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Samus 
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Joined: Thu Dec 26, 2013 10:21 am
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yo make samus's fsmash last longer its basically got the frames of rest cmon

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Thu Jul 23, 2015 4:57 pm
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Hakma wrote:
yo make samus's fsmash last longer its basically got the frames of rest cmon

I wanted it to do more knockback and have a blast come from it just like in Smash 4.

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Thu Jul 23, 2015 5:27 pm
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ZERO_OR wrote:
Hakma wrote:
yo make samus's fsmash last longer its basically got the frames of rest cmon

I wanted it to do more knockback and have a blast come from it just like in Smash 4.


That would work too. But if both were added, it would probably rival Marth's fsmash

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Thu Jul 23, 2015 5:34 pm
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Hakma wrote:
ZERO_OR wrote:
Hakma wrote:
yo make samus's fsmash last longer its basically got the frames of rest cmon

I wanted it to do more knockback and have a blast come from it just like in Smash 4.


That would work too. But if both were added, it would probably rival Marth's fsmash

Is that a problem?

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Thu Jul 23, 2015 10:48 pm
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ZERO_OR wrote:
Hakma wrote:
ZERO_OR wrote:
Hakma wrote:
yo make samus's fsmash last longer its basically got the frames of rest cmon

I wanted it to do more knockback and have a blast come from it just like in Smash 4.


That would work too. But if both were added, it would probably rival Marth's fsmash

Is that a problem?

wat?
I didnt say it was lol

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Last edited by Hakma on Thu Jul 23, 2015 10:59 pm, edited 1 time in total.



Thu Jul 23, 2015 10:54 pm
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Hakma wrote:
ZERO_OR wrote:
Hakma wrote:
ZERO_OR wrote:
Hakma wrote:
yo make samus's fsmash last longer its basically got the frames of rest cmon

I wanted it to do more knockback and have a blast come from it just like in Smash 4.


That would work too. But if both were added, it would probably rival Marth's fsmash

Is that a problem?

wat?
I didnt say it was lol??

I know. :tails:

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Thu Jul 23, 2015 10:57 pm
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sure

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Thu Jul 23, 2015 11:09 pm
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samus top tier

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Fri Jul 24, 2015 12:46 am
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Man that glitch is disgusting. I've actually fought a few noobs who wanted to play glitch.

It better be fixed in Beta.

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Last edited by Godreaper on Tue Aug 11, 2015 12:37 pm, edited 1 time in total.



Sun Jul 26, 2015 9:35 pm
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Godreaper wrote:
Man that glitch is disgusting. I've actually fought a few noobs with who wanted to play glitch.

It better be fixed in Beta.

:sweat:

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Sun Jul 26, 2015 9:35 pm
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So can I get a complete explanation of how this works and how many preparation shots are required to OHKO?

I'm doing uncharged Charge Shots on the ground. If I do this for a couple of stocks (kinda like Waft charge time), say 15-25 shots, it usually near-OHKO's when I do it in the air. Am I doing this right?

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Sun Jul 26, 2015 9:42 pm
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TheCodeSamurai wrote:
So can I get a complete explanation of how this works and how many preparation shots are required to OHKO?

I'm doing uncharged Charge Shots on the ground. If I do this for a couple of stocks (kinda like Waft charge time), say 15-25 shots, it usually near-OHKO's when I do it in the air. Am I doing this right?

From what I got with playing Sekanor, you have to shoot 3 or 4 almost charged shots before you can get the glitch to work. The OHKO charge shot must be used in the air. However, if you use the charge shot glitch on the ground by shooting a charge shot than you get access to two fully charged charge shots.

Edit: Just did it.

Okay what you can do is you can get to 1/4 or half charge before releasing it to get it to work. I was confused by instructions until I just tested it out myself. So you do that 3 times, half charge does a lot of damage to around OHKO potential.

Doing a charge shot after the glitched charge shot will push you back a lot.

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Sun Jul 26, 2015 11:52 pm
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I FOUND A USAGE FOR JAB 1 :nod: :D

Jab1 apparently is a decent gimping tool. This move is really bad for offstage Fox as both Side and Up B get beaten by it, and I also mamaged to space it so that Tails (very hard) and Marth (literally pixel perfect) got gimped by it as well. More testing is needed, but appaently it finally has soemthing going for it. Too bad FTilt has more prio and rage tho /:|

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Mon Jul 27, 2015 3:57 pm
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Samus's Charge Shot Glitches Tutorial


1. Double Charge Shot Glitch

* Step 1 : Charge a shot, using Neutral-B.
* Step 2 : Just before it finishes charging, roll on whichever direction you want to roll, or shield.
* Step 3 : Enjoy ! Now you are able to shoot a shot once in the air, and once from the ground.

Warning ! - If you charge a shot completely, the glitch fixes itself, you can't using it anymore during the match. Be careful at that. A tip, when you shot a charge shot from the ground, and if you know that it's barely completely charged, press B 2 times, so the charge shot doesn't have enough time to charge.

2. OHKO Charge Shot Glitch

* Step 1 : Charge a shot, using Neutral-B.
* Step 2 : Before it's completely charged, shoot it.
* Step 3 : Repeat the two first steps 4 times (if your 3 shots are all well charged, it might work with only 3 though, but it's risky since it can just result in a little charge shot)
* Step 4 : When it's done, shoot a charge shot in the air, it will make 58%+ damage, and for sure, it will kill your opponent !

Warning ! - Same thing for this glitch. If you charge a shot completely, the glitch fixes itself, you can't use it anymore during the match.

Thing to know #1 - This glitch can make 999% damage if you charge enough shots (you need a LOT of shots). Try it if you're bored :p
Thing to know #2 - Your shots do not need to be barely charged, like, at one frame from being completely charged. This glitch can work with mid-charged shots, and even with low-charged shots, if you charge enough of them. You'd need a bit more though.


That's it, I just wanted all the Samus players to know that. I'm planning to add videos to the tutorial above.
Tell me if things aren't clear. Feel free to ask questions.

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Last edited by Sekanor on Thu Oct 22, 2015 6:06 am, edited 2 times in total.



Sun Aug 09, 2015 8:46 pm
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You can also shield cancel the charge shot to get the same result with the double charge shot glitch.

Also, since Samus' dash dance is pretty terrible, I've been using HCB motions to crouch cancel run -> turnaround dash to simulate a longer but somewhat slower dash dance. It seems to work a whole hell of a lot better than rolling or jumping in most cases.

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