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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = A+
|tier = A
|ranking = 25
|ranking = 15
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'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Initially teased in the then-unnamed ''Ultimate''{{'}}s announcement trailer, Samus was officially confirmed in the gameplay trailer on June 12, 2018 during E3 2018. Samus is classified as [[Fighter number|Fighter #04]].
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Initially teased in the then-unnamed ''Ultimate''{{'}}s announcement trailer, Samus was officially confirmed in the gameplay trailer on June 12, 2018 during E3 2018. Samus is classified as [[Fighter number|Fighter #04]].


Samus, alongside her [[Echo Fighter]] {{SSBU|Dark Samus}}, is ranked 25th out of 82 on the current [[tier list]], placing her in the A+ tier. This is a significant improvement over ''[[Super Smash Bros. 4]]'', where she was tied with {{SSB4|Robin}} at 36th/37th out of 54. Samus possesses several moves that are generally quite strong, allowing her to easily [[KO]] her opponent up close and from afar. Her aerials are all strong and can be used to either rack up damage in combos or to KO opponents. Her specials all have their uses, especially [[Charge Shot]]: the weak variant is used to set up combos or a KO, while it can act as a viable KO option when fully charged. Finally, Samus has some of the highest endurance out of anyone in the roster due to her high weight and extremely flexible recovery, and she can easily return to the [[stage]] due to her variety of recovery options.  
Samus, alongside her [[Echo Fighter]] {{SSBU|Dark Samus}}, is ranked 15th out of 82 on the current [[tier list]], placing her in the A tier. This is a drastic improvement over ''[[Super Smash Bros. 4]]'', where she was tied with {{SSB4|Robin}} at 36th/37th out of 54, and is her best placement in the series to date. This mainly comes as a result of Samus' dynamic moveset, improved from the previous games. Samus' main strength is her powerful far-range neutral game, combined with a decent close-range game as well. For her archetype, Samus possesses a highly sophisticated variety of attacks, ranging from [[Charge Shot]], one of the most powerful neutral specials in the game, to her quick, short and basic hard-hitting combos. She also carries the undisputed best shield pressure in the game for a zoner. Charge Shot is fast and covers wide distance when fully charged. Not only does it deal heavy shield damage, but when slightly charged, can set up for a combo, and when fully charged, can deliver a KO. [[Missile|Missiles]] is a projectile that allows her to easily force approaches, as it covers space wide enough to catch opponents in the air or spot-dodging, and it inflicts good shield damage. She provides an excellent air game as well, possessing among the strongest aerial attacks in the game, all of which are useful for combos or easy KOs. On top of that, Samus, for a zoner, has a fairly admirable close-range neutral. Her forward aerial is one of the best anti-aerial attacks in the game, as it covers a lot of distance and also inflicts heavy damage and KOs at fairly high percents. She also possesses the longest tether grab of any character in the game in the form of [[Grapple Beam]], which allows her to easily punish opponents that are quick to approach her on the ground. Should opponents reach Samus up closer, she can quickly punish and reset neutral with [[Screw Attack]], which has very high hitsun and knockback, allowing for an easy [[out of shield]] KO option at higher percents. Furthermore, Samus has an excellent recovery, with her slow falling speed, Grapple Beam, the great vertical and horizontal distance of Screw Attack, as well as [[Bomb (Samus)|Bombs]] providing minor boosts to her recovery and serving as a tool for recovery mixups as well. Finally, Samus boasts amazing survivability, with a very heavy weight and amazing recovery allowing her to survive until higher percents, which could sometimes give her [[Rage|rage]] for an extended period of time and allow her to eliminate opponents first.  


