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Character: Samus (Read 31414 times)

Started by KingPepe2010, June 02, 2014, 07:43:49 am
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Character: Samus
#1  June 02, 2014, 07:43:49 am
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Samus

Representative of: Nintendo (FDS)
First Game: Metroid (August 6, 1986)
Progress: 100%
Playstyle: Heavily-defensive zoner with the ability to shoot at various heights.

What's left?:
-None

Strengths:
-Strong zoning game with various missile heights and speeds.
-Several anti-airs and air-to-airs to keep the opponent from jumping in.
-Damage is decent for a zoning character.
-Highest stamina out of all zoning characters.

Weaknesses:
-Awful walk speed and dashes makes it hard for her to play offensively.
-Short and high jump arc, leaves her to be anti-aired easily.
-Strong basic attacks are either slow or unsafe.
-Really slow power charge, makes it somewhat hard for her to gain meter.

Moveset:

Basics
  • Knee Smash (Up-Forward; Air Only) - A rising knee attack that knocks the opponent upwards.
  • Maru Mari (Forward or Backward, Punch + Kick) - Samus will do a short roll forwards or backwards, letting her dodge high attacks and mid-level projectiles.

Specials
  • Missile Shot (D, DF, F, Punch or Kick; can be done in the air) - Samus's normal projectile. The punch version shoots a high, fast traveling missile. The kick version shoots a low, slower traveling missile. Holding forwards or backwards before the missile comes out will determine the speed. In the air, either button shoots a fast missile.
  • Screw Attack (F, D, DF, Punch or Kick) - Samus's anti-air special. The punch version does 3 hits, comes out faster and travels the shortest. The kick version travels farther and does 5 hits. The invincibility on this move does not overlap with the active frames so you must time this correctly in order to not trade hits. Does less damage if it hits after the first hit. Can only be cancelled into a super from the first hit.
  • Cannon Smash (B, DB, D, DF, F, Punch or Kick; can be done in the air) - Samus dashes forward and hooks the opponent with her cannon. Kick version travels farther. On hit, this move knocks down. This move is quite unsafe on block however.

EX Specials
  • Freeze Beam (D, DF, F, Select+Punch) - Does less damage but on on hit it'll freeze the opponent. This can be used to extend combos but only one freeze beam during a combo can hit. The air variant does not have her jump back but it causes her to stop traveling horizontally. While on the ground, holding down before it comes out let's Samus shoot a low freeze beam.
  • EX Screw Attack (F, D, DF, Kick) - More damage and the invincibility overlaps with the active frames of the move. This move is super cancellable from any hit (although there's only one super that can be canceled into it as you'll soon see).
  • EX Cannon Smash (B, DB, D, DF, F, Punch or Kick; can be done in the air) - Samus gains projectile invincibility during the dash and can hit mid-dash; dealing two hits.

Super Attacks
  • Wave Beam (Level 1) (D, DF, F, D, DF, F, Punch; can be done in the air) - Super projectile and Samus's only super combo ender. Can be hard to dodge for those with low jumps. Air variant has Samus's moving backwards.
  • Mine Field (Level 1) (D, DF, F, DF, D, DB, B, Kick) - Samus rolls back and lays down several mines that blow up. While she's rolls, she's invincible the whole entire time. Good to use as an anti-air. Much stronger than Wave Beam but you can't really combo into it. This move is pretty dangerous on block since the mines bring the opponent closer to her on contact.
  • Metroid Trap (Level 3) (D, DF, F, D, DF, F, Punch + Kick) - Samus does a jumping knee, launching the opponent into the air. A Metroid comes in and sucks the energy out of the opponent while Samus lays bombs around the opponent. The Metroid drops the opponent and the bombs explode. Damage is pretty high for a level 3 and Samus is invincible during the startup and active parts of the move.

Helpers:
Kraid (3 hits):
  • Standing - Shoots 3 spikes directly at the opponent. These spikes can't be destroyed. (1/2 of the helper bar)
  • Crouching - Kraid shoots out 2 spikes from his back that arc in the air. (1/3 of the helper bar)

Pit (Kid Icarus) (3 hits):
  • Standing - Pit shoots with the Arrow of Light. On hit, it launches the opponent up. (1/2 of the helper bar)
  • Crouching - Pit flies in with the Mirror Shield and whacks the opponent with the hammer. The Mirror Shield blocks any projectiles thrown at Pit. (1/3rd of the helper bar)

Takamaru (Nazo no Murasame Jo) (4 hits) :
  • Standing -Takamaru appears behind Samus, does a dash forward and slashes the opponent, causing them to trip. (1/3 of the helper bar)
  • Crouching - Takamaru throws out two flames, one going forwards and one going up-forwards. Each flame will set the opponent on fire and knock them down. (1/3 of the helper bar)

Palettes:

1 - Default
2 - Ridley
3 - Mother Brain
4 - Reaper (Kid Icarus)
5 - Hikari (Shin Onigashima)
6 - Varia Suit (has special properties, see below)

Other Stuff:
Varia Suit - This alternate palette reduces the damage Samus can take at the cost of losing her own EX moves. It also has a special intro where Samus is seen obtaining the suit.

