User:Thegameandwatch/AprilFool/DreadSamus (SSBU): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (Text replacement - "{{[Cc]lear}}" to "{{clr}}")
No edit summary
Tags: Mobile edit Advanced mobile edit
Line 14: Line 14:
|c1= [[Zero Laser|Hyper Beam]]
|c1= [[Zero Laser|Hyper Beam]]
}}
}}
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate|Super Smash Bros. 6]]''. She was 5th character announced in the announcement trailer in E3 2029, and officially confirmed in the gameplay trailer on September 12, 2029 during a Nintendo Direct. Samus design was changed to her ''{{iw|metroidwiki|Metroid Dread}}'' appearance instead of her modified ''{{iw|metroidwiki|Metroid: Other M}}'' design from ''Smash 4'' and Ultimate.
'''Dread Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was the last character announced in the announcement trailer in the Nintendo Direct in 2024 March 31st, and officially confirmed in the gameplay trailer on April 1st, 2024 during a a special presentation. Samus design was changed to her ''{{iw|metroidwiki|Metroid Dread}}'' appearance instead of her modified ''{{iw|metroidwiki|Metroid: Other M}}'' design from ''Smash 4'' and previous versions of Ultimate. She her moveset is made to be more accurate to Metroid Dread and her other appearances while also retaining her previous moveset. The disadvantage is that she has more ending lag to many of her moves. She also gains the Ice Beam which is activated by using the taint button which is seemingly inspired by Project M which is one of the few times that a mod is referenced in Smash.


