constantly. She has several non-commital moves that can be thrown out to force defencive options. The main example of this is Z-air, which is at least _one of_ her best moves behind charge shot. It's a _huge_ unreactable hitbox with a strong multi-hit tipper that essentially covers the entire "flinch distance" you mentioned. The landing tipper even kill confirms at super high percents into grab + up throw. Jab-one is another example. It comes out frame 3, and if spaced, is completely unpunishable if Samus dashes back. It's not a bad move at all, as it's a great way to condition people to shield. Samus can react to your option after you get hit by using pivot grab or an aerial. 2) The section starting at 1:12 doesn't mention the very prominent threat of Samus holding shield to wait for a poorly spaced aerial and punish with Up-Special. Samus players of all levels will do this, and considering how absurdly fast the move is, she can always react to unsafe approaches with it. Samus can also control which direction you get sent in after the up-special, so you're almost always going straight to disadvantage after it hits. Samus still has to shield before you attack of course, but this option rebuttles the idea that she can't respond to you without guessing. It's also invincible, so any unspaced move will always be caught out regardless of strength. 3) While this may not be the intention, the section at 1:12 makes it seem like these are the only good options Samus can do in this situation. There's the zair, shielding for an up special punish, spotdodge -> down-tilt, drifting with bomb, and on-reaction rising up-air (which is more rewarding than raw forward-air and won't cause landing lag). Samus just has way more options than what's on display here, and so this part only helps with a few of the basic options she has in neutral. Preemptive grab is also just a bad idea most of the time. Some Samus players may try this since it nets a big reward, but it's more punishable than anything else Samus has. She will generally only go for grabs when she has conditioned you to shield a lot with her other moves. 4) The statement "You can always react to jab one" is true, but it still puts you in a really bad spot against a character who is amazing at conditioning and punishing defencive options. Don't always shield, don't always jump, and never roll towards Samus. 5) Samus likes to be in the air a lot more than you seem to think. B-reverse momentum shifts are amazing, up-air is rewarding and fast, and the morph-ball form from down-special actually gives her a slight boost in air speed. Being juggled is obviously really bad for her, but she has more tools to get out of this situation than a lot of other characters do. Her fast fall airdodge is also very good. If she needs to, she can easily retreat to ledge and tether grab to skip the juggling entirely. Thats about it. There are a few other niche Samus things I know, but they aren't as relevant. Just note that Samus only has to play the RPS game to essentially the same extent as any other character. The reason this guide will still work most of the time is that Samus's kit can often lead people who play her to behave extremely linearly in a match. Most Samus’s _will_ play RPS way more than they have to, and so this guide is very effective at teaching people to counter that. I wanted to leave this comment in case someone is trying to fight a really good Samus at a local or online tournament. None of this is criticism, just clarification. Thank you for indulging me.
Whats up man! Thank you for watching the video, and taking your time to comment! I'll pin this one for other people to see! Again, thank you for watching!
Do you have any additional tips on how to combat Samus? It's very discouraging playing against characters like Samus, Sonic and Steve where their ability to camp in a corner forces you to play their game the entire time. With moves like Zair and other safe options not covered in the video, what are some genuine vulnerabilities in Samus' kit and playstyle?
Thank you! for watching the guide, and the comment! This is the character I really had problems with, so I did lot of research, but I wanted to go beyond the obvious stuff. I will do more "how to beat" in the future, but in the mean time, I hope you ejoy what I've been doing. Take a look at the last 3 videos, and let me know your thoughts, if you want. Hopefully you'll like it. Have a good one!
