Samus (SSB4): Difference between revisions

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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Samus has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but while she was initially nerfed despite already being a low tier character, she received significant buffs via game [[updates]] resulting in her ultimately being buffed overall due to her buffs fixing one of her main issues in ''Brawl'' combined with the game's mechanics greatly benefiting her overall. Samus has gained several new KOing options, the most notable of which is [[Charge Shot]], which has drastically increased speed and knockback. The other noteworthy options include her forward smash, up smash, neutral aerial, forward aerial and [[Screw Attack]] improving one of her main weaknesses in the previous game. Forward smash now has a powerful sweetspot in the form of a fiery blast at the tip of her Arm Cannon. Neutral aerial, forward aerial, back aerial, up aerial up smash and Screw Attack have each have had their knockback improved, most notably on neutral aerial (and only to the last hit in Screw Attack's case). Additionally, forward aerial, up smash and Screw Attack's multiple hits now connect better due to alterations to those moves along with the weakening of [[SDI]] to further ensure that opponents cannot escape their respective last hits.  
Samus has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but while she was initially nerfed despite already being a low tier character, she received significant buffs via game [[updates]] resulting in her ultimately being buffed overall due to her buffs fixing one of her main issues in ''Brawl'' combined with the game's mechanics greatly benefiting her overall. Samus has gained several new KOing options, the most notable of which is [[Charge Shot]], which has drastically increased speed and knockback. The other noteworthy options include her forward smash, up smash, neutral aerial, forward aerial and [[Screw Attack]] improving one of her main weaknesses in the previous game. Forward smash now has a powerful sweetspot in the form of a fiery blast at the tip of her Arm Cannon. Neutral aerial, forward aerial, back aerial, up aerial up smash and Screw Attack have each have had their knockback improved, most notably on neutral aerial (and only to the last hit in Screw Attack's case). Additionally, forward aerial, up smash and Screw Attack's multiple hits now connect better due to alterations to those moves along with the weakening of [[SDI]] to further ensure that opponents cannot escape their respective last hits.


Aside from her new KOing options, Samus benefits from the general changes between ''Brawl'' and ''SSB4''. With the changes to [[hitstun canceling]] and [[DI]], Samus' combo game has been improved. Some of her attacks (most notably her dash attack) have been altered to give them much greater followup potential, and she is able to combo attacks into each other far easier, with multiple combo starters and combo oriented moves, including dash attack, up tilt, forward aerial, up aerial and down aerial. Her [[Missile]]s have been improved as well, with more active frames and having less startup and ending lag for all variants except for the aerial version of the Homing Missile. Samus also greatly benefits from the introduction of [[rage]] as it not only further supplements her improved KO power but it also allows her to KO with her grounded Screw Attack at insanely early percents and her high weight and solid recovery allow her to build up rage. The changes to shields, shield damage and [[shieldstun]] also benefit her, as she can use her Charge Shot, Super Missile and Bomb in tandem with other moves to easily break shields.
Aside from her new KOing options, Samus benefits from the general changes between ''Brawl'' and ''SSB4''. With the changes to [[hitstun canceling]] and [[DI]], Samus' combo game has been improved. Some of her attacks (most notably her dash attack) have been altered to give them much greater followup potential, and she is able to combo attacks into each other far easier, with multiple combo starters and combo oriented moves, including dash attack, up tilt, forward aerial, up aerial and down aerial. Her [[Missile]]s have been improved as well, with more active frames and having less startup and ending lag for all variants except for the aerial version of the Homing Missile. Samus also greatly benefits from the introduction of [[rage]] as it not only further supplements her improved KO power but it also allows her to KO with her grounded Screw Attack at insanely early percents and her high weight and solid recovery allow her to build up rage. The changes to shields, shield damage and [[shieldstun]] also benefit her, as she can use her Charge Shot, Super Missile and Bomb in tandem with other moves to easily break shields.


Samus' falling speed and gravity have noticeably increased. This makes it much easier for Samus to land however, it also hinders her aerial output as she can no longer perform two aerials in a short hop, autocancel forward aerial in a short hop and it makes her more susceptible to combos.  
Samus' falling speed and gravity have noticeably increased. This makes it much easier for Samus to land however, it also hinders her aerial output as she can no longer perform two aerials in a short hop, autocancel forward aerial in a short hop and it makes her more susceptible to combos.