<!--==Attributes==
Samus is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]], above average air acceleration, high jump height and slow [[falling speed]]. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage.
Samus' moveset consists of playing defensively, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves when fully charged, due to its speed and power. [[Missile]] is mostly used for spacing, due to both its Homing and Super variants being extremely inefficient at KOing, while {{b|Bomb|Samus}} grants Samus various mix-ups and can aid her recovery. However, Missile and Bomb also possess valuable utility, in that they can guarantee a shield break when used in conjunction with a sufficiently charged Charge Shot or a sweetspotted back aerial. Lastly, {{b|Screw Attack|move}} is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings.
In addition, Samus has a strong air game. The changes to air dodges have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as forward aerial or her renowed Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall mid-air using her Bombs, and her Grapple Beam tether recovery's long range. All of Samus' aerials have no more than 20 frames of landing lag, and her back aerial is one of her best moves courtesy of its power, damage output, speed and range. Her down aerial can be a powerful meteor smash, forward aerial is a good pressuring tool due to its long duration, and up aerial is an excellent combo option. Lastly, her neutral aerial is a viable KOing option. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts.
Samus' grab game is also somewhat useful, as her [[Grapple Beam]] has impressive range, doubles as a [[tether recovery]] and has very little landing lag. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Many of her combos can rack up more than 30% and when using platforms to her advantage, or string together multiple times and then be finished with Screw Attack, leading to a KO or dealing 40%-50% at the very least.  Up throw has decent to good KO power, becoming Samus' strongest throw. Lastly, forward and back throw can KO earlier at the ledge.
However, Samus has noticeable flaws. Samus' ground game is mediocre overall as her smash attacks are punishable, with only her forward smash being a fairly reliable KOing option due to its quick start-up lag. Her neutral attack is very mediocre, which is noticeably exemplified in its inability to connect at high percentages and thus limits Samus' anti-pressuring ability. Due to this and her average dashing speed, most Samus players will often find themselves in the air, where her strengths lie.
Samus also has issues with her recovery. Her grab aerial has very long range, her jumps are among the highest in the game, Screw Attack is fast and hard to punish, and Bomb jumping provides infinite horizontal recovery, but they are all offset by Screw Attack's only average distance, Bomb's high ending lag in the air and Samus' only average air speed and reliance on her grab aerial to grab ledges from a distance. Altogether, this results in her recovery being slightly slow, linear and predictable.
Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful and strategic use of her various tools to keep momentum in her favor. As such, she is a character that is hard to master, but greatly rewards patient and calculated play.
==Changes from ''[[Super Smash Bros. 4]]''==
Samus has historically been a lower-ranking character in the ''Smash Bros.'' series, with most of her incarnations (except ''Melee'' and post-patch ''SSB4'') infamously considered low tier in their respective games. Even after being heavily buffed via patches, at the end of ''SSB4''{{'}}s metagame, Samus ended up as a mid tier character (tied with Robin for 37th out of 55). Likely as a result of this, Samus has been significantly buffed overall in the transition to ''Ultimate''.
Samus' largest buffs come from the improvements made to her [[grab]] game and her repertoire of projectiles. Historically considered among the most lackluster grab games despite her grabs' long range and her down throw's excellent combo ability, all of Samus' [[throw]]s have increased utility on top of dealing more damage and knockback; [[up throw]] is now her strongest throw and a viable KO option at high percents, [[down throw]] has increased combo potential due to its lower ending lag, and both [[forward throw|forward]] and [[back throw]]s can KO easier when close to an edge. Adding to this, {{b|Bomb|Samus}}s explode earlier on contact with enemies, [[Missile]]s deal more damage and have less ending lag, while Super Missiles deal more knockback and stall for a longer time before flying forward, greatly improving their use for trapping; and most notably, [[Charge Shot]] can now be charged in the air, used as a combo tool due to Samus' improved mobility and its lower ending lag, and deals greater damage and knockback, which gives Samus more opportunities to charge up her most threatening move. In bulk, all of these changes have significantly strengthened her zoning and punish game. Other buffs to Samus also include many of her up-close moves dealing more knockback, most notably her [[down tilt]], [[dash attack]] and [[down smash]], improving her KO ability; and her previously slow and punishable [[roll]] was also notably increased in speed, making it more usable as an escape option.
Samus also benefits considerably from the universal changes to the engine. The reduced [[landing lag]] and weakening of [[shield]]s makes her aerials safer to use for approaching despite their lower [[shieldstun]]. As with most other veterans, her mobility has been improved, which coupled with the ability to [[dash-canceling|the ability to use any attack out of a run]], the miscellaneous buffs to her standard moves and their relatively fast frame data, and the increased shieldstun, grants her a much safer close quarters game. The changes to [[air dodge]]s have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as [[forward aerial]] or her renowed Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall mid-air using her Bombs, and her [[Grapple Beam]] [[tether recovery]]'s long range. Finally, the universal changes to grabs have beneffited her likely the most of any character, as not only do her grabs now have less ending lag relative to the rest of the cast, but her standing and pivot grabs now have less ending lag as well, which further improves her grab game.
However, Samus has received nerfs that, while fewer in comparison to her buffs, have drastically affected her playstyle. The most notable is her dash attack; previously an excellent combo tool and often considered her best move, it has received higher ending lag and a more horizontal angle that prevent it from comboing, in lieu of its significantly increased power, thus repurposing it into a generic KO move with more situational use and removing her best close quarters offensive option. Furthermore, her [[neutral attack]], infamous for its inability to connect both hits at most percents, has been made even worse by the lower knockback on the first hit and its slower transition into the second hit, removing its most reliable setups at higher percents and rendering the second hit nearly useless. Her [[up smash]], infamous for its usual inability to connect all hits reliably, has less range, higher [[SDI]] multipliers, and no longer has set knockback, making it more inconsistent. Finally, her [[up aerial]] has increased landing lag and its looping hits inflict lower hitstun, almost completely removing the move's combo and setup potential.
In terms of indirect changes, Samus is one of the characters to be hindered the most by the nerfs to [[rage]]; not only does the lower total multiplier make it slightly harder for Samus to close out a stock if she is able to endure a hit, the fact rage doesn't apply to set knockback removes her ability to KO at very early percents by setting up a {{b|Screw Attack|move}} with high rage (which was a commonly exploitable tactic in conjunction with her dash attack). Lastly, of further note is that some of Samus' most noticeable weaknesses from previous games remain, such as a lackluster close quarters game in comparison to her spacing and zoning games, her moveset's high ending lag leaving her prone to punishment, her susceptibility to being juggled, and a vulnerable recovery despite her access to a tether option.
Overall, Samus' changes and buffs have improved her playstyle's most noticeable attributes in her zoning and long-ranged options, and her heightened offensive power and the changes to gameplay mechanics give her more opportunities to take advantage of this playstyle, though because of the nerfs to her more polarized offensive options, Samus now relies on a more patient playstyle than before. Regardless, her changes have allowed her to veer closer to a balanced, long range-based "mighty glacier" similar to {{SSBU|Link}}, with potent KO ability, generally well-rounded attributes with a high endurance but below-average mobility overall, and a focus on hard-hitting punishes and combos at both long and mid-range while having difficulty dealing with rushdown and disjoints, which evokes her very projectile-heavy fighting style in [[Metroid (universe)|her home series]]. Additionally, she is even stronger in doubles, where a teammate can take advantage of her projectiles and trapping. Together with her [[Echo Fighter]] {{SSBU|Dark Samus}}, Samus's results have developed more rapidly than they did in ''SSB4'', with players such as {{Sm|Joker}}, {{Sm|Parme}} and {{Sm|quiK}} achieving respectable results with her at the high and top levels of competitive play. Samus is therefore considered to be better relative to the cast than in ''SSB4'', and is near-universally considered to be a high-mid or high-tier character, much like [[Samus (SSBM)|her incarnation in]] ''[[Melee]]''.
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', Samus has a sleeker design, and her overall color scheme is significantly more vibrant, now matching her color scheme from ''Metroid: Samus Returns''. The {{s|metroidwiki|Varia Suit}}'s black vents are much more defined and detailed, and her {{s|metroidwiki|visor}} is more opaque; it along with the suit's accents are lime green rather than emerald like in ''Brawl''.}}
*{{change|Samus's eighth costume, formerly based on [[Dark Samus]], has been replaced with a black and yellow costume due to Dark Samus's inclusion [[Dark Samus (SSBU)|as a playable fighter]].}}
*{{change|Samus's idle animation is altered slightly; she faces the foreground at an angle instead of facing directly forward, and her Arm Cannon is positioned slightly lower.}}
*{{change|[[Air dodge]]'s animation has changed.}}
*{{change|Samus emits sparks whenever she takes damage. This is shared with Dark Samus, {{SSBU|R.O.B.}}, and {{SSBU|Mega Man}}, all of which are mechanical-based fighters.}}
*{{change|Samus has two new [[victory pose]]s and one slightly modified:}}
**{{change|She fires a [[Super Missile]] and strikes a pose similar to her official artwork.}}
**{{change|She lands on the ground and readies her arm cannon.}}
**{{change|Samus retains her up-inputted victory pose, however the shots resemble the shotgun blast from her [[Melee Charge Shot]] custom move from ''SSB4'' rather than small explosions.}}
===Attributes===
*{{buff|Like all characters, Samus's [[jumpsquat]] animation takes 3 frames to complete (down from 4).}}
*{{buff|Samus [[run|runs]] faster (1.504 → 1.654).}}
**{{buff|Samus's initial [[dash]] is slightly faster (1.86 → 1.87). However, it is much slower relative to the cast.}}
*{{buff|Samus's [[air speed]] is faster (1.03 → 1.103).}}
*{{buff|Samus reaches the maximum height of her [[jump]]s more quickly.}}
*{{change|Samus has a slightly faster falling speed (1.3 → 1.33).}}
*{{buff|Samus's [[fast fall]]ing speed is faster (2.08 → 2.168). This improves her air mobility and makes her less susceptible to juggles.}}
*{{buff|Samus's [[traction]] is higher (0.0585  → 0.082 ).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 40 → 35).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-23 → 4-19).}}
*{{nerf|Back roll has more startup and grants less intangibility (frames 4-23 → 5-20).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-27 → 3-29).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 33 → 57).}}
*{{change|Samus's [[stun]]ned animation no longer has her shake erratically, as if her suit was malfunctioning.}}
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first hit has a lower [[hitlag]] multiplier (1× → 0.8×).}}
**{{nerf|The first hit has reduced knockback to keep opponents closer to Samus (8 base/80/100 scaling → 20/15), akin to other neutral attacks. However, unlike the case with other characters, this is a nerf for Samus as it further worsens the first hit's ability to true combo into the second hit at higher percents, while also hindering its [[jab cancel]] setups.}}
**{{nerf|The first hit transitions slower into the second hit (frame 13 → 15).}}
**{{buff|The first hit has gained a [[hitstun modifier]] of 4, increasing its safety on hit at low percents, although due to the aforementioned changes, it still fails to truly connect into the second hit.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has three different hitboxes instead of four, no longer possessing a sourspot that deals 7% (8% if angled). This makes its damage output more consistent.}}
**{{buff|The sourspot deals more knockback (20 base/70 scaling → 30/80), increasing its safety on hit and KO potential.}}
*[[Up tilt]]:
