Editing Dark Samus (SSBU)

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|game = SSBU
|game = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A
|tier = A+
|ranking = 15
|ranking = 26-27
}}
}}
:{{Cquote|''Dark Samus Joins the battle!!!''|cite=Introduction tagline}}
'''Dark Samus''' ({{ja|ダークサムス|Dāku Samusu}}, ''Dark Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was announced as a [[newcomer]] during the August 8th, 2018 [[Nintendo Direct|Super Smash Bros. Direct]] alongside {{SSBU|Simon}}, {{SSBU|Richter}}, {{SSBU|Chrom}}, and {{SSBU|King K. Rool}}. Dark Samus is {{SSBU|Samus}}' [[Echo Fighter]], and is therefore classified as [[Fighter number|Fighter #04<sup>ε</sup>]].
'''Dark Samus''' ({{ja|ダークサムス|Dāku Samusu}}, ''Dark Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was announced as a [[newcomer]] during the August 8th, 2018 [[Nintendo Direct|Super Smash Bros. Direct]] alongside {{SSBU|Simon}}, {{SSBU|Richter}}, {{SSBU|Chrom}}, and {{SSBU|King K. Rool}}. Dark Samus is {{SSBU|Samus}}' [[Echo Fighter]], and is therefore classified as [[Fighter number|Fighter #04<sup>ε</sup>]].


The sound effects used for Samus in ''[[Super Smash Bros. 4]]'' were repurposed for Dark Samus in ''Ultimate''.
The sound effects used for Samus in ''[[Super Smash Bros. 4]]'' were repurposed for Dark Samus in ''Ultimate''.


Dark Samus, alongside her base fighter Samus, is ranked 15th out of 82 on the current [[tier list]], placing her in the A tier. Dark Samus has very minor differences from Samus, such as slighty altered hitboxes due to her different animations and elemental properties. These differences are not enough to make her play differently from Samus. As such, they are viewed as the same character in competitive play.
Dark Samus is ranked 26-27th out of 86 on the [[tier list]], tied with Samus.
 
Dark Samus shares the same positives as Samus, such as strong zoning capabilities and a heavy [[weight]]. However, she also shares Samus' weaknesses, such as poor grounded options against up-close opponents and unreliable smash attacks. Overall, she like Samus achieves strong results in tournaments from players like {{Sm|Sisqui}} and {{Sm|Yaura}}.


==How to unlock==
==How to unlock==
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Like Samus, Dark Samus is a [[Weight|heavyweight]]. 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 Dark Samus as she attempts to return to the stage.
Like Samus, Dark Samus is a [[Weight|heavyweight]]. 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 Dark Samus as she attempts to return to the stage.


Similarly to Samus, Dark 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 Dark 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.
Similarly to Samus, Dark 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, Dark 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 mid-air using her Bombs, and her Grapple Beam tether recovery's long range. All of Dark 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, Dark 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, Dark 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 mid-air using her Bombs, and her Grapple Beam tether recovery's long range. All of Dark 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, Dark 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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**{{change|Dark Samus' turning, [[walk]]ing, initial [[dash]], initial dash turnaround, running, turnaround, and braking animations are completely different, with sound effect changes to appropriately match the animations.}}
**{{change|Dark Samus' turning, [[walk]]ing, initial [[dash]], initial dash turnaround, running, turnaround, and braking animations are completely different, with sound effect changes to appropriately match the animations.}}
**{{change|Dark Samus' [[jump]]ing, [[double jump]]ing, edge jumping, and landing animations are different, with a different sound effect for her double jump. However, her falling animation is the same.}}  
**{{change|Dark Samus' [[jump]]ing, [[double jump]]ing, edge jumping, and landing animations are different, with a different sound effect for her double jump. However, her falling animation is the same.}}  
**{{change|Dark Samus has altered animations for walking while firing shooting items, as well as for walking while holding the [[Daybreak]] item. However, the walking sound effects have not been changed to better match the altered animations.}}  
**{{change|Dark Samus has an altered animation for moving whilst shooting. However, the sound effects have not been changed to better match the animation.}}  
*{{change|Dark Samus' [[perfect shield]] animation is different. She performs a pose similar to the one in her artwork for ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.}}
*{{change|Dark Samus' [[perfect shield]] animation is different. She performs a pose similar to the one in her artwork for ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.}}
*{{change|Dark Samus' {{iw|metroidwiki|Arm Cannon}} splits into a segmented appearance and grows {{iw|metroidwiki|Phazon}} tendrils for some attacks, such as her grab, Missile, forward smash, and [[Phazon Laser]]. The color of the tendrils is dependent on her costume.}}
*{{change|Dark Samus' {{iw|metroidwiki|Arm Cannon}} splits into a segmented appearance and grows {{iw|metroidwiki|Phazon}} tendrils for some attacks, such as her grab, Missile, forward smash, and [[Phazon Laser]]. The color of the tendrils is dependent on her costume.}}