Despite all these positives, Samus has some weaknesses that can hold her back. Samus relies on spacing to succeed, and often struggles against those who can either get into her space quickly or avoid her projectiles. Samus has poor grounded options if an opponent is close to her, as her tilts are too slow to alleviate her opponent's pressure. Finally, her best KO moves all have their own issues, such as her forward smash having a weak [[sourspot]] that takes precedence over her [[Sweet spot (hitbox)|sweetspot]] and her [[up smash]] being escapable via [[SDI]].
However, Samus has weaknesses, the most significant ones being her slow mobility and frame data. Samus has rather poor ground mobility, largely hindering her defensive options, and giving her a harder time against opponents who can catch up to her quickly. Samus' projectiles being the most useful part of her gameplan especially, are burdened with significant startup and endlag. Aside from Charge Shot, which takes time and calculation to land successfully, all of her special attacks, especially Screw Attack, have a high amount of ending lag and often leave Samus vulnerable to a sharp punish. This, combined with her low traction relative to the cast, gives her a rather mediocre out of shield game, and with Grapple Beam coming out at frame 15, it gives opponents enough time to spot dodge and punish Samus accordingly. Samus relies on spacing with her special attacks and out of shield options to succeed against her opponents, but with most of her defensive options being risky, she would have a difficult time handling opponents that avoid her projectiles and defensive options. Therefore, Samus is often forced to refrain from using her special attacks carelessly, despite their amazing strength, and it gives her somewhat difficult match-ups against characters that have better frame data and/or mobility and defense options, such as [[Mario]], [[Fox]], and [[Bayonetta]]. Furthermore, the relatively high ending lag on her attacks plagues even her stronger attacks, that being her KO options. Her up-smash, while serving as an effective out of shield punish option, is escapable via [[SDI]], struggles to hit short characters on the ground and has a lot of ending lag, while her forward-smash, while quick, is burdened with a large and weak sourspot at close range that takes precedence over the [[Sweet spot (hitbox)|sweetspot]] hitbox. Furthermore, Samus has a rather poor ground game, with a forward tilt that loses a lot of power at point-blank range, a slow up-tilt and a down tilt with dangerously high ending lag. Her [[jab]], while often used for mixups, is notorious for its inability to connect consistently. This causes Samus to seriously struggle when the opponent is too close to her. Being tall and surprisingly floaty for her weight is only beneficial to a limited degree, as it also makes her relatively easier to punish when in the air and juggle. Finally, her recovery, while amazing, is rather slow, linear, and predictable, so opponents with an effective offstage game will often give Samus a hard time recovering.


Overall, her strengths outweight most of her weaknesses. Samus is an effective zoner that can deal massive amounts of damage and pressure while surviving to high percents. Though initially perceived to be unviable, this iteration of Samus is now considered to be her strongest since ''[[Super Smash Bros. Melee]]'', and as such has seen strong results from players such as {{Sm|quiK}} and {{Sm|IcyMist}}.
Overall, Samus is an effective zoner that can quickly and easily deal massive amounts of damage, shield pressure, and secure stocks, while surviving to very high percents. Samus is also a rather popular character in competitive play, mostly because she has a rather low learning curve, with basic combos and neutral gameplay that is highly effective. From the early until the current metagame, Samus has had consistent growth in successful representation, and has seen strong results from players such as {{Sm|Yaura}}, {{Sm|Sisqui}} and {{Sm|quiK}}.


==Attributes==
==Attributes==
Samus is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below-average [[walk]]ing and [[dash]]ing speeds, average [[air speed]], above-average [[air acceleration]], high [[jump]]s 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 is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below-average [[walk]]ing and [[dash]]ing speeds, average [[air speed]], above-average [[air acceleration]], high [[jump]]s 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.
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. Missiles 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 very useful out of shield option thanks to it’s very high knockback and hitstun, 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 renowned Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall midair 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.
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 renowned Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall midair 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.
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Aside from her appearances in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. 4]]'', Samus has historically been a lower-ranking character in the ''Super Smash Bros.'' series. However, even her appearance in ''SSB4'' was a fairly mixed bag, as the significant buffs she received via game updates elevated her perception from a low/bottom tier fighter to that of a mid tier fighter. Likely as a result of her polarized viability, Samus has been buffed significantly overall in the transition to ''Ultimate''.
Aside from [[Samus (SSBM)|her incarnation in]] ''[[Super Smash Bros. Melee|Melee]]'', Samus has historically been a lower-ranking character in the ''Super Smash Bros.'' series. Even her appearance in ''[[Super Smash Bros. 4|SSB4]]'' was mixed, as the significant buffs she received via game updates elevated her perception from "unviable" to "viable but outclassed". Likely as a result of her polarized viability, Samus has been buffed significantly 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 percentages, [[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.
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, damage and knockback; her new [[up throw]] is now her strongest throw and a viable KO option at high percentages, [[down throw]]'s combo potential was further improved due to its lower ending lag, and both her [[forward throw|forward]] and [[back throw]]s have more knockback, even situationally KOing at high percentages when close to an edge.


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 potential; and her previously slow and punishable [[roll]] was also notably increased in speed, making it more usable as an escape option.
In terms of her projectile game, {{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. 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.