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es drastically improves up tilt's combo potential.}}
*[[Down tilt]]:
**{{buff|Down tilt has increased knockback scaling (48 → 65), giving the move KO potential against middleweights under 160%, compared to being unable to KO under 200% in ''Smash 4''. This change brings it closer to its ''Brawl'' strength.}}
**{{nerf|It has more ending lag (FAF 40 → 45).}}
*[[Dash attack]]:
**{{buff|Dash attack has increased knockback scaling (60 → 90), allowing the clean hit KOing middleweights at around 150% from the center of {{SSBU|Final Destination}}.}}
**{{buff|The early hit no longer deals less damage than the clean hit (7% → 10%), which makes the hits only differ in hitbox size.}}
**{{nerf|It has drastically more ending lag (FAF 34 → 42), removing its combo potential entirely.}}
**{{change|It launches at a more horizontal angle (75° → 55°), which hinders its combo and [[juggling]] potential, but further assists in its KO ability near edges.}}
**{{change|It produces a visual effect similar to the {{s|metroidwiki|Shinespark}} ability from ''Super Metroid''.}}
*[[Forward smash]]:
**{{buff|Forward smash's innermost hitbox is larger (2.2u → 3.3u), allowing Samus to hit short nearby opponents more easily.}}
*[[Up smash]]:
**{{buff|Up smash has a different kind of [[autolink angle]] (366° → 368°), and the second to fourth hits use [[weight-independent]] knockback (although not on all hitboxes), allowing it to connect more reliably when used out of a run, and making it more consistent across characters.}}
**{{buff|The last hit has more knockback scaling (150 → 162), improving its KO potential.}}
**{{nerf|The hitboxes aren't placed as far horizontally (X offset: 9u/9u/-1u → -3.5u/6.5u/6.5u (hit 1), 7.3u/9u/-1u → -3.5u/6.5u/6.5u (hits 2-4), 9u/-1u → -3.5u/7.8u (hit 5)), and all except the last hit's are smaller (5.5u/5.5u/4u → 4.5u/5u/5u (hit 1), 6u/5.5u/4u → 4.5u/5u/5u (hits 2-3), 6u/6u/4u → 4u/5u/5u (hit 4)), reducing the move's range.}}
**{{nerf|It has a higher SDI multiplier (0.8× → 1×), and the first to fourth hits no longer use [[set knockback]]. Coupled with the aforementioned hitbox changes, this causes the move to connect less reliably overall.}}
*[[Down smash]]:
**{{buff|Down smash has drastically increased knockback scaling (46/48 (front/back) → 70/68), with the front hit and back hit KOing at around 160% and 138% (respectively) from the center of Final Destination. It is no longer the weakest smash attack in the game by a considerable margin.}}
**{{change|It has an altered ending animation, with Samus retaining more momentum from the kick.}}
===Aerial attacks===
*{{buff|All aerials except [[up aerial]] have less landing lag (16 frames → 9 (neutral), 24 → 14 (forward), 18 → 14 (back), 20 → 12 (down)).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial's second hit comes out faster (frame 16 → 14).}}
***{{nerf|However, its total duration remains the same, increasing its ending lag.}}
*[[Forward aerial]]:
**{{buff|The first hit has altered angles (80°/280°/60° → 367°/18°), while the first to fourth hits deal more [[set knockback]] (15 → 25 (hit 1), 30 → 35/40 (hits 2-4)). These changes overall improve its linking capabilities.}}
**{{change|The first four hits have a lower [[hitlag]] multiplier (1× → 0.8×), but a higher SDI multiplier (0.8× → 1×).}}
*[[Back aerial]]:
**{{nerf|Back aerial has more ending lag (FAF 39 → 42).}}
**{{change|It has a slightly different animation. Samus faces further behind herself while kicking and curls in her leg afterwards.}}
*[[Up aerial]]:
**{{change|Up aerial deals five total hits, down from six.}}
**{{buff|The first four hits' feet hitboxes use the [[autolink angle]] (361° → 367°) and set knockback (0 base/130 scaling → 25 set/100 scaling), allowing them to connect more reliably.}}
**{{buff|The hits after the first are faster (frame 8, 11, 14, 17, 20 → 7, 10, 13, 16).}}
***{{nerf|However, the move's total duration remains unchanged, giving it more ending lag and making it harder to combo multiple up aerials.}}
**{{nerf|Up aerial has more landing lag (12 frames → 18).}}
**{{nerf|The first four hits' leg hitbox deals much more set knockback (30 → 90) and launches at a higher angle (80° → 84°); however, it has gained a hitstun modifier of -10. As a result, and combined with its increased landing lag, it connects less reliably into the following hits without having increased combo potential.}}
**{{nerf|Due to its lower amount of hits, it deals less total damage (11% → 10.9%), despite the second to fourth hits dealing more damage (1% → 1.3%).}}
**{{nerf|Its initial [[auto-cancel]] window is shorter (frames 1-4 → 1-2).}}
**{{change|The last hit has a higher hitlag multiplier (1x → 1.8×).}}
**{{change|The last hit has an altered animation, with Samus thrusting her foot upward.}}
*[[Down aerial]]:
**{{buff|The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its reduced landing lag.}}
**{{nerf|The late hit deals less damage (11% → 10%) with no compensation on knockback, hindering its KO potential.}}
*[[Grab aerial]]:
**{{buff|Grab aerial deals more damage (1.5% → 2.5% (hit 1), 3% → 4% (hit 2)).}}
**{{buff|The second hit has a slightly longer duration (frames 16-17 → 16-19).}}
**{{nerf|It causes the [[Grapple Beam]] to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.}}
**{{change|The tip of the Grapple Beam stays in place instead of following Samus's vertical movement, similar to how it behaved in ''Melee''.}}
===Throws and other attacks===
*[[Grab]]s:
**{{buff|Standing grab has less startup (frame 16 → 15).}}
**{{buff|Standing and pivot grab have less ending lag, especially the latter (FAF 70 → 60 (standing), 84 → 63 (pivot)).}}
**{{nerf|Dash and pivot grab have more startup (frame 16 → 17 (dash), 17 → 18 (pivot)).}}
**{{nerf|All grabs have decreased active frames (10 (standing)/11 (dash)/12 (pivot) frames → 8 (all)).}}
*[[Pummel]]:
**{{buff|Pummel deals slightly more damage (1.2% → 1.3%).}}
**{{nerf|It has less startup (frame 3 → 1) and ending lag (FAF 9 → 7), but deals much more hitlag (4 frames → 14), drastically increasing its effective duration. This hinders its damage racking ability, no longer being one of the fastest pummels in the game.}}
*{{buff|All throws deal more damage (9% → 10% (forward), 8% → 10% (back), 9% → 12% (up), 6% → 8% (down)).}}
**{{buff|Forward and back throw's knockback was not compensated, improving their KO potential.}}
*{{change|Forward, back and down throws now use a unique hit effect when releasing opponents, causing them to flash blue with small electric sparks.}}
*{{change|Samus's forward, back and up throws are no longer weight-dependent.}}
*[[Up throw]]:
**{{change|Samus has a new up throw: she blasts her opponent upward with her arm cannon. It uses the [[flame]] effect, and consists of two hits instead of six, with its damage being redistributed (1% (hits 1-5), 4% (throw) → 5% (hit 1), 7% (throw)).}}
**{{buff|It has increased knockback scaling (70 → 80) on top of its higher damage, making it powerful enough to KO middleweights under 170%.}}
**{{buff|It releases opponents faster (frame 28 → 16), making it harder to [[DI]]. Opponents are also released closer to Samus.}}
***{{nerf|However, its total duration remains the same, increasing its ending lag.}}
*[[Down throw]]:
**{{buff|Down throw releases opponents one frame slower (frame 20 → 21), but has less ending lag (FAF 42 → 38). Combined with Samus's faster jumpsquat and jump speed, this noticeably improves its combo potential.}}
**{{buff|It has lower base knockback (80 → 60), but higher knockback scaling (50 → 75). This gives it new followup options at low percents, such as a dash attack and dashing up smash, without hindering its combo potential at higher percents due to the aforementioned changes.}}
**{{change|It launches at a slightly lower angle (80° → 74°).}}
*[[Floor attack]]s:
**{{change|Back floor attack no longer has Samus firing a blast from her Arm Cannon. Because of this, it now a [[normal]] effect than a [[flame]] effect.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}
===Special moves===
*[[Charge Shot]]:
**{{buff|Charge Shot can now be charged in midair.}}
**{{buff|As with other charge specials, it can now be [[charge-cancel]]ed by jumping or spot dodging.}}
**{{buff|It can now be [[B-reverse]]d.}}
**{{buff|It has less ending lag when not fully charged (FAF 54 → 45), now only being one frame longer than its pre-''Smash 4'' counterparts.}}
**{{buff|It deals more damage (3%-25% → 5%-28%). The uncharged version's knockback was not compensated, while the fully charged version's knockback was mostly compensated (30 base/62 scaling → 46/50), making it stronger overall.}}
**{{buff|The fully charged version travels faster (3.2 → 3.3).}}
**{{change|Charge Shot can now be fired by pressing the attack button.}}
**{{change|The fully charged version has a higher hitlag multiplier (0.7x → 1x).}}
***{{buff|This gives it less ending lag on hit as well as making it safer on shield.}}
***{{nerf|However, this also makes it considerably easier to DI.}}
**{{nerf|Charge-canceling the move incurs 4 frames of lag, rather than being instantaneous.}}
**{{nerf|The projectile has a shorter duration (69 frames → 60).}}
**{{nerf|The uncharged version travels slower (1.8 → 1.6).}}
**{{nerf|It has received negative [[shield damage]] (0 (uncharged)/3 (fully charged) → -2.5/-7), weakening fully charged shots' ability to [[Shield break|break shields]].}}
*[[Missile]]:
**{{buff|Both Homing Missiles and Super Missiles deal more damage (5% → 8% (Homing), 10% → 12% (Super)) without compensation on knockback, improving the KO ability of Super Missiles.}}
**{{buff|Both types of Missiles have slightly less ending lag (FAF 57 → 55 (Homing), 59 → 58 (Super)).}}
**{{buff|Super Missiles travel faster and stall initially before flying forward, similar to the Turbo Missile custom move from ''Smash 4''. This allows them to effectively stay out for a longer time, improving their [[camp]]ing potential.}}
**{{buff|Samus can drift horizontally after firing a Missile in midair, and Missiles don't halt her aerial momentum.}}
**{{change|Missiles have updated designs. When firing a missile, Samus's visor and armor lights briefly change colors in reference to Samus's palette changing when Missiles are selected in the original ''Metroid''.}}
*[[Screw Attack]]:
**{{buff|Screw Attack has less lag before Samus begins falling.}}
**{{buff|Grounded Screw Attack has less startup (frame 5 → 4), making it more effective [[out of shield]].}}
**{{buff|The looping hits have a lower hitlag multiplier (1× → 0.5×), and a lower SDI multiplier for the aerial version (1× → 0.5×), allowing them to transition faster and making them harder to escape.}}
**{{buff|The last hit has a slightly larger hitbox (9.6u → 10u), allowing it to connect better from the looping hits.}}
**{{nerf|Due to [[rage]] being changed to not affect set knockback, the linking hits of Screw Attack can no longer KO off the top blast line at low percents, removing Samus's early KO setups.}}
**{{change|Grounded Screw Attack deals up to nine hits instead of eleven, but has increased damage on its first hit (2% → 3%) and last hit (1% → 2%).}}
***{{buff|The last hit's knockback was not fully compensated (50 base/240 scaling → 56/190), slightly improving its KO potential.}}
**{{change|The grounded version's last hit has a higher hitlag multiplier (2× → 2.5×).}}
**{{change|The move uses unique sound effects on hit, rather than standard "kick" sound effects.}}
*{{b|Bomb|Samus}}:
**{{buff|Bombs explode earlier on contact (frame 22).}}
*{{b|Zero Laser|Samus}}:
**{{buff|When Samus unleashes Zero Laser, the jets on the back of her suit vent flames as exhaust, which deal damage.}}-->
==Update history==
Aside from glitch fixes, Samus has received a mix of buffs and nerfs via game updates, but has been buffed overall.
Update 2.0.0 increased [[Missile|Ice Missile]]'s range, which allows her to space better and deal damage at safer ranges. However, it also received more ending lag when used in the air, which standardized it with {{SSBU|Dark Samus}}' version. Additionally, grounded [[Bomb (Samus)|Morph Ball]] is less laggy, which allows her to act out of it more effectively and reduces her chances of getting punished.
Update 7.0.0 would later provide Samus with substantial buffs. Forward smash, Up smash and up throw each gained considerable increases to their knockback, which noticeably improved their KO potentials. On a similar note, early dash attack deals 3% more damage: this makes it functionally identical to the clean hit, and thus improved dash attack's consistency as a situational, yet viable KO option. Aside from these improved KO options, aerial [[Grapple Beam]]'s damage output and hitbox duration were increased, which slightly improved her spacing game.
<!--'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
{{UpdateList (SSBU)/9.0.1|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.2}}'''
{{UpdateList (SSBU)/9.0.2|char=Samus}}-->