===Attributes===
===Attributes===
*{{buff|Dark Samus' stance allows her to evade certain low-reaching attacks while walking or dashing, such as {{SSBU|Mario}}'s dash attack or {{SSBU|Hero}}'s down tilt.}}
*{{buff|Dark Samus' stance allows her to evade certain low reaching attacks whilst walking or dashing, such as {{SSBU|Mario}}'s dash attack and {{SSBU|Hero}}'s down tilt.}}
*{{change|As a reference to her Phazon-based attacks in the {{uv|Metroid}} series, any small explosions emitted by Dark Samus' Arm Cannon-based attacks are neon blue instead of orange.}}
*{{change|As a reference to her Phazon-based attacks in the {{uv|Metroid}} series, any small explosions emitted by Dark Samus' Arm Cannon-based attacks are neon blue instead of orange.}}
**{{change|Aside from [[Missile]] and {{b|Bomb|Samus}}, Dark Samus' Phazon-based attacks also possess the [[electric]] effect instead of the [[flame]] effect of Samus' equivalent attacks. This changes how their respective attacks interact with others, such as Dark Samus being unable to immediately detonate other characters' [[bomb]]s with her equivalent attacks, and being able to hurt {{SSBU|Olimar}}'s Red {{b|Pikmin|species}} with them but not his Yellow Pikmin. Dark Samus' Phazon-based attacks also have a lower hitlag multiplier compared to Samus' equivalent attacks in order to maintain consistency with Samus' moveset.}}
**{{change|Aside from [[Missile]] and {{b|Bomb|Samus}}, Dark Samus' Phazon-based attacks also possess the [[electric]] effect instead of the [[flame]] effect of Samus' equivalent attacks. This changes how their respective attacks interact with others, such as Dark Samus being unable to immediately detonate other characters' [[bomb]]s with her equivalent attacks, and being able to hurt {{SSBU|Olimar}}'s Red {{b|Pikmin|species}} with them but not his Yellow Pikmin. Dark Samus' Phazon-based attacks also have a lower hitlag multiplier compared to Samus' equivalent attacks in order to maintain consistency with Samus' moveset.}}
***{{nerf|Because of the passive 1.5x hitlag multiplier on all moves with electric effect, Dark Samus' Phazon-based attacks suffer more [[rebound]] lag when clanking with other moves, making them more punishable in situations where she will trade with her electric moves.}}
****{{buff|However, Dark Samus is able to launch opponents farther than Samus with her electric moves when a [[Finish Zoom]] is triggered since there is an extra frame of hitstun during the effect.}}
*{{nerf|Dark Samus' shield is slightly smaller (12.5 → 12) and she stands in a more upright stance, with the shield centered slightly higher. This makes her easier to shield poke, especially with low reaching attacks.}}
*{{nerf|Dark Samus' shield is slightly smaller (12.5 → 12) and she stands in a more upright stance, with the shield centered slightly higher. This makes her easier to shield poke, especially with low reaching attacks.}}
**{{buff|However, Dark Samus' right arm is briefly intangible when activating and deactivating her shield.}}
**{{buff|However, Dark Samus' right arm is briefly intangible when activating and deactivating her shield.}}
*{{buff|Both of Dark Samus' [[roll]]s have less ending lag than Samus's ([[FAF]] 35 → 32 (forward), 40 → 37 (back)).}}
*{{buff|Both of Dark Samus' [[roll]]s have less ending lag than Samus's ([[FAF]] 35 → 32 (forward), 40 → 37 (back)).}}
**{{nerf|Due to her larger hurtboxes while rolling, however, Dark Samus is more vulnerable during her rolls' ending lag.}}
**{{nerf|Due to her larger hurtboxes while rolling, however, Dark Samus is more vulnerable during her rolls' ending lag.}}
*{{nerf|Dark Samus does not use her {{iw|metroidwiki|Morph Ball}} when rolling, and she does not somersault while double jumping or jumping backward. This makes her easier to hit during those animations, especially during a roll.}}
*{{nerf|Dark Samus does not use her {{iw|metroidwiki|Morph Ball}} when rolling, and she does not somersault while double jumping or jumping backward. This makes her hurtbox larger during those animations.}}
*{{buff|Dark Samus' initial dash turnaround animation starts 1 frame faster than Samus' does (3 frames → 2), making her retreat slightly faster. Notably, she is the only fighter with this attribute.}}
*{{buff|Dark Samus' initial dash turnaround animation starts 1 frame faster than Samus' does (3 frames → 2), making her retreat slightly faster. Notably, she is the only fighter with this attribute.}}
*{{nerf|Dark Samus has a longer duration in transitioning into her dashing animation when performing a turnaround initial dash (12 frames → 15). This increases the lag of her turnaround initial dash before it can be canceled into a shield.}}
*{{change|Dark Samus has a longer duration in transitioning into her dashing animation when performing a pivot dash (12 frames → 15). This extends the length of her dash dance, but increases the lag on a turnaround dash before it can be canceled into certain options, such as shielding.}}