However, Samus also received a few nerfs. The most significant nerf being the fact that she is no longer connected to {{SSB4|Zero Suit Samus}}. As such, she can no longer utilize her Zero Suit counterpart's far superior mobility and moveset to alleviate her own. As for Samus' more direct nerfs, some of Samus' moves her nerfed frame data with her landing lag in particular being significantly increased. While this is a common nerf across the cast, it harmed Samus more than most other returning veterans as Samus went from having the lowest average landing lag in the game to having fairly mediocre landing lag on her aerials with down aerial and forward aerial seeing the largest increase to their landing lag. This is especially an issue with forward aerial, as it can no longer [[auto-cancel]] in a short hop due to her previously mentioned higher gravity and faster falling speed. While her KO potential has improved, some of Samus' previous KO moves, such as her down tilt and down smash, have lost their previous KO potential. [[Missile]] is harder to camp with due it no longer auto-canceling on landing and she can only use two Homing Missile and one Super Missile at a time, though her projectiles overall are still powerful and useful in their own right. Additionally, Samus' overall damage output is lower (though it is higher relative to the cast) and despite her improved combo potential, some of her moves have reduced followup potential with two notable examples being her landing forward aerial and down aerial. One move which notably got nerfed however was her [[grab aerial]]. While it has increased tether range and it benefits from the changes to ledges, it has increased landing lag, deals less damage and has altered knockback hindering its spacing and followup potential.  
However, Samus also received a few nerfs. The most significant nerf being the fact that she is no longer connected to {{SSB4|Zero Suit Samus}}. As such, she can no longer utilize her Zero Suit counterpart's far superior mobility and moveset to alleviate her own. As for Samus' more direct nerfs, some of Samus' moves her nerfed frame data with her landing lag in particular being significantly increased. While this is a common nerf across the cast, it harmed Samus more than most other returning veterans as Samus went from having the lowest average landing lag in the game to having fairly mediocre landing lag on her aerials with down aerial and forward aerial seeing the largest increase to their landing lag. This is especially an issue with forward aerial, as it can no longer [[auto-cancel]] in a short hop due to her previously mentioned higher gravity and faster falling speed. While her KO potential has improved, some of Samus' previous KO moves, such as her down tilt and down smash, have lost their previous KO potential. [[Missile]] is harder to camp with due it no longer auto-canceling on landing and she can only use two Homing Missile and one Super Missile at a time, though her projectiles overall are still powerful and useful in their own right. Additionally, Samus' overall damage output is lower (though it is higher relative to the cast) and despite her improved combo potential, some of her moves have reduced followup potential with two notable examples being her landing forward aerial and down aerial. One move which notably got nerfed however was her [[grab aerial]]. While it has increased tether range and it benefits from the changes to ledges, it has increased landing lag, deals less damage and has altered knockback hindering its spacing and followup potential.