==Moveset==
==Moveset==
*Samus can [[wall jump]] and [[wall cling]]
*Samus can [[wall jump]] and [[wall cling]]
*Samus can use her Ice Beam and Missiles after using her Side Taunt.
*Samus can use her Ice Beam and Missiles after using her Side Taunt like Project M.
*Samus possesses a [[tether]] attack and grab.
*Samus possesses a [[tether]] attack and grab.
''For a gallery of Samus' hitboxes, see [[Samus (SSBU)/Hitboxes|here]].''
''For a gallery of Samus' hitboxes, see [[Samus (SSBU)/Hitboxes|here]].''
Line 336: Line 124:
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Arrives from a {{s|metroidwiki|Save Station}}.
*Arrives from a {{s|metroidwiki|Save Station}}.
<gallery>
 
SamusOnScreenAppearanceSSBU.gif|Samus's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
Line 344: Line 130:
*'''Side taunt''': Faces the screen and changes her Arm Cannon to its Zero Laser configuration. Also allows her change between Regular or Ice Missiles or Beams.
*'''Side taunt''': Faces the screen and changes her Arm Cannon to its Zero Laser configuration. Also allows her change between Regular or Ice Missiles or Beams.
*'''Down taunt''': Crouches down while holding her arm cannon upright. Based on her pose on the box art of ''Metroid 2: Return of Samus''.
*'''Down taunt''': Crouches down while holding her arm cannon upright. Based on her pose on the box art of ''Metroid 2: Return of Samus''.
<gallery>
 
