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Samus vs charizard

Samus Vs Charizard

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Samus vs charizard

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Samus Vs Charizard Video

Samus vs Charizard Samus vs charizard

Samus Vs Charizard Video

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Compared to Samus' version of the move, it has slightly less range. Fires five electric blasts in an overhead arcing motion. This move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection.

Conversely, it is unable to hit grounded opponents unless they are close enough to Dark Samus. Compared to Samus's version of the move, however, Dark Samus can catch opponents at a lower height.

However, due to its hits being spread above Dark Samus, it can fail to fully connect if the opponent is hit from too far.

A legsweep. A semi-spike with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively.

A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall.

Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher.

Fires five electric blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move using the autolink angle , with the last hit carrying the entire attack's knockback.

Dark Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Dark Samus lands again.

A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding.

A diagonal corkscrew flying kick, hitting multiple times. It is her fastest aerial, due to coming out on frame 5. Grounded opponents can be hit by the last hitbox if Dark Samus lands while starting the move in the air, although it is difficult to do so, and risky due to the move's high landing lag.

On stages with platforms, it even has potential for a zero-to-death when using a platform to extend the combo. Swings her Arm Cannon in a downward arcing motion.

Hitting with the move's trail meteor smashes opponents, while the edges of the move at the very start and end deal decent horizontal knockback.

Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt.

Fires the Grapple Beam. A useful spacing option due to having only 8 frames of landing lag. It autocancels from a full hop and has impressive range, being the longest grab aerial in game.

In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag.

Unlike in previous games, however, hitting an opponent causes the Grapple Beam to retract earlier, while not reducing the move's ending lag.

It has impressive range and is tied with Samus's grab as the longest tether grab in the game. However, it is one of the slowest grabs in terms of ending lag, making it very punishable if missed.

Twirls the opponent overhead then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Dark Samus has rage and is at the edge of the stage.

Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.

Puts the opponent above herself and blasts them upward with her Arm Cannon. At low percents, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters, though the latter will only connect its hits reliably on a few characters.

Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents.

Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge.

Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile.

When using her forward tilt to launch the opponent into tumbling , it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction.

Fires a Missile , which homes in on the opponent. If the special button is tapped like a smash attack, Dark Samus will instead fire a Super Missile , which stays in place for a short while before traveling in a straight line, and deals more damage and knockback.

Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages.

The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities. She has to think, shoot, and wait for the black hole to appear.

Even if she has much faster reaction time than Kratos, all he has to do is think. Actually, if he went to about a month after herc's birth he wouldn't have to deal with Zeus.

He could have also tried it with Hades, who is merely his uncle, or Poseidon. And if he's so fight happy he's likely going to try and fight Samus only to find that he can't tag her, his strongest punches and weapons wouldn't damage her shields at all, and she could kill him with one power beam shot going by in series calcs.

Maybe, maybe not. It's hard to tell with Kratos honestly. Sometimes he goes for the pure bloodthirst route and says F logic, and other times he acts in the most tactical way possible.

I think it depends on how he feels about the fight. And killing Herc, or any of the other gods in the past could have tipped Zeus off to the fact that he gains time travel abilties, which could lead Zeus to dealing with his past self more mercilessly.

It says both are bloodlusted, so I doubt it. I think he's go for what's most effective, not what's most fun. The most powerful video game protagonist is Kirby, hands down.

After doing a little reading, I don't think Kratos's time travel is legit in this fight. That was a plot point in the overall story, and he had to reach a certain point in the world to use the aparatus that sent him in time.

To do what you propose he would need some prep That being said, Zero suit samus looses to Kratos in a h2h fight.

She is WAY faster that him, but they are equally skilled and one puch from Kratos would lay her out. That's not true.

The first time he time travels he uses the Loom Chamber, but after that he jumps around several times without it. Trust me, I've beaten God of War 2 over a dozen times.

Are you serious? I already did a carnage and green goblin with glider vs Charizard thread and majority of voters gave it to charizad. I already did a carnage and green goblin with glider vs charizard at the same time thread and majority of voters gave it to charizard.

So unless you have something to prove spiderman wrecks easily. Still going with Charizard here. It can win using blast burn and overheat if it hits Peter in the first few tries.

With speed scaling from game dex stats or anime feats, Charizard should probably be in the mach range, so speed shouldn't be too much of an issue. Admittedly, a regular wild Charizard might not approach this tactically, though most wild Charizards seem to be those in Charcific valley, and a Charizard would have already gone through battles as a Charmander and Charmeleon.

Charizard's durability, like speed, can be scaled off of both dex feats and anime feats, where water jets cut through metal and razor leafs slice through trees.

Please Log In to post. Spider-Man is like a bug type. H2h skills: equal Extremely wrong.

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