Overall, Samus has been buffed overall from ''Brawl'' despite receiving a fair share of nerfs. She has been slightly re-balanced having a worse defensive game due to her higher landing lag, altered Missile and grab aerial but now wielding a slightly improved close-range game, with her damage racking ability and combo game having been vastly improved. Most importantly, she has noticeably improved KOing potential, enabling her to score KOs much easier. While a few of her moves now require slightly more precision, such as her forward smash, neutral aerial and Missile, they compensate for this by being more rewarding. The changes to the game's mechanics also greatly benefit her overall as they make her multi hit moves more reliable, give her access to her greater combo potential and they further supplement her already improved KO potential. As such, she has a relatively high learning curve, but can be quite viable and versatile when mastered, similarly to {{SSB4|Shulk}}. Dedicated players like {{Sm|IcyMist}}, {{Sm|ESAM}}, and {{Sm|Afro Smash}} have managed to bring her some degree of tournament success and continue to develop her metagame.
Overall, Samus has been buffed overall from ''Brawl'' despite receiving a fair share of nerfs. She has been slightly re-balanced having a worse defensive game due to her higher landing lag, altered Missile and grab aerial but now wielding a slightly improved close-range game, with her damage racking ability and combo game having been vastly improved. Most importantly, she has noticeably improved KOing potential, enabling her to score KOs much easier. While a few of her moves now require slightly more precision, such as her forward smash, neutral aerial and Missile, they compensate for this by being more rewarding. The changes to the game's mechanics also greatly benefit her overall as they make her multi hit moves more reliable, give her access to her greater combo potential and they further supplement her already improved KO potential. As such, she has a relatively high learning curve, but can be quite viable and versatile when mastered, similarly to {{SSB4|Shulk}}. Dedicated players like {{Sm|IcyMist}}, {{Sm|ESAM}}, and {{Sm|Afro Smash}} have managed to bring her some degree of tournament success and continue to develop her metagame.
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***{{nerf|This particularly hurts the fully charged version as when combined with its lower hitlag, this prevents Samus from being to followup out of it at lower percents as well as making the move much more punishable on shield (with the move no longer being completely safe on shield).}}
***{{nerf|This particularly hurts the fully charged version as when combined with its lower hitlag, this prevents Samus from being to followup out of it at lower percents as well as making the move much more punishable on shield (with the move no longer being completely safe on shield).}}
*[[Missile]]:
*[[Missile]]:
**{{buff|Missiles have less startup lag (frame 23 (Homing/Super ground)/25 (Super aerial) → 18/21), longer durations (frames 23-121 (Homing)/23-84 (Super) → 18-118/21-84), and decreased ending lag on the ground (FAF 60 (both) → 57 (Homing)/59 (Super)).}}  
**{{buff|Missiles have less startup lag (frame 23 (Homing/Super ground)/25 (Super aerial) → 18/21), longer durations (frames 23-121 (Homing)/23-84 (Super) → 18-118/21-84), and decreased ending lag on the ground (FAF 60 (both) → 57 (Homing)/59 (Super)).}}
**{{buff|Super Missile also has increased base knockback (40 → 50), slightly improving its KO potential.}}
**{{buff|Super Missile also has increased base knockback (40 → 50), slightly improving its KO potential.}}
**{{nerf|Samus can only have two Homing Missiles and one Super Missile onscreen at the same time. If she attempts to shoot another one while one is already on-screen, she will perform the firing animation, but no Missile will be fired.}}  
**{{nerf|Samus can only have two Homing Missiles and one Super Missile onscreen at the same time. If she attempts to shoot another one while one is already on-screen, she will perform the firing animation, but no Missile will be fired.}}
**{{nerf|Aerial Homing Missile has more startup (frame 16 → 18) and ending lag (FAF 50 → 57).}}
**{{nerf|Aerial Homing Missile has more startup (frame 16 → 18) and ending lag (FAF 50 → 57).}}
**{{nerf|Homing Missile targets less reliably and both missiles cover less distance.}}
**{{nerf|Homing Missile targets less reliably and both missiles cover less distance.}}
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|uairname= 
|uairname= 
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect)
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect)
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. Can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a [[Screw Attack]]. On stages with platforms, it can even [[zero-to-death]] the entire cast when using a platform to extend the combo. If used high enough at high percents, it can be used as a KO option.  
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. Can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a [[Screw Attack]]. On stages with platforms, it can even [[zero-to-death]] the entire cast when using a platform to extend the combo. If used high enough at high percents, it can be used as a KO option.
|dairname= 
|dairname= 
|dairdmg=10% (early), 14% (clean), 11% (late)
|dairdmg=10% (early), 14% (clean), 11% (late)
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|usc2name=Apex Screw Attack
|usc2name=Apex Screw Attack
|usc2dmg=2% (hit 1), 9% (grounded hit 2), 7% (aerial hit 2)
|usc2dmg=2% (hit 1), 9% (grounded hit 2), 7% (aerial hit 2)
|usc2desc=Deals more damage (albeit less total damage)!and much more knockback, which grants it much better KO potential, to the point that it can KO as low as 50% near the upper blast line and without rage, depending on weight and DI. However, it only hits twice and covers significantly less horizontal distance.  
|usc2desc=Deals more damage (albeit less total damage)!and much more knockback, which grants it much better KO potential, to the point that it can KO as low as 50% near the upper blast line and without rage, depending on weight and DI. However, it only hits twice and covers significantly less horizontal distance.
|dspage=Bomb (Samus)
|dspage=Bomb (Samus)
|dsdefname=Bomb
|dsdefname=Bomb
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*{{Sm|ESAM|USA}} (#17) - Uses Samus as a secondary alongside {{SSB4|Pikachu}} and is one of the best Samus players in the world. Placed 1st at {{Trn|Combo Breaker 2017}}, 2nd at {{Trn|DreamHack Austin 2018}}, 5th at {{Trn|CEO Dreamland}}, 13th at {{Trn|EVO 2018}}, and 17th at {{Trn|2GGC: Civil War}} with wins over players such as {{Sm|Ally}}, {{Sm|ANTi}}, and {{Sm|Locus}}.
*{{Sm|ESAM|USA}} (#17) - Uses Samus as a secondary alongside {{SSB4|Pikachu}} and is one of the best Samus players in the world. Placed 1st at {{Trn|Combo Breaker 2017}}, 2nd at {{Trn|DreamHack Austin 2018}}, 5th at {{Trn|CEO Dreamland}}, 13th at {{Trn|EVO 2018}}, and 17th at {{Trn|2GGC: Civil War}} with wins over players such as {{Sm|Ally}}, {{Sm|ANTi}}, and {{Sm|Locus}}.
*{{Sm|IcyMist|USA}} - One of the best Samus players in the world. Placed 7th at {{Trn|Showdown: Battle Royale}}, 9th at {{Trn|Royal Flush}}, 13th at {{Trn|Super Smash Con 2018}}, and 33rd at {{Trn|GENESIS 5}} with wins over players such as{{Sm|Dabuz}}, {{Sm|Elegant}}, and {{Sm|Marss}}. She was also known as the best player online for the majority of the game's competitive lifespan, placing 1st on the [[Wi-Fi Warrior Rank v1]].
*{{Sm|IcyMist|USA}} - One of the best Samus players in the world. Placed 7th at {{Trn|Showdown: Battle Royale}}, 9th at {{Trn|Royal Flush}}, 13th at {{Trn|Super Smash Con 2018}}, and 33rd at {{Trn|GENESIS 5}} with wins over players such as{{Sm|Dabuz}}, {{Sm|Elegant}}, and {{Sm|Marss}}. She was also known as the best player online for the majority of the game's competitive lifespan, placing 1st on the [[Wi-Fi Warrior Rank v1]].
*{{Sm|Joker|Mexico}} - The best Samus player in Mexico. Placed 7th at {{Trn|Thunderstruck 2018}}, 9th at both {{Trn|Smash Factor 5}} and {{Trn|TGC 7}}, and 13th at {{Trn|Super Smash Fight Club 5}}.  
*{{Sm|Joker|Mexico}} - The best Samus player in Mexico. Placed 7th at {{Trn|Thunderstruck 2018}}, 9th at both {{Trn|Smash Factor 5}} and {{Trn|TGC 7}}, and 13th at {{Trn|Super Smash Fight Club 5}}.
*{{Sm|Jonny Westside|USA}} - The best Samus player in the world during the first few years of the game's active lifespan. Placed 7th at {{Trn|2GGT: ESAM Saga}}, 9th at {{Trn|2GGT: FOW Saga}}, 13th at {{Trn|2GGT: The False Awakens}}, and 25th at {{Trn|2GGT: Fresh Saga}} with a win over {{Sm|Mr. ConCon}}
*{{Sm|Jonny Westside|USA}} - The best Samus player in the world during the first few years of the game's active lifespan. Placed 7th at {{Trn|2GGT: ESAM Saga}}, 9th at {{Trn|2GGT: FOW Saga}}, 13th at {{Trn|2GGT: The False Awakens}}, and 25th at {{Trn|2GGT: Fresh Saga}} with a win over {{Sm|Mr. ConCon}}
*{{Sm|Parme|Japan}} - The best Samus player in Japan. Placed 7th at {{Trn|Sumabato 21}}, 9th at {{Trn|Sumabato Smash 4 Final}}, and 17th at both {{Trn|Sumabato 19}} and {{Trn|Sumabato 24}} with wins over players such as {{Sm|komorikiri}}, {{Sm|Sigma}}, and {{Sm|Kie}}.
*{{Sm|Parme|Japan}} - The best Samus player in Japan. Placed 7th at {{Trn|Sumabato 21}}, 9th at {{Trn|Sumabato Smash 4 Final}}, and 17th at both {{Trn|Sumabato 19}} and {{Trn|Sumabato 24}} with wins over players such as {{Sm|komorikiri}}, {{Sm|Sigma}}, and {{Sm|Kie}}.
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==[[Trophies]]==
==[[Trophies]]==
:'''Samus'''
{{Trophy/Fighter
::{{flag|ntsc}} ''Samus Aran has fought her way across a variety of planets in the Metroid series. She wears a Power Suit designed by the Chozo, giving her incredible versatility in a fight. She can wade in, but she favors beams and missiles. A fully charged Charge Shot packs a serious punch!''
|name=Samus
|image-3ds=SamusTrophy3DS.png
|image-wiiu=SamusTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=Samus Aran has fought her way across a variety of planets in the Metroid series. She wears a Power Suit designed by the Chozo, giving her incredible versatility in a fight. She can wade in, but she favors beams and missiles. A fully charged Charge Shot packs a serious punch!
|desc-wiiu-ntsc=Samus Aran is known for her numerous battles across alien planets in the Metroid series. She wears a Power Suit designed by the Chozo, giving her incredible versatility in a fight. She can wade in with kicks and punches, but she favors beams and missiles. A fully charged Charge Shot packs a serious punch!
|desc-pal=The heroine of the Metroid series, Samus Aran. Her missions take her across the reaches of space, and her Power Suit gives her immeasurable fighting prowess. In this game, she uses a variety of ranged attacks based around beams and missiles. When her Charge Shot is fully charged, it can launch foes with devastating force.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Metroid|release1=08/1987|console2=SNES|game2=Super Metroid|release2=04/1994}}
|gamelist-pal={{Trophy games|console1=NES|game1=Metroid|release1=01/1988|console2=SNES|game2=Super Metroid|release2=07/1994}}
}}
{{clrl}}