Samus-Taunt-SSBM.gif|Samus's up taunt.
SSBUSamusTaunt2.gif|Samus's side taunt.
SSBUDarkSamusTaunt3.gif|Samus's down taunt.
</gallery>


===[[Idle pose]]s===
===[[Idle pose]]s===
*Rubs her Arm Cannon with one finger.
*Rubs her Arm Cannon with one finger.
*Brings her Arm Cannon down and then pulls it back up.
*Brings her Arm Cannon down and then pulls it back up.
<gallery>
 
SSBUSamusIdle1.gif|Samus's first idle pose
SSBUSamusIdle2.gif|Samus's second idle pose
</gallery>


===[[Crowd cheer]]===
===[[Crowd cheer]]===
Line 400: Line 179:
*'''Right:''' Fires a Super Missile and does a thumbs up.
*'''Right:''' Fires a Super Missile and does a thumbs up.
[[File:MetroidUniverseTheme.ogg|thumb|A flourished remix of the theme that would play when [[Samus Aran]] obtained a new power-up or addition to her {{s|metroidwiki|Power Suit}}. It would also play when Samus defeated [[Ridley]] or [[Kraid]].]]
[[File:MetroidUniverseTheme.ogg|thumb|A flourished remix of the theme that would play when [[Samus Aran]] obtained a new power-up or addition to her {{s|metroidwiki|Power Suit}}. It would also play when Samus defeated [[Ridley]] or [[Kraid]].]]
<gallery>
SamusVictoryPose1SSBU.gif
SamusVictoryPose2SSBU.gif
SamusVictoryPose3SSBU.gif
</gallery>
==In competitive play==
{{Samus and Dark Samus in competitive play (SSBU)}}
=={{SSBU|Classic Mode}}: Another Planet, Another Bounty==
[[File:SSBU Congratulations Samus.png|thumb|Samus' congratulations screen.]]
The opponents Samus faces are akin to the battles that she has faced throughout the ''Metroid'' series. In addition, all of the battles take place on stages from the ''Metroid'' universe.
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
|-
|1||{{CharHead|Wolf|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Title Theme - Metroid}}''||
|-
|2||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}} ||Brinstar ([[Ω form]])||''{{SSBUMusicLink|Metroid|Brinstar Depths}}''||References Samus' battles with {{s|metroidwiki|Kraid}}.
|-
|3||{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} {{SSBU|R.O.B.}} (x6)||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Brinstar (Melee)}}''||Horde Battle.
|-
|4||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley}}''||References Samus' battles with {{s|metroidwiki|Ridley}}.
|-
|5||{{CharHead|Mewtwo|SSBU|hsize=20px}}, {{CharHead|Bowser|SSBU|hsize=20px}}, and {{CharHead|Charizard|SSBU|hsize=20px}}||Norfair (Ω form)||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''||Items do not appear.
|-
|6||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Vs. Parasite Queen}}''||References Samus' battles with {{s|metroidwiki|Dark Samus}}.
|-
|colspan="5"|[[Bonus Stage]]
|-
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(7.0 or higher intensity)</small>||On Intensity 7.0 or higher, {{SSBU|Crazy Hand}} teams up with Master Hand.
|}


[[Credits]] roll after completing Classic Mode. Completing it as Samus has ''{{SSBUMusicLink|Metroid|Ending - Metroid}}'' accompany the credits.
{{clr}}
===Character unlock tree===
Samus' Classic Mode character unlock tree includes the following characters in order:
#{{SSBU|Inkling}}
#{{SSBU|Wii Fit Trainer}}
#{{SSBU|Pit}}
#{{SSBU|Incineroar}}
#{{SSBU|Dark Samus}}
#{{SSBU|Cloud}}
#{{SSBU|Wario}}
#{{SSBU|Dark Pit}}
Each character can be unlocked by clearing Samus' Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Mario}}'s character unlock tree, starting with {{SSBU|Sonic}}.


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-04Samus.jpg|thumb|Finding Samus in World of Light|left]]
Due to her status as downloadable content, Dread Samus does not have a legitimate role in World of Light. Instead, she is unlocked for use in the mode after freeing ten fighters from [[Galeem]]'s control. If loading an existing save file that meets this condition before downloading Samus, she is immediately unlocked.
Samus was among the fighters summoned to the cliffside to fight an army of [[Master Hand]]s.
 
During the opening cutscene, Samus was present when [[Galeem]] unleashed his beams of light. Samus attempted to fight back against the beams by shooting them with her arm cannon, but to no avail. Samus was vaporized and placed under Galeem's imprisonment alongside the rest of the fighters (except for {{SSBU|Kirby}}).
 
In gameplay, {{SSBU|Zero Suit Samus}} has a separate awakening battle from Samus.
 
Samus can be found blocking the path of the bridge once engulfed in light and a location reminiscent of [[Pac-Maze]]. Defeating her is necessary to progress through the story, making her an obligatory unlock.
 
Samus is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. She also shows up in the ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
{{clrl}}
{{clrl}}


===Fighter Battle===
==Fighter Showcase Video==
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|04
|[[File:Samus SSBU.png|center|108x108px]]
|Samus
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
|7,500
|[[Brinstar]] ([[Ω form]])
|''{{SSBUMusicLink|Metroid|Title Theme - Metroid}}''
|}
{{clr}}
 
==[[Spirit]]s==
Samus's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Samus in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
 
Additionally, Samus makes an appearance in various primary and support spirits. Note that {{SSBU|Zero Suit Samus}}' fighter spirit is not listed here due to her status as a separate playable character (despite the fact that she is the puppet/possessed fighter who represents Young Samus).
 
