Keep out (play in center is good) Ken Combo F-smash landings Up b oos F-air -> fsmash
Dair on plats Dair to beat CC Space well around CC
Camp ledge
Pivot fsmash is good for some reason
Follow arc of bomb jump
Fh, sheild or jab Missiles
Up b Whiff punish
Get under to Juggle
Nair in place beats approaches (keep out) Nair to push back, fair to catch Nair for plats Whiff punish landings or Juggle
Fair to catch air movement and Combo
Use AC N-Air to push them back from coming in
Use F-Airs to combo
Use grab to overshoot them not playing and whiff punish
In-place D-Tilt is a quick tool to make sure they not WD in on you
Want to hold canter and take space when possible, don’t want to be far away DD so that you can threaten going in to overshoot grab or f-smash
Otherwise swat missiles with fair or jab Jab beats missiles without approaching, but if she approaches with an missile, f-air is better as it hits her too. FH can be used if there is too much shit on the screen
n-air and d-tilt are good for when Samus want to approach / force her way towards you d-tilt is used when she WD and you don’t jave enough time to AC n-air
Getting out of corner is hard, so want to be pushing them back
DD in center threatening an approach with grab, f-air or f-smash
Keep her out from getting in with walling with N-airs and d-tilts.
Then force her in the air with grab and f-airs.
Random missles can be jabbed if Samus is far enough away
D-air beats CC and is a call out for it, but otherwise space for tipper.
Go all the way to ledge and use d-tilt and f-smash to cover just in-front of ledge, then punish Samus playing around that range
If they go high, swat them back
If they go low, ledge hog into b-air / d-air or go off and up B them
Speed ★☆ Movement Offence Defence Range Out of Shield Boxing Recovery Ledge Trapping Edge guarding