I'll to to be brief(ish) for the short attentioned (Myself included), and include some terminology definitions for the new guys. Sorry for the all male pronouns throughout:
I consider 4 levels of smashers:
Entry: From first time realizing that items suck to playing lots of FG
Mid: From consistent wins on FG to Silver on Anthers, + playing local / online tourneys
High: from Gold on Anthers, to winning/placing small tourneys
Elite to Pro: When smash provides a (somewhat) steady income source: Sponsors, twitch donations, winning tournaments, selling merchandise, etc
I don't think Samus is a viable character at the Pro level, mostly because I haven't seen anyone place at Regionals or use her as a main on Twitch or at Weeklies. I think she is viable up to the High level though (at least for now). At the high level, we may not be able to win consistently, but the first couple of games of the set should at least provide a good workout to the other guy. At the Mid level, I think Samus is a real contender, and not just Low-Tier trash. This is because the less experienced players can fall victim to a keen Samus player's mind and exploitation games.
As anyone who plays on Anthers knows, if you win with Samus you will get a compliment (or heavy salt). If you win some games at a local tourney with Samus, you will get compliments. Most people regard her as garbage, and anyone who does well with her as skilled.
I think it does take a certain skill to play Samus, however, winning with her doesn't necessarily make you more skilled than the person you beat; indeed, most don't know the MU (matchup)--and why should they, really? In fact, winning with Samus takes a different kind of skill, one that is less important than with higher tier characters.
In my opinion and experience, doing well with Samus is a lot based on "luck", relying on the opponent to make mistakes, get stuck in a pattern (and thus get read), or exploiting their lack of knowledge of the MU (like some of the CS tricks). This means the most effective playstyles for her involve lots of mind games, conditioning opponent to respond or expect one thing, then doing something else at an opportune time, as well as playing defensively long enough to try to figure out the opponent's habits.
All good players do these types of things; however, with the hunter we have to exceed at it and rely on it, since we can't approach half the cast safely, and we can't zone the top tier safely. Also, the higher tier characters have to do this LESS, since they have reliable combos and stronger / more kill moves, or defenses, etc. This means we start the game at a major disadvantage, and have to go into survival mode during the first neutral (start of the game, equal %).
My philosophy is that we can't lose if we don't get hit, so I start the game pretending that I am at 200% on my last stock, regardless of whether we are at neutral or not. Obviously this is just a mindset, and I am still aware of the rage and knockback mechanics, so it really is just a semi-governing "attitude" that keeps me focused on doing as well as I can right now at this exact moment. A lot of people get jitters and anxious at tournaments or when they are down a stock or a game; this makes you play worse. Keeping your head level is absolutely crucial when already starting at a disadvantage, otherwise you will find yourself in an unwinnable situation.
With the right mindset, you will never be in an unwinnable situation, and will have the most fun, learn the most from your battles, and in general have the best experience playing Samus (maybe even winning).
So articulating all of this into a practical "what to do when" guide is kind of implausible, and there are many ways to play our Hunter. The real key to doing well with Samus isn't just learning MUs or practicing ATs, or having lots of training time--it's mental: keeping your head straight, being conscious of WHAT you are doing right now and why, and coming up with new plans on the spot and in between games. Also, knowing the MU, being in control of the character, good muscle memory, etc, lets you devote less attention to playing well, and more time to thinking and being aware of yourself mid-match.
The great thing about Samus is she really allows for a weird playstyle and mind games. We can almost completely destroy anyone's momentum simply by slowly bombing our way down from a launch, or setting a trail of bombs out to retreat, SHAD / rolling around back and forth, walling with homing missiles or Zair, and/or really anything you can think of to change the pace of the game and force the opponent to do something else.
I can't tell you how many games I've had an amazing comeback, because the opponent got stuck on the aggressive, going for the same approaches, punishes, etc, or from simply from getting frustrated and making mistakes. For example, sometimes I will go 3 games playing normally (no spam), and on both of our last stocks at 120-150%, I'll get a ftilt, send him flying, run to the opposite end, missile spam, and he will run / roll / jump right into a full CS or some other trap. After games of solid, consistent play--really close, good games--you can turn the tides in an instant with a simple psychological "trick." Other characters do these sorts of things as well, such as Falcon / Pit saving forward special as a "clutch" kill move, or Little Mac charging in then rolling away baiting out a grab / special.
This doesn't work well at the higher levels, because players can be more patient, and will have no qualms about letting the game run to time. That, and they will most likely be using a top-tier character, and with their frame-perfect expertise, might crush the poor Hunter.
I don't advocate turtling, though it probably is a Samus player's best option. I do however, find that saving turtling for an opportune time can be very advantageous, when mixing it in with primarily balanced playstyle, and saving extreme aggression only for when the opponent is becoming visibly annoyed or distracted, or if you get in a good punish that throws him off his game.
All of this come backs to the patch, because as we continue to improve with Samus and her buffs increase, she may very well become a more known MU. Also, with other low-tiers getting buffed, we may find ourselves doing better against the high-tier, but have more challenging fights against others. We must also keep in mind that everyone else is improving too; I don't think anyone has reached the skill-cap with any of the characters yet (maybe ZeRo). ((I've really noticed that FG players are a lot better than they used to be a couple months ago.))
This will mean that we must continue to expand on Samus' core strengths, and really master the abilities that can't be buffed or nerfed with each patch: knowing what to do and when--being unreadable while able to predict your opponent's every move; because only this will really determine who wins or loses, not relying on character improvements to frame-trap enemies or get a lucky low-% kill off a punish (assuming she were to be buffed with some awesome stuff like that).