<center>
<gallery>
SSBU spirit Samus.png|264. '''''Samus Aran'''''
SSBU spirit Gravity Suit.png|269. Gravity Suit
SSBU spirit Fusion Suit.png|270. Fusion Suit
SSBU spirit Phazon Suit.png|271. Phazon Suit
SSBU spirit Dark Suit.png|272. Dark Suit
SSBU spirit Light Suit.png|273. Light Suit
SSBU spirit Young Samus.png|274. Young Samus
</gallery>
</center>
 
==In Spirits Battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
|-
|269
|{{SpiritTableName|Gravity Suit|size=64}}
|''Metroid'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Shield}}
|3,800
|[[Castle Siege]] (Underground Cavern)
|•Hazard: High Gravity
|•Your jumping power decreases
|{{SSBUMusicLink|Metroid|Sector 1}}
|-
|276
|{{SpiritTableName|Chozo Statue|size=64}}
|''Metroid'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Brown}}
|{{SpiritType|Grab}}
|3,600
|[[Brinstar]]
|•Item: {{b|Screw Attack|item}}
|•The enemy starts the battle with a Screw Attack
|{{SSBUMusicLink|Metroid|Brinstar Depths (Melee)}}
|-
|293
|{{SpiritTableName|Kanden|size=64}}
|''Metroid Prime'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|1,700
|[[Brinstar]]
|•Item: [[Motion-Sensor Bomb]]
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Metroid|Psycho Bits}}
|-
|294
|{{SpiritTableName|Trace|size=64}}
|''Metroid Prime'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Attack}}
|1,900
|[[Norfair]] ([[Battlefield form]])
|•Invisibility
|•The enemy is invisible
|{{SSBUMusicLink|Metroid|Psycho Bits}}
|-
|896
|{{SpiritTableName|Skull Man|size=64}}
|''Mega Man'' Series
|•Reflect {{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=White}} (140 HP)
|{{SpiritType|Shield}}
|3,900
|[[Wily Castle]] ([[Ω form]])
|•Reflect-Damage Buffed
|•The enemy reflects projectiles<br>•[[Stamina battle]]<br>•All fighters' reflected projectiles have increased power
|{{SSBUMusicLink|Mega Man|Mega Man 4 Medley}}
|-
|1,093
|{{SpiritTableName|Sandbag|link=y|size=64}}
|''Super Smash Bros.'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|2,000
|[[Pokémon Stadium 2]] ([[Ω form]])
|•Item: [[Home-Run Bat]]
|•Timed battle (0:10)<br>•The enemy prefers not to move
|{{SSBUMusicLink|Super Smash Bros.|Online Practice Stage - Super Smash Bros. for 3DS / Wii U}}
|-
|1,150
|{{SpiritTableName|ST Falcon|size=64}}
|''Battle Clash''
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|1,900
|[[Port Town Aero Dive]]
|•Item: [[Super Scope]]
|•The enemy starts the battle with a Super Scope
|{{SSBUMusicLink|Other|Marionation Gear}}
|-
|1,162
|{{SpiritTableName|Flare|size=64}}
|''Custom Robo'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Pink}} (120 HP)
|{{SpiritType|Neutral}}
|1,800
|[[Pokémon Stadium]]
|N/A
|•[[Stamina battle]]<br>•The enemy starts the battle with a [[Ray Gun]]<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Other|Marionation Gear}}
|}
 
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|899
|{{SpiritTableName|Dark Man 4|size=64}}
|''Mega Man'' Series
|•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Brown}} (100 HP)<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Brown}}×3 (30 HP)
|{{SpiritType|Attack}}
|1,400
|[[Wily Castle]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy's shield has extra durability<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Mega Man|Dark Man Stage}}
|[https://megaman.fandom.com/wiki/Dark_Man Dark Man] 1, Dark Man 2, Dark Man 3
|-
|1,127
|{{SpiritTableName|Diskun|size=64}}
|''Disk System''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Simon}} {{Head|Simon|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|9,100
|[[Temple]] ([[Battlefield form]])
|N/A
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Other|Famicom Medley}}
|Samus Aran (''Metroid'' for the Famicom Disk System)
|-
|1,163
|{{SpiritTableName|Bayonette|size=64}}
|''Custom Robo'' Series
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Yellow}} (70 HP)<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}} (70 HP)
|{{SpiritType|Attack}}
|1,900
|[[Mushroomy Kingdom]] ([[Battlefield form]])
|N/A
|•The enemy's side special has increased power<br>•[[Stamina battle]]<br>•The enemy favors side specials
|{{SSBUMusicLink|Other|Marionation Gear}}
|[https://customrobo.fandom.com/wiki/Spear Spear]
|-
|1,348
|{{SpiritTableName|Kloster (Grief)|size=64}}
|''DAEMON X MACHINA''
|•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}<br>•Giant {{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Black}}×2<br>•Giant {{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Neutral}}
|9,500
|[[Frigate Orpheon]] (hazards off)
|•Attack Power ↑<br>•Item: Shooting Types
|•The enemy has increased attack power after a little while<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Xenoblade Chronicles|Mechanical Rhythm}}
|[https://daemonxmachina.gamepedia.com/Antanaklasi Antanaklasi]<br>[https://daemonxmachina.gamepedia.com/Eleos Eleos]
|-
|1,353
|{{SpiritTableName|S-Tetrimino & Z-Tetrimino|size=64}}
|''Tetris'' Series
|•{{SSBU|Zero Suit Samus}} {{head|Zero Suit Samus|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Samus}} {{head|Samus|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|4,300
|[[Mushroom Kingdom U]] (Slide Lift Tower)
|•Sudden Final Smash<br>•Item: {{b|Screw Attack|item}}
|•The enemy will suddenly have a Final Smash
|{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}
|S-Tetrimino
|}
 
==[[Alternate costume (SSBU)#Samus|Alternate costumes]]==
Samus' default costume is the Dread suit while she has alternate costumes for both the Varia Suit and Fusion Suit.
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Samus Palette (SSBU).png|link=Palette swap (SSBU)#Samus|1000px]]
|-
|{{Head|Samus|g=SSBU|s=50px}}
|{{Head|Samus|g=SSBU|s=50px|cl=Blue}}
|{{Head|Samus|g=SSBU|s=50px|cl=Pink}}
|{{Head|Samus|g=SSBU|s=50px|cl=Brown}}
|{{Head|Samus|g=SSBU|s=50px|cl=Purple}}
|{{Head|Samus|g=SSBU|s=50px|cl=Green}}
|{{Head|Samus|g=SSBU|s=50px|cl=White}}
|{{Head|Samus|g=SSBU|s=50px|cl=Black}}
|}
 
