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{{ArticleIcons|ultimate=y}} | {{ArticleIcons|ultimate=y}} | ||
{{ | {{disambig2|Dark Samus's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Dark Samus}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Dark Samus | |name = Dark Samus | ||
|image = [[File:Dark Samus SSBU.png|250px]] | |image = [[File:Dark Samus SSBU.png|250px]] | ||
|game = SSBU | |game = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
:{{Cquote| | :{{Cquote|Dark Samus Joins the battle!!!|cite=Introduction Tagline}} | ||
{{cquote|''Dark Samus joins the battle as Samus's echo fighter. With floatier movement, she's a little different from Samus--and she doesn't roll when dodging or jumping. If you look closely, you can see that her bombs and missiles look a little different, too.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | |||
'''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|Chrom}}. She is an [[Clone|Echo Fighter]] of {{SSBU|Samus}}, thus being classified as fighter #04ε. | |||
Dark Samus | |||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Dark Samus being the 50th character to be unlocked. | *Play [[VS. match]]es, with Dark Samus being the 50th character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the | *Clear {{SSBU|Classic Mode}} with {{SSBU|Samus}} or any character in her unlock tree, being the fifth character unlocked after {{SSBU|Incineroar}}. | ||
*Have Dark Samus join the player's party in [[World of Light]]. | *Have Dark Samus join the player's party in [[World of Light]]. | ||
Dark Samus must then be defeated on [[Frigate Orpheon]] | With the exception of the third method, Dark Samus must then be defeated on [[Frigate Orpheon]]. | ||
==Differences from Samus== | |||
As with certain other [[Echo Fighter]]s, Dark Samus is nearly identical gameplay-wise to Samus, with largely aesthetic differences. However, she has many basic animations that are different from Samus, a more standard roll which does not involve turning into a Morph Ball, electric effects instead of fire effects for most of Samus's fire-based moves, and different models for both the Morph Ball and Missile. However, Dark Samus's small advantages over Samus (such as a slightly faster roll, or her up smash hitting grounded smaller characters more easily) are considered to be less situational than Samus's small advantages over Dark Samus (such as the ability to detonate enemy [[bomb]]s with her [[flame]] properties, more range on her forward smash, or a smaller hurtbox after rolling). As such, Dark Samus is commonly agreed to be a straight upgrade from Samus, though the gameplay differences are so marginal that it is ultimately up to preference over which character to choose from. | |||
==Differences from | |||
As with certain other [[Echo Fighter]]s, Dark Samus is nearly identical gameplay-wise to Samus, with largely aesthetic differences. However, she has many basic animations that are different from Samus | |||
However, Dark Samus' small advantages over Samus (such as | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|As with all other Echo Fighters, Dark Samus has different taunts and victory animations.}} | *{{change|As with all other Echo Fighters, Dark Samus has different taunts and victory animations.}} | ||
*{{change|Dark Samus has a different | *{{change|Dark Samus has a different victory theme, shared with {{SSBU|Ridley}}.}} | ||
*{{change|Dark Samus' | *{{change|Dark Samus's [[on-screen appearance]] has her warp onto the stage from a dark portal.}} | ||
*{{change|Dark Samus has many animations that are different from Samus, which extends to her idle, walking, dashing, double jumping, perfect shield, and dodge animations. Additionally, these animations visually appear floatier than Samus's equivalents.}} | |||
*{{change|Dark Samus | **{{change|Many of Samus's two-handed animations are one-handed for Dark Samus, such as with [[Charge Shot]] and [[Missile]].}} | ||
*{{change|Dark Samus's arm cannon splits apart and grows Phazon tendrils for some moves, such as her grab, Missiles, forward smash, and Final Smash.}} | |||
**{{change| | |||
*{{change|Dark Samus' | |||
===Attributes=== | ===Attributes=== | ||
*{{ | *{{change|Dark Samus's Arm Cannon-based attacks like down tilt, up smash and forward aerial use dark and neon blue clouds instead of orange explosions.}} | ||
*{{change|Samus's moves that possess [[flame]] effects (except for Missile and Bomb) have been changed into [[electric]] effects for Dark Samus. This changes how their respective moves interact with others, such as Dark Samus being unable to detonate other characters' [[bomb]]s with her equivalent moves, and being able to hurt {{SSBU|Olimar}}'s Red [[Pikmin (species)|Pikmin]] with them but not his Yellow Pikmin.}} | |||
