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(Samus's side special is a missile. The Grapple Beam is her grab, which can be used for a tether recovery.)
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Samus's Standard Special is Charge Shot. Like most standard specials that shoot something, you can charge this up, but unlike some of them, you can walk around with it fully charged up. Be careful when charging, however, if an opponent hits Samus, you will have to charge all over again. This move doesn't have a whole lot of power, but it's got a lot of launch power when it's fully charged up, so use that to your advantage.
Samus's Standard Special is Charge Shot. Like most standard specials that shoot something, you can charge this up, but unlike some of them, you can walk around with it fully charged up. Be careful when charging, however, if an opponent hits Samus, you will have to charge all over again. This move doesn't have a whole lot of power, but it's got a lot of launch power when it's fully charged up, so use that to your advantage.


Side Special: Missile.  By lightly tilting the control stick and pressing B, Samus launches a semi-homing missile with a purple warhead that can lock on targets, though it can not perform a full turn.  If you fully press the control stick the side and press B, like a Smash Attack, Samus launches a larger missile with a green warhead.  Unlike the smaller missile, the larger "Super Missile" cannot home in on targets, though it is faster and significantly more powerful if it hits.
*Side Special: Missile.  By lightly tilting the control stick and pressing B, Samus launches a semi-homing missile with a purple warhead that can lock on targets, though it can not perform a full turn.  If you fully press the control stick the side and press B, like a Smash Attack, Samus launches a larger missile with a green warhead.  Unlike the smaller missile, the larger "Super Missile" cannot home in on targets, though it is faster and significantly more powerful if it hits.


Down Special: Bomb. Samus's bombs aren't like Link's or Toon Link's, that is, she can't carry them around. She sets them out in a certain spot and that's where they fall. Not a super- useful move, because they don't do a lot of damage, but it's helpful if you need a little something to do some damage to an opponent.
Down Special: Bomb. Samus's bombs aren't like Link's or Toon Link's, that is, she can't carry them around. She sets them out in a certain spot and that's where they fall. Not a super- useful move, because they don't do a lot of damage, but it's helpful if you need a little something to do some damage to an opponent.
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Hope this helps you while using Samus! That's all for this month, Brawlers, see you next month!  
Hope this helps you while using Samus! That's all for this month, Brawlers, see you next month!  
* = (if using a Gamecube controler)


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Revision as of 13:29, March 4, 2011

Brawl Tactics

by FunkyK38 (talk)

Greetings, Brawlers, welcome to the February edition of Brawl Tactics!

For this month, I will be doing Samus!

Samus is a heavy-weight with decent speed for her class. She has a fair jump, and her attacks are of about average strength.

Samus's Standard Special is Charge Shot. Like most standard specials that shoot something, you can charge this up, but unlike some of them, you can walk around with it fully charged up. Be careful when charging, however, if an opponent hits Samus, you will have to charge all over again. This move doesn't have a whole lot of power, but it's got a lot of launch power when it's fully charged up, so use that to your advantage.

  • Side Special: Missile. By lightly tilting the control stick and pressing B, Samus launches a semi-homing missile with a purple warhead that can lock on targets, though it can not perform a full turn. If you fully press the control stick the side and press B, like a Smash Attack, Samus launches a larger missile with a green warhead. Unlike the smaller missile, the larger "Super Missile" cannot home in on targets, though it is faster and significantly more powerful if it hits.

Down Special: Bomb. Samus's bombs aren't like Link's or Toon Link's, that is, she can't carry them around. She sets them out in a certain spot and that's where they fall. Not a super- useful move, because they don't do a lot of damage, but it's helpful if you need a little something to do some damage to an opponent.

Up Special: Screw Attack! Interesting item, and it's an even more interesting move. If you need a little more length on your jump, this is the way to do it. It's not the highest third jump in the game, but it can get you where you need to go. It also does a little bit of damage if you use it close to your opponents, so try it out when you're on the stage surrounded by enemies.

Samus also has a tether recovery in her Grapple Beam. By pressing R, or Z+A, Samus fires her Grapple Beam that can not only grab and reel in opponents, but can also grab the edge of the stage and allow her to pull herself back up onto the stage.


Samus's Final Smash is Zero Laser. In my opinion, this is one of the most powerful Final Smashes in the entire game. Samus fires a huge laser that drains her of her power and turns her into Zero Suit Samus- still a good fighter even without her Power Suit. The best way to use this Final Smash is on the side of a stage. Like Mario's Final Smash, this one will sweep the stage, taking opponents with it. It's pretty much impossible to get away from. However, if you're careful, you can jump behind Samus before she activates the attack. If you're using this attack, make sure Samus is on something solid to land on after she loses her Power Suit, otherwise she will fall off the stage and not be able to get back up. If you're close to the stage, you may be able to grab the side, but just be careful when using this move.

Hope this helps you while using Samus! That's all for this month, Brawlers, see you next month!

  • = (if using a Gamecube controler)