::{{flag|pal}} ''The heroine of the Metroid series, Samus Aran. Her missions take her across the reaches of space, and her Power Suit gives her immeasurable fighting prowess. In this game, she uses a variety of ranged attacks based around beams and missiles. When her Charge Shot is fully charged, it can launch foes with devastating force.''
{{Trophy/Fighter
|name=Samus (Alt.)
|image-3ds=SamusAltTrophy3DS.png
|image-wiiu=SamusAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Samus protects herself from overhead enemies with her up smash, Cover Fire, which can land multiple hits on anyone it connects with. Samus also fires a homing missile by holding sideways and pressing the special-attack button or launches a Super Missile by quickly tapping sideways instead.
|desc-wiiu-ntsc=Samus protects herself from overhead enemies with her up smash, Cover Fire, which can land multiple hits on anyone it connects with. Samus also fires a homing missile by holding sideways and pressing the special-move button or launches a Super Missile by quickly tapping sideways instead.
|desc-pal=Samus's up smash attack, Cover Fire, fires five small blasts overhead, making it great for countering incoming aerial attacks. Her Missile attack fires a homing missile if you hold sideways and then press the special button, but if you do those things at the same time, you'll fire a Super Missile.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Metroid|release1=08/1987|console2=SNES|game2=Super Metroid|release2=04/1994}}
|gamelist-pal={{Trophy games|console1=NES|game1=Metroid|release1=01/1988|console2=SNES|game2=Super Metroid|release2=07/1994}}
}}
{{clrl}}


