As well as this Samus' can replicate a popular Lucario Technique of using Forward Air to hold thim in place and then follow up with a Charge shot if you have one stored from earlier. Such a powerful attack so close to the edge of the stage will kill outright very early and knock them far away enough for edgeguarding purposes at almost any percent
Isnt that considered to be a part of KOing rather than gimping which is to hamper the recovery where they cannot make it to the edge?
The charge shot killing I mean.
Samus' long lasting Neutral Air can edgeguard in a similar manner to Sheik's. The long lasting hitbox with some great knockbak is seriously useful on any recovery it beats out. This is an easy almsot automatic gimp on some characters like the Space Animals, Falcon Ganon etc, and is still useful on most other characters. Having a hitbox like that is always useful as it makes the timing so much easier.
Sonic has something similar with his Nair because it stays out for a long tie and like Samus' air, has great knockback at the beginning.
It does, however, lack in range but this is made up for Sonics incredible speed.
Samus' Back Air is great. It has pretty decent power and range and Back Air>Grapple Edgehog is very effective in gimping and Back Air can also stage spike and even just outright kill at high percents quite reliably.
Well that depends.
Sonics Bair I think is slightly stronger though it doesnt have as much range in comparison.
The issue though is that for boh of those characters, DI makes it so that the opponent can still return because of how strong the DI is in this game.
both of their Bairs can stage spike so that really doesn't mean anything really.
Grapple edgehogging is good for characters with lack luster recoveries but mos can make it back without needing to grab the ledge.
Samus' Down Air is brilliant. I love the horizontal range of this Spike. I find it one of the easiest to connect with in the game and it's a pretty strong one too, if this connects you can get some real nice low kills on just about any character in the game and it beats out a lot of Up B's too.
I want it. ****IT OUR DAIR SPIKED IN THE DEMO!
*cough*
Where she really shines above Sonic is how long she can stay offstage to gimp. She's nice and floaty her jumps are nice and high and she can even use the Mines to aid in this too.
Except Samus spends a good amount of time when she plops down a mine during which the opponent is recovering. I hardly see any Samus using their mines to stay outside the stage to edge guard.
When Samus runs out of time she can easily quickly tether then drop and instantly have her jump back again to do a couple more attacks.
the thing is that Sonic can out just as far andd because he is much faster than Samus, he doesnt have to wat for them to get close.
He is also just as quick to return to the edge and can quickly grab the
She can do this multiple times very quickly. This is great against multiple jump recovery's like DeDeDe Kirby and MetaKnight etc as gimpng them is often a matter of a war of attrition rather then of landing a few solid hits.
The problem being that Metaknight can sideB through your wall where as Sonic can simply Fair through it or glide away like he would do against Sonic.
Not sure about DDD I am not very aggressive off stage
Samus can Back Air, Jump, Back Air, Tether, Jump, Back Air, Tether, Jump Back Air Up B to keep up constant pressure on them as they try to return. Sonic can jump off and land a hit or perhaps 2 sending them far off but against some of the more absurd recovery's in the game he can't really follow up fast enough if this isn't enough to kill. Sonic's Up B doesn't sweet spot, which isn't really a problem for recovery but it does slow you down somewhat here as you have to take a little longer to spring up, fastfall back to the ledge, regrab then head back after them by which time they have usually had enough time to prepare for a safe recovery.
How does Samus follow up more quickly to edgeguard an opponent if they are already far off?
By that time, both Sonic and Samus would have returned to the edge since they do have to wait til the opponent gets close.
i can see Samus using her projectiles and other weapons to maintain the edge guard but DI is so absurdly good in this game that it can be difficult to ensure that by the time it hits, they are dead.
For Sonic, we can use a spring to Dair similar to your drop to ^B.
This allows Sonic to place his spring farther away from the edge in order to further hinder the recovery since they have to avoid the spring to continue their recovery.
I dont think both characters can gimp characters with great recovery like Pit or MK or DDD very easily due to the behavior of those characters.
Sonic just can't keep up that wall of edgeguarding pressure for as long as Samus can unless you count Homing Attack but that's really not a very reliable or safe move to use in this situation, it could easily lead to Sonic's death just as much as the other players, and it's not even that good for gimping if it connects.
The homing attack is used when he opponent is above since it will hit the opponent if they do not judge. This is extremely good on characters like peach or DDD who have poor aerial movement and can either kill or hamper them. A homing attack should never kill the sonic player nless he makes a grievous error that would cause it.
Of course Sonic cant keep up the pressure as long before he returns to the ledge due to his lack of floatiness and projectiles, but tyically, this isnt necessary factoring the recovering ability as a whole.
And that's not even starting on how he has no Spike and nowhere near the range of Grapple Beam to utilise and he only matches her potential to Stage Spike or use Back Air to knock them a long way from the ledge.
We have a semispike. Which IMO is a bit better because of how good characters are at recovering vertically this time around.
Also he has no Tether to make edgehhogging much easier as you have control of when you get your invinicibility frames. Does dropping a Spring on someone really make up for all those things Samus has on him?[/quoet]
It makes up for much more than you realize The spring is equivalent to using Link's bomb or TL's bomb. it falls down slowly and hinders the opponents movement. They cannot drop hey have to rise and they have to stop in the air before continuing further. If they avoid it they give up smoe time recovering during which Sonic can drop another spring.
I do think that Samus may be better than Sonic but it doesnt seem to be as much because of how good recoveries are in the game.
What about everything else though?
If Samus' can only truly say she is better at edge guarding then how is she better?
What about matchup wise where Sonic is so far, superior?
Or their capabilities?
Eh?
What?
noob said:
as far as no setups for dtilt.. you are doing the same thing Ravin did to you sonic mains. You're assuming Samus mains haven't come up for any good setups for dtilt, or are dealing in absolutes.
Hence why I said correct me if I am wrong.
noob said:
In the current samus metagame, you're right. We don't really have setups... but if more Samus mains were willing to experiment you'd see that things like uair, jab cancel, homing missile cancel, grab release, and shield dashing with buffered pivots create openings for dtilts. Personally, I rarely KO with dtilt these days..
jab has NO hitstun. There is no way for her to land the Dtilt off a jab cancel period.
Not sure about homing missile cancel.
grab release doesnt set up for anything. You both have the same amount of time to use a move. 30 frames.
Shield dashing with pivots sounds like its part of a mindgame so its hard to really say how good it is.
noob said:
And imo Samus is a much better gimper. She can first send a wave of maybe 2-3 missiles to home in on the opponent, forcing a reaction. Depending on the distance from her opponent, she has a variety of moves that can punish that reaction most of the time. If they're far away, zair or chargeshot, if they're close, nair, if they're below/somewhat out of reach dair can follow up.. If they recover below the stage she can grapple for retether invincibility frames on people like link, kirby, marth, ike, w/e.. she can drop bombs down there to interrupt.. plus she can stay off the stage for a loong time with her bomb jumps, floatiness, grapple, high up B and magnet hands..
I think I covered this and I dont think she is that much of a better gimper than Sonic, primarily because of how easy it is to recover and how Sonic has much more speed to his aerial movement than Samus (not mobility).
it alsos eemsl ike when Samus does have an advantage in gimping, it is against characters who dont recover very well.
noob said:
with all that said, I just wanted to defend samus a little bit and to clarify some things from my perspective. I actually don't care who's better -- i'd like to believe Sonic is a better character, only because I have that little hope in my main.
RAWR HE IS BETTER. EAT SOME STEAK!