==Gallery==
<gallery>
SSBU Samus Number.png|Samus' fighter card.
Samus unlock notice SSBU.jpg|Samus's unlock notice when obtaining her in [[World of Light]].
SSBUWebsiteSamus1.jpg|Samus on [[The Great Cave Offensive]].
SSBUWebsiteSamus2.jpg|Alongside her {{b|Bomb|Samus}} in [[Onett]].
SSBUWebsiteSamus3.jpg|[[Back throw]]ing {{SSBU|Mega Man}} with her [[Grapple Beam]] on [[Find Mii]].
SSBUWebsiteSamus4.jpg|About to fire a [[Missile]] at [[Mother Brain]] on [[Lylat Cruise]].
SSBUWebsiteSamus5.jpg|Preparing her [[Charge Beam]] on [[Summit]].
SSBUWebsiteSamus6.jpg|[[Taunting]] on [[Coliseum]] in her {{iw|metroidwiki|Gravity Suit}}-inspired costume.
SSBUWebsiteBayonetta5.jpg|Samus getting hit by {{SSBU|Bayonetta}}'s forward smash on [[Spirit Train]].
SSBUWebsiteInkling6.jpg|[[Buried]] by the {{SSBU|Inkling}}'s [[Splat Roller]] on [[Mario Circuit (SSBB)|Figure-8 Circuit]].
SSBUWebsiteLucario5.jpg|Samus watching an aerial {{SSBU|Lucario}} on [[Prism Tower]].
SSBUWebsiteShulk3.jpg|Samus getting launched by {{SSBU|Shulk}}'s dash attack on [[Gaur Plain]].
SSBUWebsitePalutena3.jpg|Samus's Charge Beam getting reflected by {{SSBU|Palutena}} on [[Temple]].
SSBUWebsiteZeroSuitSamus4.jpg|Posing behind [[Zero Suit Samus (SSBU)|her Zero Suit]] on Gaur Plain.
SSBUWebsiteBewear2.jpg|Struck by [[Bewear]]'s uppercut on [[Wuhu Island]].
SSBUWebsiteLunala3.jpg|Getting launched by [[Lunala]]'s Moongeist Beam along with {{SSBU|Fox}} and Palutena on Summit.
SSBUWebsite9.jpg|Firing a [[Missile]] on [[Wrecking Crew]].
8-PlayerSSBU 1.jpg|With {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Link}}, {{SSBU|Ice Climbers}}, {{SSBU|Pit}}, {{SSBU|Villager}} and Inkling on {{SSBU|Battlefield}}.
SSBUWebsiteMoon1.png|Samus, Palutena, Villager, and [[Shovel Knight]] fighting on [[Find Mii]] [[Ω form|Ω]] with the [[Moon]] about to crash into the stage.
</gallery>
 
===Fighter Showcase Video===
{{#widget:YouTube|id=AOvefm5U250}}
{{#widget:YouTube|id=AOvefm5U250}}


==Trivia==
==Trivia==
*Samus is the only female character on the game's starting roster (excluding {{SSBU|Pikachu}}'s female alternate costumes).
*Samus is the only one of the original 8 characters from ''Smash 64'' to have an [[Echo Fighter]], that being {{SSBU|Dark Samus}}.
**Samus is the only character to have an Echo Fighter that represents a separate entity in addition to [[Zero Suit Samus (SSBU)|a non-clone fighter]] representing an alternate form of herself.
*In her official artwork, Samus's pose matches her official artwork in Metroid Dread.
*In her official artwork, Samus's pose matches her official artwork in Metroid Dread.
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Samus is one of the eight fighters fought there, being affiliated with Galeem.
*Samus is the first base character to be revamped as DLC.
**Out of all the eight fighters affiliated with either Galeem or Dharkron, Samus is the only female.
*Samus, Dark Samus, {{SSBU|Mr. Game & Watch}}, and {{SSBU|Pac-Man}} are the only fighters who do not emit red-flashing eyes in the Spirit Battle previews in World of Light.

Revision as of 16:50, April 1, 2024

This article is about Samus's appearance in Super Smash Bros. 6. For the character in other contexts, see Samus Aran.
Samus
in Super Smash Bros. Ultimate
Samus Dread Thegameandwatch.png
MetroidSymbol.svg
Universe Metroid
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Zero Laser
Final Smash 2 Hyper Beam
SamusHeadSSBU.png

Dread Samus (サムス, Samus) is a playable character in Super Smash Bros. Ultimate. She was the last character announced in the announcement trailer in the Nintendo Direct in 2024 March 31st, and officially confirmed in the gameplay trailer on April 1st, 2024 during a a special presentation. Samus design was changed to her Metroid Dread appearance instead of her modified Metroid: Other M design from Smash 4 and previous versions of Ultimate. She her moveset is made to be more accurate to Metroid Dread and her other appearances while also retaining her previous moveset. The disadvantage is that she has more ending lag to many of her moves. She also gains the Ice Beam which is activated by using the taint button which is seemingly inspired by Project M which is one of the few times that a mod is referenced in Smash.


Moveset

  • Samus can wall jump and wall cling
  • Samus can use her Ice Beam and Missiles after using her Side Taunt like Project M.
  • Samus possesses a tether attack and grab.