This is an excellent guide, you have a good understanding of what samus wants in the matchup and how to beat the base level. To reiterate: samus is a COUNTER-OFFENSIVE character. They thrive on intercepting an approach option and converting on it for big damage. As you say, the downside to this is that these are commital, risky options. First, you should generally pick FD against samus if they leave it open. It is samus's worst stage. The reason for this, is samus has very poor disadvantage state. If you are in advantage, GET SAMUS IN THE AIR! Samus has no move that allow her to land safely, samus is very floaty, and samus is heavy, meaning they are combo food once above somebody. Of course there are still risks (down air is strong!), but it is where samus is most uncomfortable. This should be your goal every time. A point with fast characters: the fact that you can enter and leave samus's burst range multiple times is VERY good. Fox is so good in this matchup for reasons like jumping in, jumping out, and punishing commital options (like screw attack). You must win the game of patience vs samus, and know how to punish her whiffs. For the ledge trap. What you must know is that bomb, if properly placed, will cover EVERY get up option (besides roll). Get up attack will have you invincible through the attack, so you can trade but will still get hit by the bomb. If you WAIT on the ledge, you will usually avoid the first bomb placed. However, the higher your percent, the shorter your invincibility time while hanging, so the bomb may catch you. Generally samus will cover roll in this scenario with charge shot, so you have no good options. In that specific scenario, you can try drop down + double jump to avoid bomb and escape, but you will regrab in these scenarios. If the samus notices you hanging and drops two bombs, you can mash roll to get through both. Bomb has a lot of end lag, so you can always roll through if they drop two bombs and you react to this. However, the samus can mix this up if you do it too early. All part of the mindgame! If samus's bomb placement is even slightly off (as in it is farther from the ledge), you will be able to jump over with some characters. Punish weak samuses that do not place the bomb correctly. Also, if the samus SHORT hops before bombing, then the bomb will bounce and not hit the ledge hang. You can use this to hurt weaker samuses (note that a full hop bomb will still detonate at the ground level and cover the hang). In end, to beat the ledge trap, you must mix up roll, get up attack, wait & hang, and perfectly timed neutral get up during the explosion. Almost all of these options will lose to a single choice from samus (usually, charge shot or up tilt), so it's a very poor RPS scenario, but you must give yourself a chance. NEVER mash that neutral get up right away! Never roll when they are charging! You are asking for a stock loss.
FINALLY for 4 years I've been waiting for someone to explain how to deal with Samus , thanks man you're analysis is great! If you have more tips on how to deal with Samus maybe a video explaining Samus' bomb setups that would be great ! Keep it up, liked and subscribed :D very good stuff
Hey! I didn't properly respond to this because I knew I was going to be out for a while. First of all, I really appreciate the comment and the feedback, it's what keeps me going! I think you'll enjoy the lates one I published. I believe it kind of shows what all of us went through when we started. Hope you enjoy it! And share it if you like it! Once again, thank you!
Thanks man! I paused the "How to beat" series for a while, but it will come back eventually, with some interesting MUs. Once again, thanks for the comment, thank you for the sub, and have an awesome day!
La bola me parece un proyectil demasiado injusto. Es un hit que hace demasiado daño con solo pulsar un botón, y en la mayoría de los casos no te da tiempo a reaccionar. Encima a medio cargar puede dar combo a otros ataques. Buen vídeo, saludos.
Gracias por el comentario! 100% es un projectil muy fuerte y facil de usar. Pero si logras quitarle ese jueguito, Samus se desmorona. Pero mas facil dicho que hecho. Tengo unos videos nuevos que capaz te gustan. No son "how to beat" pero ojala los disfrutes! El proximo sale esta semana.
jajaja me encantaria dar un mejor tip que ese, pero ese ledge trap es muy bueno. Por ahora Gracias CarvaGrease y a estarse pilass. Gracias por el comment siempre broo!
Lo hablamos en persona, pero te respondo por aca por que lo estaba pensando. Ese se viene! Pero voy a sacar unas cosas cool que he tenido en mente desde hace un tiempo primero y luego le doy con ese
Thank you for the comment brother! I have a couple of videos on cue, but keep this in mind! I would have to do more research though, because I think i mostly beat joker because I main Pikachu. I want to do it so that every character can apply a game plan. I will keep you posted!
Ayo. Samus main here. I think this guide is very beneficial for many people who fight a lot of Samus players at a mid level (especially online), but there are a couple things that I don't believe hold true when fighting more experienced Samus players.
1) Samus does not _have_ to make reads constantly. She has several non-commital moves that can be thrown out to force defencive options. The main example of this is Z-air, which is at least _one of_ her best moves behind charge shot. It's a _huge_ unreactable hitbox with a strong multi-hit tipper that essentially covers the entire "flinch distance" you mentioned. The landing tipper even kill confirms at super high percents into grab + up throw. Jab-one is another example. It comes out frame 3, and if spaced, is completely unpunishable if Samus dashes back. It's not a bad move at all, as it's a great way to condition people to shield. Samus can react to your option after you get hit by using pivot grab or an aerial.