*{{buff|Dark Samus's shield size is slightly larger than Samus's (11 → 11.7), due to her shielding animation being different as she assumes a more upright stance.}} | |||
*{{buff|Both of Dark Samus's [[roll]]s have less ending lag than Samus's ([[FAF]] 35 → 32 (forward), 40 → 37 (back)).}} | |||
**{{nerf|However, Dark Samus is more vulnerable during ending lag due to her larger hurtboxes when rolling.}} | |||
*{{change|Dark Samus doesn't transform into the Morph Ball when rolling or spin while jumping.}} | |||
*{{buff|Both of Dark Samus' [[roll]]s have less ending lag than Samus's ([[FAF]] 35 → 32 (forward), 40 → 37 (back)).}} | |||
**{{nerf| | |||
*{{ | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change| | *{{change|Dark Samus's dash attack has an altered animation where Dark Samus hovers in midair, and features a white aura around her that is absent on Samus. Additionally, Dark Samus does not use her jet boosters during the animation.}} | ||
*{{change|All of Dark Samus's smash attacks have altered animations.}} | |||
*{{change|All of Dark Samus' smash attacks have altered animations.}} | **{{nerf|Dark Samus's [[forward smash]] has slightly less range.}} | ||
**{{buff|Dark Samus's [[up smash]] can catch opponents at a lower height.}} | |||
* | |||
*{{buff| | |||
===Special moves=== | ===Special moves=== | ||
*{{change|Missiles and {{b|Bomb|Samus}} have an organic appearance.}} | |||
*[[Charge Shot]]: | *[[Charge Shot]]: | ||
**{{change|Charge Shot | **{{change|Charge Shot is mostly black and dark blue, with tendrils extending from the edges.}} | ||
***{{buff|This allows Charge Shot to hit low | **{{change|Dark Samus fires her [[Charge Shot]] and [[Missile]]s at a slightly lower elevation.}} | ||
***{{nerf|However, this makes it slightly easier for opponents to jump over | ***{{buff|This allows [[Charge Shot]] to hit low profiling opponents more easily, such as a crouching {{SSBU|Pichu}} or {{SSBU|Pikachu}} hanging from the ledge.}} | ||
***{{nerf|However, this makes it slightly easier for opponents to jump over her projectiles.}} | |||
*[[Phazon Laser]]: | *[[Phazon Laser]]: | ||
**{{change|It is mostly black and | **{{change|It is mostly black and dark blue, as opposed to white and light blue.}} | ||
**{{ | **{{nerf|Phazon Laser lacks the thruster hitboxes of Samus's equivalent [[Zero Laser (Samus)|Final Smash]].}} | ||
==Update History== | |||
==Update | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{bugfix|Missiles follow the [[Pokémon Trainer]]'s new Pokémon if they switch after the missile was fired.}} | ||
*{{buff|Missile has more range and less endlag.}} | |||
*{{buff|Bomb has less endlag when used on the ground.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{nerf|Charge Shot deals less shield damage.}} | ||
*{{bugfix|Dark Samus no longer launches her off screen right when grab and [[Bomb (Samus)|Bomb]] occurs at the same time.}} | |||
{{ | |||
==Moveset== | ==Moveset== | ||
*Dark Samus can [[wall jump]]. | *Dark Samus can [[wall jump]]. | ||
*Dark Samus possesses a [[tether]] attack and grab. | *Dark Samus possesses a [[tether]] attack and grab. | ||
{{clr}} | |||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Straight | |neutralname=Straight and Cannon Hammer | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=8% | |neutral2dmg=8% | ||
|neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{ | |neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{s|metroidwiki|Arm Cannon}}. Despite dealing above-average damage for a neutral attack, it is poor overall, as opponents can usually act out before the second hit connects by shielding or using a fast attack, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo at high percents, but only if the first hit connects relatively close to the arm and not at the fist. The second hit does have KO potential at very high percentages, however. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=11% (foot), 10% (leg), 9% (body) | |ftiltupdmg=11% (foot), 10% (leg), 9% (body) | ||
|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 | |ftiltdesc=A reverse 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. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=13% (grounded), 12% (aerial) | |utiltdmg=13% (grounded), 12% (aerial) | ||
|utiltdesc=An axe kick | |utiltdesc=An axe kick resembling {{SSBU|Captain Falcon}}'s up tilt. It behaves unusually as it [[meteor smash]]es grounded opponents, but launches aerial opponents at a horizontal angle. This allows it to set up combos against the former at a wide range of percents, while still being a reliable edgeguard tool, due to its wide coverage and powerful enough knockback to KO aerial opponents at around 95% at the edge. At high percents, 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 Dark Samus's slowest normal attack on the ground. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small blast | |dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small, electric blast. 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= | |dashname= | ||
