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{{Header Nav|game=Super Smash Bros. Melee}} | {{Header Nav|game=Super Smash Bros. Melee}} | ||
[[Image:SSBM Portrait Samus.png|right]] | |||
[[ | |||
==Basic Techniques== | ==Basic Techniques== | ||
====Standard Attacks==== | ====Standard Attacks==== | ||
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====Throws==== | ====Throws==== | ||
Samus will extend her Grappling Beam and reel her opponent in if the tip connects. It's best to use this while dashing, because the animation is faster. | Samus will extend her Grappling Beam and reel her opponent in if the tip connects. It's best to use this while dashing, because the animation is faster. | ||
{| {{prettytable}} | {| {{prettytable}} | ||
!Button(s) | !Button(s) | ||
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==Advanced Techniques== | ==Advanced Techniques== | ||
====Bomb jump==== | ====Bomb jump==== | ||
A must for Samus players, the bomb jump is one of Samus' best assets. She can use it to get back onto a ledge from extremely long horizontal distances. The technique is executed by repeatedly laying bombs ({{gc|down|control}} | A must for Samus players, the bomb jump is one of Samus' best assets. She can use it to get back onto a ledge from extremely long horizontal distances. The technique is executed by repeatedly laying bombs ({{gc|down|control}}+ {{gc|B}}) and guiding oneself so that one lands on them and bounces into the air towards the ledge. This is repeated over and over until the player reaches the ledge. A Samus player who has mastered the bomb jump can recover from just about any hit except for a meteor smash or a hit that sends her off the screen instantly. | ||
Samus can actually jump using her Bombs to propel her. She cannot stay in the air indefinitely, but it is very useful as a recovery. Basically, after being knocked off the stage, lay a bomb, fall a little, lay another bomb (causing you to stall long enough for the first bomb to explode), then push the control stick in the direction you wish to go (DI), then repeat the process. Samus can also grapple the stage when she gets close enough. | Samus can actually jump using her Bombs to propel her. She cannot stay in the air indefinitely, but it is very useful as a recovery. Basically, after being knocked off the stage, lay a bomb, fall a little, lay another bomb(causing you to stall long enough for the first bomb to explode), then push the control stick in the direction you wish to go (DI), then repeat the process. Samus can also grapple the stage when she gets close enough. | ||
====Super wavedash==== | ====Super wavedash==== | ||
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====Wall Grapple==== | ====Wall Grapple==== | ||
When using ''Link'', ''Young Link'', or ''Samus'', pressing {{gc|Z}} or {{gc|A}} | When using ''Link'', ''Young Link'', or ''Samus'', pressing {{gc|Z}} or {{gc|A}}+{{gc|L}} or {{gc|A}}+{{gc|R}} to use the character's hookshot (Link and Young Link) or grappling beam (Samus). This can be done during the aforementioned characters' air dodges. It can connect to most solid ledges or walls and will allow the character to hang there; pressing {{gc|A}} reels the character back up towards the stage. A triple jump attack ({{gc|up|control}}+{{gc|B}}) can be performed immediately afterwards. The air dodge can be used to position the character properly before using this recovery technique, since the hookshot/grappling beam will not connect if the character is too close or far from a wall. If it hits an enemy it does some damage and has minimal knockback. | ||
In general, this move is more effective than the {{gc|up|control}} | In general, this move is more effective than the {{gc|up|control}}+{{gc|B}} for recovery, except in stages like DK 64 where it won't work. | ||
====Missile Canceling==== | ====Missile Canceling==== | ||
This is a technique particular to Samus, similar to Falco's short hop laser. Before you land on the ground from jumping, fire a missile, the landing will cancel the missile animation and reduce normal missile firing lag. Samus can then use the missile as a cover for her approach. The lag from missiles can also be alleviated with the use of bombs. Drop a bomb, move away, drop a second bomb, and move back to the first bomb. It will explode and propel you up (fire first missile), DI toward second bomb which will explode and propel you up (fire second missile), then the second missile is canceled cause you land on the ground, after landing fire the third missile. | This is a technique particular to Samus, similar to Falco's short hop laser. Before you land on the ground from jumping, fire a missile, the landing will cancel the missile animation and reduce normal missile firing lag. Samus can then use the missile as a cover for her approach. The lag from missiles can also be alleviated with the use of bombs. Drop a bomb, move away, drop a second bomb, and move back to the first bomb. It will explode and propel you up (fire first missile), DI toward second bomb which will explode and propel you up (fire second missile), then the second missile is canceled cause you land on the ground, after landing fire the third missile. | ||
{{Footer Nav|game=Super Smash Bros. Melee|prevpage=Pikachu|nextpage=Sheik}} | {{Footer Nav|game=Super Smash Bros. Melee|prevpage=Pikachu|nextpage=Sheik}} |