-Fluid
I consider 4 levels of smashers:
Entry: From first time realizing that items suck to playing lots of FG
Mid: From consistent wins on FG to Silver on Anthers, + playing local / online tourneys
High: from Gold on Anthers, to winning/placing small tourneys
Elite to Pro: When smash provides a (somewhat) steady income source: Sponsors, twitch donations, winning tournaments, selling merchandise, etc
I don't think Samus is a viable character at the Pro level, mostly because I haven't seen anyone place at Regionals or use her as a main on Twitch or at Weeklies. I think she is viable up to the High level though (at least for now). At the high level, we may not be able to win consistently, but the first couple of games of the set should at least provide a good workout to the other guy. At the Mid level, I think Samus is a real contender, and not just Low-Tier trash. This is because the less experienced players can fall victim to a keen Samus player's mind and exploitation games.
As anyone who plays on Anthers knows, if you win with Samus you will get a compliment (or heavy salt). If you win some games at a local tourney with Samus, you will get compliments. Most people regard her as garbage, and anyone who does well with her as skilled.
I think it does take a certain skill to play Samus, however, winning with her doesn't necessarily make you more skilled than the person you beat; indeed, most don't know the MU (matchup)--and why should they, really? In fact, winning with Samus takes a different kind of skill, one that is less important than with higher tier characters.
In my opinion and experience, doing well with Samus is a lot based on "luck", relying on the opponent to make mistakes, get stuck in a pattern (and thus get read), or exploiting their lack of knowledge of the MU (like some of the CS tricks). This means the most effective playstyles for her involve lots of mind games, conditioning opponent to respond or expect one thing, then doing something else at an opportune time, as well as playing defensively long enough to try to figure out the opponent's habits.
All good players do these types of things; however, with the hunter we have to exceed at it and rely on it, since we can't approach half the cast safely, and we can't zone the top tier safely. Also, the higher tier characters have to do this LESS, since they have reliable combos and stronger / more kill moves, or defenses, etc. This means we start the game at a major disadvantage, and have to go into survival mode during the first neutral (start of the game, equal %).
My philosophy is that we can't lose if we don't get hit, so I start the game pretending that I am at 200% on my last stock, regardless of whether we are at neutral or not. Obviously this is just a mindset, and I am still aware of the rage and knockback mechanics, so it really is just a semi-governing "attitude" that keeps me focused on doing as well as I can right now at this exact moment. A lot of people get jitters and anxious at tournaments or when they are down a stock or a game; this makes you play worse. Keeping your head level is absolutely crucial when already starting at a disadvantage, otherwise you will find yourself in an unwinnable situation.
With the right mindset, you will never be in an unwinnable situation, and will have the most fun, learn the most from your battles, and in general have the best experience playing Samus (maybe even winning).
So articulating all of this into a practical "what to do when" guide is kind of implausible, and there are many ways to play our Hunter. The real key to doing well with Samus isn't just learning MUs or practicing ATs, or having lots of training time--it's mental: keeping your head straight, being conscious of WHAT you are doing right now and why, and coming up with new plans on the spot and in between games. Also, knowing the MU, being in control of the character, good muscle memory, etc, lets you devote less attention to playing well, and more time to thinking and being aware of yourself mid-match.
The great thing about Samus is she really allows for a weird playstyle and mind games. We can almost completely destroy anyone's momentum simply by slowly bombing our way down from a launch, or setting a trail of bombs out to retreat, SHAD / rolling around back and forth, walling with homing missiles or Zair, and/or really anything you can think of to change the pace of the game and force the opponent to do something else.
I can't tell you how many games I've had an amazing comeback, because the opponent got stuck on the aggressive, going for the same approaches, punishes, etc, or from simply from getting frustrated and making mistakes. For example, sometimes I will go 3 games playing normally (no spam), and on both of our last stocks at 120-150%, I'll get a ftilt, send him flying, run to the opposite end, missile spam, and he will run / roll / jump right into a full CS or some other trap. After games of solid, consistent play--really close, good games--you can turn the tides in an instant with a simple psychological "trick." Other characters do these sorts of things as well, such as Falcon / Pit saving forward special as a "clutch" kill move, or Little Mac charging in then rolling away baiting out a grab / special.
This doesn't work well at the higher levels, because players can be more patient, and will have no qualms about letting the game run to time. That, and they will most likely be using a top-tier character, and with their frame-perfect expertise, might crush the poor Hunter.
I don't advocate turtling, though it probably is a Samus player's best option. I do however, find that saving turtling for an opportune time can be very advantageous, when mixing it in with primarily balanced playstyle, and saving extreme aggression only for when the opponent is becoming visibly annoyed or distracted, or if you get in a good punish that throws him off his game.
All of this come backs to the patch, because as we continue to improve with Samus and her buffs increase, she may very well become a more known MU. Also, with other low-tiers getting buffed, we may find ourselves doing better against the high-tier, but have more challenging fights against others. We must also keep in mind that everyone else is improving too; I don't think anyone has reached the skill-cap with any of the characters yet (maybe ZeRo). ((I've really noticed that FG players are a lot better than they used to be a couple months ago.))
This will mean that we must continue to expand on Samus' core strengths, and really master the abilities that can't be buffed or nerfed with each patch: knowing what to do and when--being unreadable while able to predict your opponent's every move; because only this will really determine who wins or loses, not relying on character improvements to frame-trap enemies or get a lucky low-% kill off a punish (assuming she were to be buffed with some awesome stuff like that).
-Fluid
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