2) The section starting at 1:12 doesn't mention the very prominent threat of Samus holding shield to wait for a poorly spaced aerial and punish with Up-Special. Samus players of all levels will do this, and considering how absurdly fast the move is, she can always react to unsafe approaches with it. Samus can also control which direction you get sent in after the up-special, so you're almost always going straight to disadvantage after it hits. Samus still has to shield before you attack of course, but this option rebuttles the idea that she can't respond to you without guessing. It's also invincible, so any unspaced move will always be caught out regardless of strength.
3) While this may not be the intention, the section at 1:12 makes it seem like these are the only good options Samus can do in this situation. There's the zair, shielding for an up special punish, spotdodge -> down-tilt, drifting with bomb, and on-reaction rising up-air (which is more rewarding than raw forward-air and won't cause landing lag). Samus just has way more options than what's on display here, and so this part only helps with a few of the basic options she has in neutral. Preemptive grab is also just a bad idea most of the time. Some Samus players may try this since it nets a big reward, but it's more punishable than anything else Samus has. She will generally only go for grabs when she has conditioned you to shield a lot with her other moves.
4) The statement "You can always react to jab one" is true, but it still puts you in a really bad spot against a character who is amazing at conditioning and punishing defencive options. Don't always shield, don't always jump, and never roll towards Samus.
5) Samus likes to be in the air a lot more than you seem to think. B-reverse momentum shifts are amazing, up-air is rewarding and fast, and the morph-ball form from down-special actually gives her a slight boost in air speed. Being juggled is obviously really bad for her, but she has more tools to get out of this situation than a lot of other characters do. Her fast fall airdodge is also very good. If she needs to, she can easily retreat to ledge and tether grab to skip the juggling entirely.
Thats about it. There are a few other niche Samus things I know, but they aren't as relevant. Just note that Samus only has to play the RPS game to essentially the same extent as any other character. The reason this guide will still work most of the time is that Samus's kit can often lead people who play her to behave extremely linearly in a match. Most Samus’s _will_ play RPS way more than they have to, and so this guide is very effective at teaching people to counter that. I wanted to leave this comment in case someone is trying to fight a really good Samus at a local or online tournament. None of this is criticism, just clarification. Thank you for indulging me.
Whats up man! Thank you for watching the video, and taking your time to comment! I'll pin this one for other people to see!
Again, thank you for watching!
Do you have any additional tips on how to combat Samus? It's very discouraging playing against characters like Samus, Sonic and Steve where their ability to camp in a corner forces you to play their game the entire time.
With moves like Zair and other safe options not covered in the video, what are some genuine vulnerabilities in Samus' kit and playstyle?
As a Samus main, I approve of this guide
Thank you! for watching the guide, and the comment! This is the character I really had problems with, so I did lot of research, but I wanted to go beyond the obvious stuff. I will do more "how to beat" in the future, but in the mean time, I hope you ejoy what I've been doing. Take a look at the last 3 videos, and let me know your thoughts, if you want.
Hopefully you'll like it. Have a good one!
This is an excellent guide, you have a good understanding of what samus wants in the matchup and how to beat the base level. To reiterate: samus is a COUNTER-OFFENSIVE character. They thrive on intercepting an approach option and converting on it for big damage. As you say, the downside to this is that these are commital, risky options.
First, you should generally pick FD against samus if they leave it open. It is samus's worst stage. The reason for this, is samus has very poor disadvantage state. If you are in advantage, GET SAMUS IN THE AIR! Samus has no move that allow her to land safely, samus is very floaty, and samus is heavy, meaning they are combo food once above somebody. Of course there are still risks (down air is strong!), but it is where samus is most uncomfortable. This should be your goal every time.
A point with fast characters: the fact that you can enter and leave samus's burst range multiple times is VERY good. Fox is so good in this matchup for reasons like jumping in, jumping out, and punishing commital options (like screw attack). You must win the game of patience vs samus, and know how to punish her whiffs.