|dashdmg=10% (clean), 6% (late) | |dashdmg=7% (early), 10% (clean), 6% (late) | ||
|dashdesc=A shoulder tackle. Deals more damage and knockback | |dashdesc=A shoulder tackle with a white aura around Dark Samus. Deals more damage and knockback near the middle of the attack, KOing opponents at around 150% from the center of {{SSBU|Final Destination}}, and earlier near edges. However, the early and late hits are noticeably weaker, and the move lacks combo potential. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname= | ||
|fsmashupdmg={{ChargedSmashDmgSSBU|13}} (Arm Cannon), {{ChargedSmashDmgSSBU|15}} (blast) | |fsmashupdmg={{ChargedSmashDmgSSBU|13}} (Arm Cannon), {{ChargedSmashDmgSSBU|15}} (blast) | ||
|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 blast | |fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, electric 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 enough knockback to KO at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135%. 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 ledge hanging opponents, but deals slightly less damage and knockback. Compared to Samus' version of the move, it has slightly less range. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5) | |usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5) | ||
|usmashdesc=Fires five | |usmashdesc=Fires five electric blasts in an overhead arcing motion. This move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are close enough to Dark Samus. Compared to Samus's version of the move, however, Dark Samus can catch opponents at a lower height. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Dark Samus, it can fail to fully connect if the opponent is hit from too far. | ||
|dsmashname= | |dsmashname= | ||
|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. | |dsmashdesc=A legsweep. A [[semi-spike]] with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. However, it is relatively weak from center stage, with the front hit not KOing until around 200%. | ||
|nairname= | |nairname= | ||
|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) | ||
|nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall. Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher. | |nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall. Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher. | ||
|fairname= | |fairname= | ||
|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 blasts | |fairdesc=Fires five electric blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move using the [[autolink angle]], with the last hit carrying the entire attack's knockback. Dark Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Dark Samus lands again. | ||
|bairname= | |bairname= | ||
|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 at around 110% from center stage. | |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 at around 110% from center stage. | ||
|uairname= | |uairname= | ||
|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) | ||
|uairdesc=A diagonal corkscrew flying kick. It | |uairdesc=A diagonal corkscrew flying kick, hitting multiple times. It is her fastest aerial, due to coming out on frame 5. Grounded opponents can be hit by the last hitbox if Dark Samus lands while starting the move in the air, although it is difficult to do so, and risky due to the move's high landing lag. 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. | ||
|dairname= | |dairname= | ||
|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= | |zairname=[[Grapple Beam]] | ||
|zairdmg= | |zairdmg=1.5% (hit 1), 3% (hit 2) | ||
|zairdesc=Fires the {{ | |zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting an opponent causes the Grapple Beam to retract earlier, while not reducing the move's ending lag. | ||
|grabname=Grapple Beam | |grabname=Grapple 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's grab as the longest tether grab in the game. However, it is one of the slowest grabs in terms of ending lag, making it very punishable if missed. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=A palm strike. Has moderate damage and speed relative to other pummels. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Twirls the opponent overhead then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic | |fthrowdesc=Twirls the opponent overhead then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Dark Samus has [[rage]] and is at the edge of the stage. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle. | |bthrowdesc=Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% (hit 1), 7% (throw) | |uthrowdmg=5% (hit 1), 7% (throw) | ||
