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Samus and Game & Watch have really slow and easy to punish rolls. I'd avoid using them at all costs. People can use a smash, you roll, and they'll still have time to dash attack you before your roll ends. Your only invulnerable for about half of it, so keep that in mind.

Your Samus is pretty good, your Game & Watch is iffy. I hit you with so many projectiles on R.O.B. and I didn't see a single Down-B =/. Turtle Rocks, use the B-air not the F-air to approach as the F-air has a lot of landing lag and its an offstage KO shot, best to be preserved. Forward-B is High Risk, Mediocre Reward 90% of the time. Sometimes it won't even cause hit stun, so I'd only use it once in a blue moon. The 9 may be awesome, but you'll only land it maybe... once in a hundred matches. Watch the predictableness of Up-B to D-air, it might seem unpunishable but by a well placed spot dodge its very easy to punish. His Dash Attacks sucks for anything other then canceling Meta Knights tornado, use it sparingly.

Samus, dash attack less as its easy to shield and punish. N-air combos well. Don't spike people into the ground if they're airborn and your near the ground with them. That's just asking to be hit right back. Save KO shots, lay off of F-smash and D-Tilt as they'll KO around 125% depending on the character and stage position if preserved.



My Creations in Modnation Racers! Check zhem!
http://community.modnation.com/en-us/players/IvoYaridovich/creations