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Character Strategies:

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Jigglypuff
Strategies by Warren Imker
Samus is one of, if not the best character in Super Smash Bros. Melee (SSBM). Of course, she being my favorite character, I'm a little biased. Regardless of my personal opinion on her top spot in the game however, Samus remains a force to fear on the battlefield and a most deadly opponent when she is played to her strengths.

Samus' strengths far outweigh her weaknesses. From years of experience playing Samus in the original Super Smash Bros. (SSB) to daily playing of her in Super Smash Bros. Melee, I have created the following lists of Samus' strengths and weaknesses in Melee.
Strengths Weaknesses
Superb damage taking ability - Sluggish aerial movement
Superb drift recovery off edge - Some lower priority aerial
Excellent anti-juggle/anti-combo maneuvers regular attacks
Overpowering high priority special moves - Poor grab/throw
Very quick forward smash - Lacks large multi-kill attacks -
Good "pestering" distance attacks
Strategies
With a first glance at these strengths and weaknesses it may seem best to keep Samus as far from your opponent as possible and, when in close combat, stay on the ground as much as possible. While this is actually not too far from the truth, on the battlefield there are always exceptions. Samus' aerial attacks were actually a large strength in the original SSB. However, shifts in game and character design actually make the lower ground in Melee more valuable than attacking from above. On the improvement side from the original SSB, Samus has been made incredibly more nimble in her movement, especially on the ground. Her original SSB dodge, for example, was far too slow to keep up with an enemy in a dodging chess match. Her slow speed would allow the opponent to eventually out-dodge her. Now in Melee, Samus dodge is on par with the rest of the pack and she can hold her own in the speed department

To put it simply, Samus is best described as a positional/defensive character. Her attacks are very directed and require good knowledge of where her opponent is and where they are going. Aside her positioning, Samus' defense is the highlight of her power. Looking again at her strengths, one can see the defensive powerhouse she is. One of the best strategies I have found using Samus is to attack your opponent from afar with repeated straight missile shots (as opposed to homing) and continually position yourself for a sharp attack if your opponent makes a mistake. (Some characters with their own distance attacks may have an advantage in the distance attack department; see opponent analysis section at end for alternate strategy.) Eventually, the battle will become close quartered. most likely due to your opponent rushing you out of frustration with your incessant missile barrage. When your opponent attacks, stay defensive. React to the actions of the enemy and counter attack when Samus has the positional advantage. When an advantage is reached or you can pull off an unsuspecting move, attack swiftly and violently. Samus' forward A button shoulder ram is very good at beginning an offensive salvo from the ground, and her forward A fire spread is one of the only high priority offensive air attacks she has. Her extremely swift forward smash and long range downward smash are also staple attacks that should be used frequently. Keep the heat on while you have the advantage and position. Yet another excellent move is Samus' down A fire burst; use it often. If the playing field is leveled again, retreat back into the defensive posture. Dance like a butterfly, sting like a bee.

Samus' normal A button moves should be utilized just as regularly as any other character and her smashes used frequently. They are the backbone of her damage dealing. However, her B button special attacks are the moves which keep your opponent on their toes and set up A button attacks. Below is a list of ways to get the most out of Samus' B moves.

Normal B charge shot - This is any opponent's worse fear. Connecting one of these babies with your enemy not only demoralizes them completely. It's also great fun! One of the best ways to use this weapon, however, is actually to not fire it all! Having the charge shot ready to blast puts your opponent on the defensive. His moves will be limited due to his necessity to avoid the direct line of sight with your cannon. Simply by keeping the gun charged, you gain an advantage by knowing where your opponent cannot move. Now is the time to take the offensive and charge in with unsuspecting A button attacks. This is especially good against a Fox, Falco, Mario or any character with a B button reflect move. Their constant reflecting sets them up perfectly for a quick regular attack. Contrary to initial thought, this is not Samus' best range weapon. The shot is slow and easily dodged if fired from afar. The best chance of hitting your opponent with it is actually in close quarters. During a dodging/evading dance with the enemy, try pausing for a moment and letting one loose. Or, if you happen to jump in close to your enemy, let one fly then to reduce the time he has to react to it. If you do fire the charge shot from afar, try this nice, simple combo. First fire a straight missile and follow immediately with a charge shot. Trust me on this one, it works wonders.