For the ledge trap. What you must know is that bomb, if properly placed, will cover EVERY get up option (besides roll). Get up attack will have you invincible through the attack, so you can trade but will still get hit by the bomb. If you WAIT on the ledge, you will usually avoid the first bomb placed. However, the higher your percent, the shorter your invincibility time while hanging, so the bomb may catch you. Generally samus will cover roll in this scenario with charge shot, so you have no good options. In that specific scenario, you can try drop down + double jump to avoid bomb and escape, but you will regrab in these scenarios. If the samus notices you hanging and drops two bombs, you can mash roll to get through both. Bomb has a lot of end lag, so you can always roll through if they drop two bombs and you react to this. However, the samus can mix this up if you do it too early. All part of the mindgame!
If samus's bomb placement is even slightly off (as in it is farther from the ledge), you will be able to jump over with some characters. Punish weak samuses that do not place the bomb correctly. Also, if the samus SHORT hops before bombing, then the bomb will bounce and not hit the ledge hang. You can use this to hurt weaker samuses (note that a full hop bomb will still detonate at the ground level and cover the hang).
In end, to beat the ledge trap, you must mix up roll, get up attack, wait & hang, and perfectly timed neutral get up during the explosion. Almost all of these options will lose to a single choice from samus (usually, charge shot or up tilt), so it's a very poor RPS scenario, but you must give yourself a chance. NEVER mash that neutral get up right away! Never roll when they are charging! You are asking for a stock loss.
I just pinned this. Appreciate the knowledge, and the comment!
I watched this and beat my first samus in elite smash
This is just awesome to read! Thank you! I have more ideas coming up
This is the best Samus guide that I've seen on the internet. Awesome job!
I'm glad you like it. I'm planning to do a couple more, after hit 300 subs. Stay tuned!
FINALLY for 4 years I've been waiting for someone to explain how to deal with Samus , thanks man you're analysis is great! If you have more tips on how to deal with Samus maybe a video explaining Samus' bomb setups that would be great ! Keep it up, liked and subscribed :D very good stuff
Hey! I didn't properly respond to this because I knew I was going to be out for a while.
First of all, I really appreciate the comment and the feedback, it's what keeps me going!
I think you'll enjoy the lates one I published. I believe it kind of shows what all of us went through when we started. Hope you enjoy it! And share it if you like it!
Once again, thank you!
That was really good! Also snake would be interesting
I appreciate it man! How to beat Snake will be up later today!
definitely helpful, more like this
I appreciate the comment! How to Beat Snake will be up later today.
Have a great day!!
This was a great guide
Thanks man! I paused the "How to beat" series for a while, but it will come back eventually, with some interesting MUs. Once again, thanks for the comment, thank you for the sub, and have an awesome day!
La bola me parece un proyectil demasiado injusto. Es un hit que hace demasiado daño con solo pulsar un botón, y en la mayoría de los casos no te da tiempo a reaccionar. Encima a medio cargar puede dar combo a otros ataques.
Buen vídeo, saludos.
Gracias por el comentario! 100% es un projectil muy fuerte y facil de usar.
Pero si logras quitarle ese jueguito, Samus se desmorona. Pero mas facil dicho que hecho.
Tengo unos videos nuevos que capaz te gustan. No son "how to beat" pero ojala los disfrutes!
El proximo sale esta semana.
Comenta "Gracias CarvaGrease" para que más nunca te peguen bomba en el ledge
jajaja me encantaria dar un mejor tip que ese, pero ese ledge trap es muy bueno. Por ahora Gracias CarvaGrease y a estarse pilass.
Gracias por el comment siempre broo!
Tuto de Robin porfa
Lo hablamos en persona, pero te respondo por aca por que lo estaba pensando. Ese se viene! Pero voy a sacar unas cosas cool que he tenido en mente desde hace un tiempo primero y luego le doy con ese
joker please!
Thank you for the comment brother! I have a couple of videos on cue, but keep this in mind!
I would have to do more research though, because I think i mostly beat joker because I main Pikachu. I want to do it so that every character can apply a game plan.
I will keep you posted!
Samus is usually considered mid tier
I think he was considered a mid tier, but I've seen it higher in all the recent tier lists
Smash Bogotá in shambles
haha are there too many Samus' there? Thank you for the comment, and the retweet brother! I took a look at your videos and sets! Count on me!
P R O M O S M 🌟
You know it!
:)
Happy to see you here man. What did you think? "Still usefull" as well?
@@geekingproperly1288 Yeah really useful, now it's time to practice the advices
@@marty7681 awesome 👍. How to beat snake will be up soon.