===Ground attacks===
===Ground attacks===
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**{{change|Homing Missile and Super Missile have an organic appearance.}}
**{{change|Homing Missile and Super Missile have an organic appearance.}}
*{{b|Screw Attack|move}}:
*{{b|Screw Attack|move}}:
**{{buff|Dark Samus' landing lag animation is different, as she twirls while still curled up and hovers slightly above the ground. This makes her hurtbox smaller and harder to hit, while also potentially allowing her to dodge some attacks with low-reaching hitboxes.}}
**{{buff|Dark Samus' landing lag animation is different, as she twirls while still curled up and hovers slightly above the ground. This makes her hurtbox smaller and harder to hit, while also potentially allowing her to dodge some attacks with low reaching hitboxes.}}
**{{change|The visual shockwave effect does not occur when Dark Samus activates Screw Attack in the air.}}
**{{change|The visual shockwave effect does not occur when Dark Samus activates Screw Attack in the air.}}
*{{b|Bomb|Samus}}:
*{{b|Bomb|Samus}}:
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**{{change|It is mostly black and navy blue instead of white and neon blue.}}
**{{change|It is mostly black and navy blue instead of white and neon blue.}}
**{{change|Dark Samus' Arm Cannon splits into a segmented appearance instead of using a large cannon ring.}}
**{{change|Dark Samus' Arm Cannon splits into a segmented appearance instead of using a large cannon ring.}}
**{{change|Due to Dark Samus' {{iw|metroidwiki|Phazon Suit}} lacking thrusters compared to Samus' {{iw|metroidwiki|Power Suit}}, Phazon Laser lacks hitboxes on her back compared to [[Zero Laser (Samus)|Samus' Zero Laser]]. This reduces the move's ability to damage opponents behind Dark Samus, but conversely the lack of thruster hitboxes makes the move less likely to push opponents away from its stronger main hitboxes, meaning that opponents are more likely to walk into or be knocked into the main beam and get KOed from behind.}}
**{{change|Due to Dark Samus' {{iw|metroidwiki|Phazon Suit}} lacking thrusters compared to Samus' {{iw|metroidwiki|Power Suit}}, Phazon Laser lacks hitboxes on her back compared to [[Zero Laser (Samus)|Samus' Zero Laser]]. This reduces the move's ability to damage opponents behind Dark Samus, but conversely the lack of thruster hitboxes makes the move less likely to push opponents away from its stronger main hitboxes, meaning opponents are more likely to walk into or be knocked into the main beam and be KOd from behind.}}