Forward B missile - First off, I must say Samus' homing missiles are next to useless. Use them very sparingly for they are slow and don't pack much of a punch. Instead, use the forward smash B straight missiles over and over like there is no tomorrow. It is this attack that gives Samus her range power and is excellent defensively for keeping your opponent at bay. The straight missile is also very useful when retreating an engagement with your opponent. This should be your staple far to mid range "annoyance" attack. Combo it up with the charge shot as explained above!

Down B bomb - This is by far Samus' most underrated move: the ultimate juggle/combo breaker. Use this when you're trapped either in the air or being rushed from the ground. Not only does it deal damage to the enemy, it usually will stall their movement and pop you up out of the way of danger. Let 2 or 3 of these off in rapid succession and you'll be out of harms way in no time. Equally as important in their use is to throw off an opponents timing. If you're in the air and there is someone below you ready to up A smash you, use a bomb or two and watch it throw off his timing. This is also good for getting back to the playing field after being knocked off. Timing, timing, timing.. Its so important in this game and the down B bomb takes it away from almost any opponent.

Up B screw attack - Ah, the classic screw attack. In the original SSB this was the move I'd do over and over until my friends would throw their controllers in disgust. This move, in the old days, would garble enemies up and spit them out like a loogie. In Melee, it's almost like a quick razor burn. It has lost a bit of its flare, but it's still a good, quick attack for easy damage. Be careful when using this move, however, because your quite vulnerable once you reach the peak of the screw attack and are falling back to the ground.

The battle environment can be just as important to understand as the characters themselves. While favorite stages are really just a matter of personal preference, I have found certain stages that suit Samus better than others. The underlying principle for a good Samus stage is a larger stage with fewer obstacles. Stages such as Final Destination, Corneria, and Hyrule Temple are good for defensive, distance playing. These stages also don't require much jumping, a weakness of Samus due to her sluggish aerial control. As for poor stages, I have found that vertical, small levels such as Venom and Icicle Mountain along with jumping levels such as Poke Floats and Big Blue are not the best for our armored heroine.

Mode of play also determines how well Samus will fare in battle. As a defensive character, stock mode is far more suited to the positional style of play. Samus' patient style coupled with her lack of a group KO mega move of any kind makes it a bit more troublesome to win the all out brawls that are timed matches. This also leads into the fact that Samus is a much greater one- on-one dueler than a 4 player free for all character. There are times, though, where cheap Samus B moves (either a barrage of straight missiles or a well timed charge shot) can grant easy KO's. On another positive note if there are 4 players in battle, if the mode is on teams, Samus is completely dominant. Samus can support almost any team partner perfectly by allowing the teammate to engage in close combat while Samus can sit back and lob straight missiles into the fray. Samus' positional style mixed with an aggressive, offensive partner spells big trouble for any other opposing team.

Finally, here are a few highlights of problems and advantages Samus has with other characters:
Against Ganondorf or Falcon: The positional/defensive style works to perfection here. The lack of projectiles from these two make them highly susceptible to range attacks. Even the grapple beam grab (which should almost never be used) can be used positively. If you can correctly anticipate a Falcon (and Ganondorf) Falcon kick move, the grapple beam will suck them right up. This correct anticipation of a "charge" by any opponent (either by Falcon kick here or a running charge by any other character) can lead to good usage of the otherwise worthless grapple beam grab. One major concern with these two, particularly Ganondorf, is that their aerial moves have much greater physical range and priority over Samus'.

Characters with projectiles themselves: Characters like Mario, Fox, etc. can be irritating from afar and may deal more damage to Samus than she can return. Its cases like these where more mid-range fighting and more frequent charges are in order. Keep playing defensive and positional. Against a Mario who is standing on the ground shooting fireballs, Samus' straight missile actually has the advantage here. Against a Mario jumping and shooting fireballs, try to run underneath your opponent to have the lower ground advantage. Against a trigger happy Fox, simply run right through his blasts and shoulder ram him. These are just a sample of tactical moves Samus can use against fellow shooters.

Falco: From my experience, Falco is Samus' toughest competition. His blast stuns enemies which prevents Samus from running right through them and his heavy weight/fast falling trait makes him tough to get under for the lower ground advantage. He is swift, heavy, and a range fighter. Not to mention he has a built in reflective shield making this guy seem to have been made to be the anti-Samus. From experience, however, and by using such things as the charge shot "fake" move explained earlier (making Falco reflect more often) you can turn Falco's advantages into yours. I do feel Samus is the better character, but this is one tough fight.

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