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 and, when coupled with the [[dash-cancel]], 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 edge-guard (especially with moves such as [[forward aerial]] or her renowned Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall midair using her Bombs, and her [[Grapple Beam]]'s long range as a [[tether recovery]]. Finally, the universal changes to grabs have benefitted 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.
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 previously inconsistent KO potential; and her previously slow and punishable [[roll]] was also notably increased in speed, making it more usable as an escape option. She also benefits considerably from the universal changes to the engine, as 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 and, when coupled with the [[dash-cancel]], 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.


However, Samus has received nerfs that, while fewer in comparison to her buffs, have drastically affected her playstyle. The most notable example is her dash attack: previously an excellent combo starter and often considered her best close-quarters option (and her best move overall), it has been repurposed into a somewhat strong yet situational KO option due to its now-horizontal launching angle and significantly higher power and ending lag.
The changes to [[air dodge]]s, particularly, have benefitted Samus overall, as they notably improve her ability to edge-guard (especially with moves such as [[forward aerial]] or her renowned Charge Shot), while she has one of the longest horizontal distances of any air dodge, giving her a situational recovery option; she also isn't hindered as much by them due to her fast air speed, the ability to stall midair using her Bombs, and her [[Grapple Beam]]'s long range as a [[tether recovery]]. Finally, the universal changes to grabs have benefitted 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.


Furthermore, her infamously inconsistent [[neutral attack]] has worsened even further: its first hit's lower knockback and slower transition into its second hit have removed its most reliable setups at higher percents and rendered the second hit nearly useless. [[Up smash]] has less range, higher [[SDI]] multipliers, and no longer has set knockback, which collectively result in it becoming more inconsistent than before. Finally, Samus' [[up aerial]] has increased landing lag and its looping hits inflict lower hitstun, almost completely removing the move's combo and setup potential.
However, Samus has received nerfs that, while fewer in comparison to her buffs, have drastically affected her playstyle. Her dash attack, previously a notorious combo starter and often considered her best close-quarters option (and her best move overall), it has been repurposed into a somewhat strong yet situational KO option due to its now-horizontal launching angle and significantly higher power and ending lag. Her infamously inconsistent [[neutral attack]] has worsened even further, as its first hit's lower knockback and slower transition into its second hit have removed its most reliable setups at higher percents and rendered the second hit nearly useless. [[Up smash]] has less range, higher [[SDI]] multipliers, and no longer has set knockback, which collectively result in it becoming more inconsistent than before. Finally, Samus' [[up aerial]] has increased landing lag and its looping hits inflict lower hitstun, reducing its combo and setup potential, especially on landing.


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.
In terms of indirect changes, Samus is one of the characters to be hindered the most by the nerfs to [[rage]]: while 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 no longer applies 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 potential, generally well-rounded attributes (with particularly high endurance yet below-average overall mobility), 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-oriented fighting style in [[Metroid (universe)|her home series]].
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 still relies on a patient playstyle. Regardless, her changes have allowed her to veer closer to a balanced, long range-based "mighty glacier", with potent KO power, generally well-rounded attributes (with particularly high endurance yet below-average overall mobility), 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-oriented fighting style in [[Metroid (universe)|her home series]]. Her plentiful buffs have allowed Samus to perform significantly better relative to the cast than in ''SSB4'', with this being her strongest incarnation yet and a solid contender in competitive play.
 
Additionally, Samus is even stronger in doubles, since a teammate can take advantage of her projectiles and trapping potential. Together with her [[Echo Fighter]] {{SSBU|Dark Samus}}, Samus' 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 tier character, much like [[Samus (SSBM)|she was in]] ''[[Melee]]'', or an upper mid tier character.