===Misc.===
===Misc.===
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|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%
|dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small blast of {{iw|metroidwiki|Phazon}}. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Dark Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded or missed.
|dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small blast of {{iw|metroidwiki|Phazon}}. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Dark Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded of missed.
|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)
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|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 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.
|zairname=Aerial [[Grapple Beam]] ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'')
|zairname=Aerial Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'')
|zairdmg=2.5% (hit 1), 4% (hit 2)
|zairdmg=2.5% (hit 1), 4% (hit 2)
|zairdesc=Fires the {{iw|metroidwiki|Grapple Beam}}. Due to having only 8 frames of landing lag, it is a useful spacing option and can reliably set up combos at close range upon landing. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. Unlike in previous games, however, hitting an opponent causes the Grapple Beam to retract earlier, while not reducing the move's ending lag.
|zairdesc=Fires the {{iw|metroidwiki|Grapple Beam}}. Due to having only 8 frames of landing lag, it is a useful spacing option and can reliably set up combos at close range upon landing. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. Unlike in previous games, however, hitting an opponent causes the Grapple Beam to retract earlier, while not reducing the move's ending lag.
|grabname=Grapple Beam ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling Beam'')
|grabname=[[Grapple Beam]] ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling Beam'')
|grabdesc=Fires the Grapple Beam. It has impressive range and is tied with Samus' grab as the longest tether grab in the game. However, it is one of the slowest grabs in terms of ending lag, making it very punishable if missed.
|grabdesc=Fires the Grapple Beam. It has impressive range and is tied with Samus' grab as the longest tether grab in the game. However, it is one of the slowest grabs in terms of ending lag, making it very punishable if missed.
|pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}})
|pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Chops the opponent with her left hand. Average power and speed.
|pummeldesc=A palm strike. Has moderate damage and speed relative to other pummels.
|fthrowname=Grappling Throw Front ({{ja|グラップリングスルーフロント|Gurappuringu Surū Furonto}})
|fthrowname=Grappling Throw Front ({{ja|グラップリングスルーフロント|Gurappuringu Surū Furonto}})
|fthrowdmg=10%
|fthrowdmg=10%
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|fsdmg=1% (charge loop), 0.5% (fringe loop), 1.5% (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% (main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast)
|fsdesc=Fires an enormous beam of Phazon. The beam can be angled up and/or down throughout its duration. However, since Dark Samus' {{iw|metroidwiki|Phazon Suit}} lacks thrusters unlike {{SSBU|Samus}}' {{iw|metroidwiki|Power Suit}}, she cannot hit any opponents behind her. It resembles one of Dark Samus' attacks used during her final battle against Samus Aran in ''{{iw|metroidwiki|Metroid Prime 2: Echoes}}''.
|fsdesc=Fires an enormous beam of Phazon. The beam can be angled up and/or down throughout its duration. However, since Dark Samus' {{iw|metroidwiki|Phazon Suit}} lacks thrusters unlike {{SSBU|Samus}}' {{iw|metroidwiki|Power Suit}}, she cannot hit any opponents behind her. It resembles one of Dark Samus' attacks used during her final battle against Samus Aran in ''{{iw|metroidwiki|Metroid Prime 2: Echoes}}''.
}}
===Stats===
Dark 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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*Rubs her Arm Cannon with one finger.