For a gallery of Samus' hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Power Beam 6% Shoots small projectiles. Deals moderate damage and knockback but doesn't kill. The Power Beam can be angled like in the Metroid games unlike her Charge Beam. Like with Megaman and Steve, it can be used while she is walking or when she is using her neutral aerial but are separate moves that can only activate if he is already using her Power Beam.
Forward tilt   11% (foot), 10% (leg), 9% (body) Does a roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed Charge Shot, as regardless of teching, Charge Shot can catch the opponent's option in time if they are knocked down.
10% (foot), 9% (leg), 8% (body)
11% (foot), 10% (leg), 9% (body)
Up tilt Melee Counter 13% (ground),
12 (aerial)
1.4× (counter)
Swings her Arm Cannon upwards then counterattacks. Its a counterattack that deals 1.4 times the damage back to the opponent. Its surprisingly fast for a counter but that's because it can be used as standard attack.
Down tilt Silde 15% Quickly slides to the ground. Her legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick startup, propels Samus a good distance forward, launches opponents vertically, and significantly lowers her hurtbox. Based on the Slide ability in Metroid Dread
Dash attack Shinespark 10% (clean), 6% (late) A shoulder tackle with a white aura around Samus, similar to the Shinespark technique from her home series. Deals more damage and knockback at the start and the middle of the attack, KOing opponents at around 150% from the center of Final Destination, and earlier near edges. However, the late hit is noticeably weaker, and the move lacks combo potential, especially compared to its previous appearance. This move originates from the Shinespark technique, first becoming available in Super Metroid.
Forward smash Wave Beam {{{fsmashupdmg}}} Quickly thrusts her Arm Cannon forward to fire three green lazers. Functions similarly to Mega Man's forward smash. It is one of the fastest forward smashes in the game, coming out on frame 9, it's a great spacing tool and it can be angled like her Power Beam. However, it is rather weak otherwise, with the lasers only KOing at around 135%.
{{{fsmashsidedmg}}}
{{{fsmashdowndmg}}}
Up smash Cover Fire 3% (hits 1-4), 6% (hit 5) Fires five fiery blasts in an overhead arcing motion. True to its name, 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 Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Samus, it can fail to fully connect if the opponent is hit from too far. If all 5 hits connect, it can KO middleweights at around 100% from ground level.
Down smash   10% (front), 12% (back) Does a spinning legsweep. A semi-spike with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. The front hit can KO middleweights center stage around 150%, with the back hit KOing even earlier at around 135%.
Neutral aerial   10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late) A spinning roundhouse kick, similar to the aerial version of the Counter Attack from Metroid: Other M. Comes out in frame 8. Hits on both sides quickly and can autocancel with a short hop fast fall. Its front hit and sweetspotted back hit also deal powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher and one of the strongest aerials of its type.
Forward aerial   3% (hit 1), 1.6% (hits 2-4), 5% (hit 5) Fires five fiery blasts in a slow, downward arcing motion. Fast, coming out on frame 6, thus having the second lowest startup lag of Samus's aerials. 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. 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 Samus lands again. It's her only aerial that does not autocancels In a short hop. It can KO middleweights at around 155% from center-stage if all hits connect.
Back aerial   14% (clean foot), 12% (clean leg), 9% (late) A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding. When sweetspotted, it is among the strongest back aerials in the game, KOing Mario at 100% from center stage.
Up aerial   3% (hit 1), 1.3% (hits 2-5), 4% (hit 5) Does a upward corkscrew 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 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. It 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 even has potential for a zero-to-death when using a platform to extend the combo. Can KO if used high enough and close to the blast line.
Down aerial   10% (early, late), 14% (clean) 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.
Grab aerial Grapple Beam 2.5% (hit 1), 4% (hit 2) 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 opponents causes the Grapple Beam to retract earlier, while not reducing the move's ending lag.
Grab Grapple Beam Fires the Grapple Beam from Super Metroid. It has impressive range and is the longest tether grab in the game. However, it is tied with her Zero Suited form's grab as the second slowest in terms of ending lag, making it very punishable if missed.
Pummel   1.3% A palm strike. Has moderate damage and speed relative to other pummels.
Forward throw   10% Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has rage and is at the edge of the stage.
Back throw   10% Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.
Up throw   5% (hit 1), 7% (throw) Puts the opponent above herself and blasts them upward with her Arm Cannon. Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights around 150% from ground level and without rage. 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.
Down throw   8% Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack, small step forward smash 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings her Arm Cannon in front of herself and then fires a blast behind herself.
Floor attack (back)
Floor getups (back)
  7% Performs a low-level roundhouse kick.
Floor attack (trip)
Floor getups (trip)
  5% Performs a shin kick in front of herself and then a back kick behind herself.
Edge attack
Edge getups
  9% Performs a legsweep while climbing up.
Neutral special Charge Beam/Ice Beam 5% (uncharged), 28% (fully charged), 2% (Ice uncharged), 22% (Ice fully charged) Charges a ball of energy and fires it. The Regular version boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction other moves. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Beam, regardless of the opponent's tech option, as Charge Beam will always catch their tech direction. The Ice Beam freezes opponent similars to PK Freeze but while it still kills its less than the Charge Beam.
Side special Missile 8% (Homing), 12% (Super),10% (Ice Homing), 18% (Ice Super) Deploys a plasma or ice missile depending on whether the player is in Plasma or Ice Mode (can be toggled via side-taunt). The missile can either be a homing missile (when B is pressed while tilting the control stick) or a Super Missile (when B is pressed while smashing the control stick forward). Super Missiles travel straight forward instead of homing in the opponent, and are faster and stronger than homing missiles. Super Ice Missiles have a shorter range than its plasma counterpart. Homing Ice Missiles do not explode after a certain distance, they keep on going until they either hit their target, terrain, or go offscreen. the Ice Missiles have decent knockback but more damage while the Regular Missiles have average knockback but less damage .
Up special Screw Attack 3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12) Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.
Down special Morph Ball 4% (contact), 5% (explosion) Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. The Morph Ball can be used to decrease her hurtbox and avoid many attacks. The Bombs are useful to force an opponent to shield and for edgeguarding, being capable of 2 frame punishes if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Beam.
Final Smash Hyper Beam 1% (charge loop), 0.5% (fringe loop), 1.5% (thruster, main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast) Fires a very large, rainbow color energy beam. The beam can be angled vertically during the Final Smash.

On-screen appearance


Taunts

  • Up taunt: Holds her arm cannon upright. Taken from Melee
  • Side taunt: Faces the screen and changes her Arm Cannon to its Zero Laser configuration. Also allows her change between Regular or Ice Missiles or Beams.
  • Down taunt: Crouches down while holding her arm cannon upright. Based on her pose on the box art of Metroid 2: Return of Samus.


Idle poses

  • Rubs her Arm Cannon with one finger.
  • Brings her Arm Cannon down and then pulls it back up.


Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Sa - mus! Sam - Su! Sa - mus! Sa - mus! Sa - mus!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Sa - mus! Saaaaa - mus! Sa - mus! Sa - mus! Sa - mu - s!

Victory poses

  • Left: Lands on the ground and readies her Arm Cannon.
  • Up: Fires multiple Power Beams from her Arm Cannon while kneeling, then strikes a pose. The pose is based on her appearance on the cover of Metroid II: Return of Samus.
  • Right: Fires a Super Missile and does a thumbs up.
A flourished remix of the theme that would play when Samus Aran obtained a new power-up or addition to her Power Suit. It would also play when Samus defeated Ridley or Kraid.


Role in World of Light

Due to her status as downloadable content, Dread Samus does not have a legitimate role in World of Light. Instead, she is unlocked for use in the mode after freeing ten fighters from Galeem's control. If loading an existing save file that meets this condition before downloading Samus, she is immediately unlocked.

Fighter Showcase Video

Trivia

  • In her official artwork, Samus's pose matches her official artwork in Metroid Dread.
  • Samus is the first base character to be revamped as DLC.