{{SSB4 to SSBU changelist|char=Samus}}
{{SSB4 to SSBU changelist|char=Samus}}
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|ftiltsidedmg=10% (foot), 9% (leg), 8% (body)
|ftiltsidedmg=10% (foot), 9% (leg), 8% (body)
|ftiltdowndmg=11% (foot), 10% (leg), 9% (body)
|ftiltdowndmg=11% (foot), 10% (leg), 9% (body)
|ftiltdesc=A roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be [[angle]]d, 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 [[tech]]ing, Charge Shot can catch the opponent's option in time if they are knocked down.
|ftiltdesc=A roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. It can be [[angle]]d, which causes it to deal more damage, but it 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 [[tech]]ing, Charge Shot can catch the opponent's option in time if they are knocked down. As the closest hitboxes deal low knockback and damage, it has low shield safety at low to mid percents.
|utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}})
|utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}})
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdesc=An axe kick. It is almost identical to {{SSBU|Captain Falcon}}'s up tilt in both appearance and functionality. Like Falcon's, it [[meteor smash]]es grounded opponents, but unlike his, it launches aerial opponents at a horizontal angle. This allows it to set up combos against grounded opponents at a wide range of percentages while also being a reliable edgeguard tool, due to its wide coverage and powerful knockback enabling it to KO aerial opponents at around 95% at the edge. At high percentages, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has noticeable startup, due to coming out on frame 15, making it Samus' slowest normal attack on the ground. Oddly, the very first frame of the hitbox will send opponent backwards instead of in front of Samus, which could make the move kill even earlier should they DI wrong.
|utiltdesc=An axe kick. It is almost identical to {{SSBU|Captain Falcon}}'s up tilt in both appearance and functionality. Like Falcon's, it [[meteor smash]]es grounded opponents, but unlike his, it launches aerial opponents at a horizontal angle. This allows it to set up combos against grounded opponents at a wide range of percentages while also being a reliable tool against ledge hangs, due to its wide coverage and powerful knockback enabling it to cover most ledge options and KO outright at around 95% at the edge. At high percentages, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has noticeable startup, due to coming out on frame 15, making it Samus' slowest normal attack on the ground. Oddly, the very first frame of the hitbox will send opponent backwards instead of in front of Samus, which could make the move kill even earlier should they DI wrong.
|dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}})
|dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}})
|dtiltdmg=12%
|dtiltdmg=12%
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|dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}})
|dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}})
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=A shoulder tackle. Deals more damage and knockback at the start and the middle of the attack, KOing opponents at around 150% from the center of {{SSBU|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. It resembles the {{iw|metroidwiki|Shinespark}}, a {{iw|metroidwiki|Speed Booster}}-related technique that debuted in [[Super Metroid]].
|dashdesc=A shoulder tackle. Deals more damage and knockback during the first half of the move, KOing opponents at around 140% from the center of {{SSBU|Final Destination}}, and earlier near edges. However, the late hit is significantly weaker, not being capable of KOing until around 200% under the same circumstances, and the move lacks any combo potential. It resembles the {{iw|metroidwiki|Shinespark}}, a {{iw|metroidwiki|Speed Booster}}-related technique that debuted in [[Super Metroid]].
|fsmashangles=3
|fsmashangles=3
|fsmashname=Arm Cannon Knuckle ({{ja|アームキャノンナックル|Āmu Kyanon Nakkuru}})
|fsmashname=Arm Cannon Knuckle ({{ja|アームキャノンナックル|Āmu Kyanon Nakkuru}})
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|fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast)
|fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast)
|fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast)
|fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast)
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to {{SSBU|Mario}}'s forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sourspot taking priority over the sweetspot. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit edge hanging opponents, but deals slightly less damage and knockback.
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to {{SSBU|Mario}}'s forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sourspot taking priority over the sweetspot. Due to its 37 frames of ending lag, it's also punishable if it doesn't hit. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit edge hanging opponents, but deals slightly less damage and knockback.
|usmashname=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'')
|usmashname=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'')
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5)
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|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdesc=A 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%.
|dsmashdesc=A legsweep. It comes out of frame 9 and it's Samus's fastest smash attack. 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%.
|nairname=Turning Kick ({{ja|ターニングキック|Tāningu Kikku}})
|nairname=Turning Kick ({{ja|ターニングキック|Tāningu Kikku}})
|nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late)
|nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late)
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|fairname=Aerial Fire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}, ''Aerial Hellfire'')
|fairname=Aerial Fire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}, ''Aerial Hellfire'')
|fairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.6}} (hits 2-4), {{ShortHopDmgSSBU|5}} (hit 5)
|fairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.6}} (hits 2-4), {{ShortHopDmgSSBU|5}} (hit 5)
|fairdesc=Fires five fiery blasts in a slow, downward arcing motion. Due to it coming out on frame 6, it has the second lowest start-up lag of Samus' 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.
|fairdesc=Fires five fiery blasts in a slow, downward arcing motion. Due to it coming out on frame 6, it has the second lowest start-up lag of Samus' 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 autocancel in a short hop. It can KO middleweights at around 155% from center-stage if all hits connect.
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairdmg={{ShortHopDmgSSBU|14}} (clean foot), {{ShortHopDmgSSBU|12}} (clean leg), {{ShortHopDmgSSBU|9}} (late)
|bairdmg={{ShortHopDmgSSBU|14}} (clean foot), {{ShortHopDmgSSBU|12}} (clean leg), {{ShortHopDmgSSBU|9}} (late)
|bairdesc=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 {{SSBU|Mario}} at 100% from center stage.
|bairdesc=A back kick. It's fast, can autocancel in a short hop and deals powerful knockback when connecting the sweetspot on Samus' foot, which makes it an excellent KOing option, especially when edgeguarding. When sweetspotted, it is among the strongest back aerials in the game, KOing {{SSBU|Mario}} at 100% from center stage.
|uairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|uairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.3}} (hits 2-5), {{ShortHopDmgSSBU|4}} (hit 5)
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.3}} (hits 2-5), {{ShortHopDmgSSBU|4}} (hit 5)
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|dairname=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}})
|dairname=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}})
|dairdmg={{ShortHopDmgSSBU|10}} (early, late), {{ShortHopDmgSSBU|14}} (clean)
|dairdmg={{ShortHopDmgSSBU|10}} (early, late), {{ShortHopDmgSSBU|14}} (clean)
|dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail [[meteor smash]]es 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.
|dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting directly below Samus [[meteor smash]]es opponents, while the edges of the move at the very start and end deal decent horizontal knockback. It has slow startup at frame 17, but it 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.
|zairname=Midair Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'')
|zairname=Midair Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'')
|zairdmg=2.5% (early), 4% (full length)
|zairdmg=2.5% (early), 4% (full length)
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|fsdmg= 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)
|fsdmg= 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)
|fsdesc=Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.
|fsdesc=Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.
}}
===Stats===
Samus' gravity and falling speed are set to 0.078288 and 1.8, respectively, during [[hitstun]] when launched at angles between 70°-110°.
{{Attributes
|weight    = 108
|rweight    = 10-13
|cast      = 89
|dash      = 1.87
|rdash      = 50-51
|run        = 1.654
|rrun      = 50-51
|walk      = 1.115
|rwalk      = 44-45
|trac      = 0.082
|rtrac      = 83-84
|airfric    = 0.0075
|rairfric  = 67-75
|air        = 1.103
|rair      = 73-76
|baseaccel  = 0.04
|rbaseaccel = 29-30
|addaccel  = 0.05
|raddaccel  = 29-30
|gravity    = 0.075
|rgravity  = 77-78
|fall      = 1.33
|rfall      = 75-76
|ff        = 2.128
|rff        = 75-76
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 37
|rjumpheight= 13-14
|shorthop  = 18
|rshorthop  = 10-13
|djump      = 37
|rdjump    = 19-21
}}
}}


