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Samus 
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tson wrote:
the original samus was designed with "let's make everything work cool with bombs" in mind, this one is designed to play like melee samus


I think thats proof enough. Skimming thorugh the Samus thread before the nerfhammer struck kinda makes me sad about what could have been possible... Just imagine vanilla 0.9B Samus with bombs as of now, the current shorthop and the old physics. Alas, wont see it again.

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Sat Dec 05, 2015 3:11 pm
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I was just randomly playing Samus at the moment and I noticed something weird. I made a gif of it. I'm guessing this is a new glitch or something. Looks cool. Maybe it can be useful. I'll see what it can be useful for. https://i.gyazo.com/6a9739eba13329fd9a3 ... e65386.mp4

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Last edited by rg on Sun Dec 06, 2015 1:18 am, edited 1 time in total.



Sun Dec 06, 2015 12:32 am
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Cruisin wrote:
I was jsut randomly playing Samus at the moment and I noticed something weird. I made a gif of it. I'm guessing this is a new glitch or something. Looks cool. Maybe it can be useful. I'll see what it can be useful for. https://i.gyazo.com/6a9739eba13329fd9a3 ... e65386.mp4

Reminds me of Samus's bombs glitchy nature last demo.

@skykiller
hmmmm

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Sun Dec 06, 2015 1:15 am
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Cruisin wrote:
I was just randomly playing Samus at the moment and I noticed something weird. I made a gif of it. I'm guessing this is a new glitch or something. Looks cool. Maybe it can be useful. I'll see what it can be useful for. https://i.gyazo.com/6a9739eba13329fd9a3 ... e65386.mp4


Thats actually nothing new. Look up the "Comprehensive SSF2 AT Thread" or something like that, its called Morph Jumping. It allows you to perform any aeirial while floating and you jump a tad higher. If you perform a Homing Missile with this, you will actually glide a bit.

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Sun Dec 06, 2015 2:35 am
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TSF|Skailler wrote:
Smash 4 FSmash? Hell no. That thing is so bad it makes me cringe everytime... While I believe that we wouldnt get the bad htboxes, the sweetspot of that move still is hella weak.
So we make the move stronger for balance. It being bad in Smash 4 has no influence on how it should function in SSF2. Project M uses the same animation and the move is amazing.

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Sun Dec 06, 2015 2:56 am
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Annoying Kirby's lol

Always annoying as hell for missiles to go right over Kirby's :kirby: ,Meta Knight's :metaknight: , and Jiggly puff's :jigglypuff: head. Like wtf. This is why you have to resort to charge shots, which is a pain in the a** when you're trying to bait them to come close. Or trying to deal a quick kill from a running player. Every attack should be capable of hitting him if in range. Very annoying coming over from SSB4 (which actually tags short characters) and then seeing players walking without a care in the world. Hell you can't even threaten these characters with a missile. Just shooting it only puts your life at risk. They either sit there and let it blow by or power shield it ( which they can do if they feel like it, since jumping or rolling is now a dumb option.) They don't even have to squat to evade anything.

Biggest annoyance here is if he somehow absorbs Samus. We all know they love to spam her charge shots, which is the only projectile that can reach and tag Kirby. Makes you work your a** off just to kill a weakling player.(Still all depending on if they even float. If they do that we can just combo them to death, but let them milk that size advantage and it's Tag you're It for the rest of the match)
(Due to JP's floating standing animation, missiles hit some times. But don't even dare be dumb to rely on that to help you.)
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Sat Dec 26, 2015 1:37 am
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Small characters are bad. Super Missles (you already got that one), FTilt and Zair (aka your best zoning tools) become much worse. FTilt/low Zair can prolly punish upclose if they shorthop, DTilt covers the ground. For long distance, have you tried Homing Missiles? I suppose they might get the pressure/zoning job better done than the Supers. If you have platforms, there is a very specific height for each platform that allows you to fire Super Missiles INTO the platform, meaning that they have to jump if they like their feet not getting blown up, which in turn you can punish with Zair/FTilt/Nair/Up B depening on the distance, or unleash a Charge Beam/a Homing Missile if they jump back. Supers should be used primarily for edgeguarding imo, but I bet Ermac and Seka can give you better responses. Havent played SSF2 Samus for a while I wonder why...