::{{Trophy games|console1=NES|game1=Metroid (08/1987)|console2=SNES|game2=Super Metroid (04/1994)}}
{{Trophy/Fighter
 
|name=Zero Laser
:'''Samus (Alt.)'''
|image=ZeroLaserTrophyWiiU.png
::{{flag|ntsc}} ''Samus protects herself from overhead enemies with her up smash, Cover Fire, which can land multiple hits on anyone it connects with. Samus also fires a homing missile by holding sideways and pressing the special- attack button or launches a Super Missile by quickly tapping sideways instead.''
|desc-ntsc=Samus unleashes a massive, long-range beam from her Arm Cannon as her Final Smash. Fighters on the edges of the beam will be drawn in, taking more and more damage. The sheer power of this weapon makes it tough to aim once it's firing, but it's possible to adjust the beam up and down.
 
|desc-pal=In Samus's Final Smash, she unleashes a huge laser beam from her Arm Cannon that draws opponents to the centre of the beam. Quite handy, since the closer they are to the centre, the more damage they'll take! You can also angle it up and down (albeit slowly), letting you catch more of your enemies and create more havoc.
::{{flag|pal}} ''Samus' up smash attack, Cover Fire, fires five small blasts overhead, making it great for countering incoming aerial attacks. Her Missile attack fires a homing missile if you hold sideways and then press the special button, but if you do these things at the same time, you'll fire a Super Missile.''
|game=ssb4-wiiu
 
}}
::{{Trophy games|console1=NES|game1=Metroid (08/1987)|console2=SNES|game2=Super Metroid (04/1994)}}
{{clrl}}
 
:'''Zero Laser'''
::{{flag|ntsc}} ''Samus unleashes a massive, long-range beam from her Arm Cannon as her Final Smash. Fighters on the edges of the beam will be drawn in, taking more and more damage. The sheer power of this weapon makes it tough to aim once it's firing, but it's possible to adjust the beam up and down.''
 
::{{flag|pal}} ''In Samus' Final Smash, she unleashes a huge laser beam from her Arm Cannon that draws opponents to the centre of the beam. Quite handy, since the closer they are to the centre, the more damage they'll take! You can also angle it up and down (albeit slowly), letting you catch more of your enemies and create more havoc.''
 
<center>
<gallery>
SamusTrophy3DS.png|Classic (3DS)
SamusAltTrophy3DS.png|Alt. (3DS)
SamusTrophyWiiU.png|Classic (Wii U)
SamusAltTrophyWiiU.png|Alt. (Wii U)
ZeroLaserTrophyWiiU.png|{{b|Zero Laser|Samus}}
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==