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*Brings her Arm Cannon down and then pulls it back up.
*Brings her Arm Cannon down and then pulls it back up.
<gallery>
<gallery>
SSBUSamusIdle1.gif|Samus' first idle pose
SSBUSamusIdle1.gif|Samus' first idle pose.
SSBUSamusIdle2.gif|Samus' second idle pose
SSBUSamusIdle2.gif|Samus' second idle pose.
</gallery>
</gallery>


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*'''Left:''' Lands on the ground and readies her Arm Cannon.
*'''Left:''' Lands on the ground and readies her Arm Cannon.
*'''Up:''' Fires multiple {{iw|metroidwiki|Power Beam}} shots from her Arm Cannon while kneeling, then strikes a pose. The pose is based on her appearance on the covers of ''{{iw|metroidwiki|Metroid II: Return of Samus}}'' and ''{{iw|metroidwiki|Metroid: Samus Returns}}''.
*'''Up:''' Fires multiple {{iw|metroidwiki|Power Beam}} shots from her Arm Cannon while kneeling, then strikes a pose. The pose is based on her appearance on the covers of ''{{iw|metroidwiki|Metroid II: Return of Samus}}'' and ''{{iw|metroidwiki|Metroid: Samus Returns}}''.
*'''Right:''' Fires a Super Missile and then strikes a pose similar to her official artwork in ''Ultimate'' and her character select animation in ''[[Super Smash Bros.]]''
*'''Right:''' Fires a Super Missile and strikes a pose resembling her render from ''{{iw|metroidwiki|Metroid: Other M}}'', and by extension, her official artwork in ''Ultimate'', as well as her character select animation in ''[[Super Smash Bros.]]''
[[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 {{iw|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 {{iw|metroidwiki|Power Suit}}. It would also play when Samus defeated [[Ridley]] or [[Kraid]].]]
<gallery>
<gallery>
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