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Sat Dec 26, 2015 2:29 am
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Well homing missiles are something I'd rather use for edge guarding. It forces them to pop up if they're holding on toward the edge. That's if it's too risky to get close with a ftilt or bomb.
Homing missiles also can't really compete with Super missiles as they're slow, poor knock back, and short range. You can use them here and there, but not even worth shooting if you're trying to hit a running target.

Yeah I know about the platform missile part. If a small character is in the air, I'll just combo them to death. No problem with them once they're off the ground. Hell a super missile can even hit them at this point as long as you have good aim.
Sad to fight a spammy player that I can't really hit. I only have one move that can hit them, and that is risky just to try to use. Charging it alone can cost you a match. Thing is it doesn't always happen ( Some Kirby's actually either like to fight you or don't truly understand his advantage), which allows you to simply go at them as you please.

Can't win them all right. lol. Hopefully we can hit these guys in Beta.
thx btw.

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Sat Dec 26, 2015 3:18 am
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What do you guys think of my samus, and who do you think wins Samus/Falcon?

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Sun Jan 10, 2016 5:36 pm
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I'd like to see Samus' Fair get buffed in beta to where it has a lot more hitboxes, so that it resembles Uair in terms of hits. Also have it decrease aerial movement, but does less damage to compensate.
Its annoying to end up going through the victim and get punished

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Sun Mar 20, 2016 12:13 am
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All hits should connect. Also, can we talk about Samus' Fsmash?

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Sun Mar 20, 2016 11:28 am
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You may be wondering why Brawl and Smash 4 have the movement physics change so that your grounded momentum does not transfer to your aerial momentum, and I believe it was pretty much to make it so that aerial multihitting attacks such as Samus' uair/fair and Fox's fair would connect all of the hits (heck, in Brawl, Fox's fair affected his fall speed a little to make this even easier). And in Smash 4, there have never been more multihitting moves with such powerful meteor hits in order to make all of the hits connect as well.

Personally, I think that changing the overall physics of the game to make these moves connect is a better fix if you want the multihitting moves to connect. However, I think that making the meteor effects strong on multihitting moves in order to make the hits connect better is kind of a patch fix. I'd rather the move was tweaked so that it has better uses when you get different numbers of hits.

For example, the first hit could be weak but strong enough to force tumble at the high percents, and if you hit with this hit only (and then landed) you could convert it into another, more powerful move to potentially kill. The location of the hitbox (up and in front) is also very handy.

Then, suppose you manage to space yourself to land around 3 or 4 of the hits. That should deal pretty good damage (it does 21% if all hits connect, which is pretty good damage). It's all about using the move so that your forward momentum never sends you so far forward (ie don't use it out of run, hold back midair to reduce momentum). Haha, and with the strong first hit, if you go past your opponent like said before then they might not be able to punish the move on hit. Perhaps a slight increase to the base KB on the middle hits to help push the person forward into the hits, I felt that Falcon's nair got a change like this to push the opponent into the second hit better.

I'd just rather give the move more versatility rather than just make it a free multihitting move :)

-------------------------------

And Samus' fsmash needs to be stronger. I think that's about it on that move

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Sun Mar 20, 2016 3:20 pm
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Not sure why Fsmash was nerfed in the first place, it was not even that good to begin with.

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Sun Mar 20, 2016 6:47 pm

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poof, Samus = Snake now. https://gfycat.com/FailingWavyGermanshorthairedpointer

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Tue Apr 12, 2016 1:34 pm
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MaskofTruth wrote:

Woah, woah, woah! Falling utilt?! Is Samus the only character that can do this? Seems like it. Good job!

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