Video:
https://www.youtube.com/watch?v=0D42aJqY4Ec
(Note: A lot of these damage values have been nerfed now)

Discussion thread for Samus. You can post whatever comes to mind about her here.
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Last Edit: August 20, 2017, 04:45:35 pm by KingPepe2010
Re: Character: Samus
#2  September 17, 2014, 04:40:40 am
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And Samus's helpers are finally done!:


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Re: Character: Samus
#3  January 24, 2015, 10:39:07 pm
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...I should've mentioned this before but Samus has an alternate palette that changes more than just her colors:
Varia Suit Samus - (Hold Start and press Select/C on the character selection screen.)


Just like in Metroid, the Varia Suit does make Samus much sturdier. (To be more specific, it increases her defense by 2x while being comboed) However, unlike the original game, there are some drawbacks with using it. These include not allowing her to use any EX specials and she loses invincibility on her Screw Attack.
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Re: Character: Samus
#4  January 24, 2015, 10:45:38 pm
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I thought something was different when I did that. I didn't know about the changes until now.
Re: Character: Samus
#5  August 20, 2017, 04:44:36 pm
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Re: Character: Samus
#6  March 24, 2019, 06:48:56 pm
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TiE

Re: Character: Samus
#7  March 26, 2019, 08:40:30 am
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All the footage I found looks great. Didn't expect you to still work on this.
Thank you & please keep us informed!
Samus looks awesome.
[BGdef]
 ;Filename of sprite data
spr = stages/ ***.sff
Re: Character: Samus
#8  March 31, 2019, 07:12:50 pm
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Famicom Fighters is one of the most consistently high-quality and impressive MUGEN projects I've ever seen! I adore the way you breathe new life into these characters while staying true to their original artstyles; I could look at Urban Champion's animations for hours!
It's always a treat to see new content from you, and I eagerly await any release or tidbit you grace us with next! <3
Re: Character: Samus
#9  April 28, 2019, 02:03:37 am
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Hey, thank you so much!

Also a video regarding Samus's changes:
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Re: Character: Samus
#10  May 04, 2019, 08:30:19 pm
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Samus now has a standalone M.U.G.E.N version! She's scaled up (with a file to resize her back) and comes with a configurable file! She also has received several balance and mechanic changes that will be implemented into the next update of Famicom Fighters!
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Re: Character: Samus
#11  May 08, 2019, 11:23:04 pm
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Update for Samus: http://mcjimmy.net/famicomfighters.html
  • Changes for the standalone version only:
    • The helper bar can now be resized as well as have its background swapped it by a minimalist one. This can be changed in the Config.txt file.
    • Fixed a bug where if the helpers are disabled, the wait during the countdown still remains.
    • Fixed the issue where the stage music wasn't muted when Samus won the match.
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Re: Character: Samus
#12  July 31, 2019, 12:45:51 am
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Update for standalone Samus: http://mcjimmy.net/famicomfighters.html
  • Projectiles were re-coded to fix command issues (ex: not being able to throw out a projectile
    when the opponent was laying down).
  • Helpers were re-coded to prevent the move counter from dropping and to fix an issue where if a
    helper was dead, they could still be summoned mid-attack
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Re: Character: Samus
#13  October 17, 2020, 08:25:56 pm
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Update for standalone Samus (10-17-2020): http://mcjimmy.net/famicomfighters.html
General Changes:
  • FCF's control scheme is changed so that A and B align with the 6-button control scheme.
  • Received damage dampener update; based around specific attacks scaling rather than the number of hits in a combo.
  • Mid-position hit sprites were readjusted.
  • Fire/Electric attacks now don't force the opponent to restand.
  • Priority was reworked on most attacks, being hitbox-reliant instead.
  • Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name.
  • These following attacks have had their range increased:
    • Standing Light Punch, Standing Strong Punch, Standing Light Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, High Cannon, Low Hook
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