*Rubs her Arm Cannon with one finger.
<gallery>
<gallery>
SSBUDarkSamusIdle1.gif|Dark Samus' first idle pose.
SSBUDarkSamusIdle1.gif|Dark Samus' first idle pose
SSBUDarkSamusIdle2.gif|Dark Samus' second idle pose.
SSBUDarkSamusIdle2.gif|Dark Samus' second idle pose
</gallery>
</gallery>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Raises her arm and lowers it in a fist pump pose. It is based on a pose she assumes during the introduction to her battle in ''Metroid Prime 3: Corruption''. It also somewhat resembles her arm's pose shown in the secret 100% ending of ''{{iw|metroidwiki|Metroid Prime}}''.
*'''Left:''' Raises her arm and lowers it in a fist pump pose. It is based on a pose she assumes during the introduction to her battle in ''Metroid Prime 3: Corruption''. It also somewhat resembles her arm's pose shown in the secret 100% ending of ''{{iw|metroidwiki|Metroid Prime}}''.
*'''Up:''' Splits from a {{iw|metroidwiki|Dark Echo}} by performing a cartwheel. They then levitate in a circle around an axis before recombining together. Dark Samus then poses with her free hand on her Arm Cannon, which is pointed upward. The Dark Echo's initial movement is based on the introduction to her battle in ''Metroid Prime 3: Corruption''. The final pose resembles Samus' render from ''{{iw|metroidwiki|Metroid: Other M}}'', and by extension, her official artwork in ''Ultimate''.
*'''Up:''' Splits from a {{iw|metroidwiki|Dark Echo}} by performing a cartwheel. They then levitate in a circle around an axis before recombining together. Dark Samus then poses with her free hand on her Arm Cannon, which is pointed upward. The Dark Echo's initial movement is based on the introduction to her battle in ''Metroid Prime 3: Corruption''. The final pose resembles Samus' own render in ''Ultimate'' and ''{{iw|metroidwiki|Metroid: Other M}}''.
*'''Right:''' Turns toward the camera while emitting small embers of Phazon, then the camera dramatically zooms in to her face, at which point two of her eyes flash briefly through her {{iw|metroidwiki|visor}}. It is similar to the {{iw|metroidwiki|SA-X}}'s [[metroidwiki::File:SA-X mf Screenshot 1.png|introduction]] in ''{{iw|metroidwiki|Metroid Fusion}}''.
*'''Right:''' Turns toward the camera while emitting small embers of Phazon, then the camera dramatically zooms in to her face, at which point two of her eyes flash briefly through her {{iw|metroidwiki|visor}}. It is similar to the {{iw|metroidwiki|SA-X}}'s [[metroidwiki::File:SA-X mf Screenshot 1.png|introduction]] in ''{{iw|metroidwiki|Metroid Fusion}}''.
[[File:RidleyDarkSamusVictoryThemeUltimate.ogg|thumb|A sinister remix of the theme that plays when [[Samus Aran]] obtains a power-up for her {{iw|metroidwiki|Power Suit}}.]]
[[File:RidleyDarkSamusVictoryThemeUltimate.ogg|thumb|A sinister remix of the theme that plays when [[Samus Aran]] obtains a power-up for her {{iw|metroidwiki|Power Suit}}.]]
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|{{SSBUMusicLink|Xenoblade Chronicles|Praetor Amalthus - The Acting God -}}
|{{SSBUMusicLink|Xenoblade Chronicles|Praetor Amalthus - The Acting God -}}
|
|
|-
|1,516
|{{SpiritTableName|Noah & Mio|size=64|customname={{iw|xenoserieswiki|Noah}} & {{iw|xenoserieswiki|Mio}}}}
|[sic]
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}} (120 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Nia Wig, Nia Outfit, Normal Voice Type 4) (80 HP)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}} (80 HP)
|{{SpiritType|Attack}}
|9,300
|[[Bridge of Eldin]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Beam Sword]]
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|{{iw|xenoserieswiki|Ouroboros}} (Noah & Mio)
|}
|}


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|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•[[Stamina battle]]<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Kingdom Hearts|Shrouding Dark Cloud}}
|{{SSBUMusicLink|Kingdom Hearts|Shrouding Dark Cloud}}
|Vanitas
|Lingering Will
|}
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