|uthrowdesc=Puts the opponent above herself and blasts them upward with her Arm Cannon. Dark Samus' most damaging and strongest throw, possessing enough knockback to KO middleweights under | |uthrowdesc=Puts the opponent above herself and blasts them upward with her Arm Cannon. Dark Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights under 190% 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. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=8% | |dthrowdmg=8% | ||
|dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its | |dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 224: | Line 154: | ||
|nsname=Charge Shot | |nsname=Charge Shot | ||
|nsdmg=5% (uncharged), 28% (fully charged) | |nsdmg=5% (uncharged), 28% (fully charged) | ||
|nsdesc=[[metroidwiki:Charge Beam|Charges a ball of | |nsdesc=[[metroidwiki:Charge Beam|Charges a ball of energy and fires it]]. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into [[tumbling]], it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction. | ||
|ssname=Missile | |ssname=Missile | ||
|ssdmg=8% (Homing), 12% (Super) | |ssdmg=8% (Homing), 12% (Super) | ||
|ssdesc=Fires a {{ | |ssdesc=Fires a {{s|metroidwiki|Missile}}, which homes in on the opponent. If the special button is tapped like a smash attack, Dark Samus will instead fire a {{s|metroidwiki|Super Missile}}, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities. | ||
|uspage=Screw Attack (move) | |uspage=Screw Attack (move) | ||
|usname=Screw Attack | |usname=Screw Attack | ||
|usdmg=3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12) | |usdmg=3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12) | ||
|usdesc=[[metroidwiki:Screw Attack|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 | |usdesc=[[metroidwiki:Screw Attack|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. | ||
|dspage=Bomb (Samus) | |dspage=Bomb (Samus) | ||
|dsname=Bomb | |dsname=Bomb | ||
|dsdmg=4% (contact), 5% (explosion) | |dsdmg=4% (contact), 5% (explosion) | ||
|dsdesc=Rolls into a {{ | |dsdesc=Rolls into a {{s|metroidwiki|Morph Ball}} and drops a {{s|metroidwiki|Bomb}}, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding, being capable of [[2 frame punish]]es 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 Shot. | ||
|fsname=Phazon Laser | |fsname=Phazon Laser | ||
|fsdmg= | |fsdmg=0.5% (fringe loop), 1.5% (main loop), 2.5% (fringe blast), 5.5% (main blast) | ||
|fsdesc=Fires | |fsdesc=Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Warps onto the stage from a | *Warps onto the stage from a dark portal. | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Hovers up slightly while | *'''Up taunt''': Hovers up slightly while glowing with Phazon. | ||
*'''Side taunt''': Spins around while | *'''Side taunt''': Spins around while glowing with Phazon. | ||
*'''Down taunt''': Crouches down while holding her | *'''Down taunt''': Crouches down while holding her arm cannon upright. Slightly resembles Samus's taunt in ''[[Melee]]''. | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*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. | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
* | *Raises her arm and lowers it in a fist bump pose, albeit with her fingers not fully enclosed to make a fist. Based off of her birth in the 100% ending of ''Metroid Prime''. | ||
* | *Splits from a {{s|metroidwiki|Dark Echo}} with an acrobatic 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. Resembles Samus's own pose in ''Ultimate''. | ||
* | *Turns toward the camera while glowing with Phazon, then the camera dramatically zooms in, showing two of her eyes glowing through her visor. Resembles the {{s|metroidwiki|SA-X}}'s [[metroidwiki::File:SA-X mf Screenshot 1.png|introduction]] in ''Metroid Fusion''. | ||
[[File:RidleyDarkSamusVictoryThemeUltimate.ogg|thumb| | [[File:RidleyDarkSamusVictoryThemeUltimate.ogg|thumb|An intense and sinister variation of the ''Metroid'' victory theme.]] | ||
<gallery> | <gallery> | ||
DarkSamusVictoryPose1.gif | DarkSamusVictoryPose1.gif | ||
Line 357: | Line 193: | ||
DarkSamusVictoryPose3.gif | DarkSamusVictoryPose3.gif | ||
</gallery> | </gallery> | ||
=={{SSBU|Classic Mode}}: The Great Poison Given Form== | =={{SSBU|Classic Mode}}: The Great Poison Given Form== | ||
Dark Samus faces off against protagonist characters while she is teamed up with dark/evil/corrupted variants of characters from their series, except for the penultimate battle, which is a free-for-all against {{SSBU|Samus}} and {{SSBU|Ridley}}. | |||
Dark Samus | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponents!!Stage!!Music!!Notes | !Round!!Opponents!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|Link}}||[[Hyrule Castle]]||Hyrule Castle (Outside)||{{SSBU|Zelda}} in her black costume is a CPU ally. | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Chrom}} and {{SSBU|Lucina}}||[[Arena Ferox]]||Power-Hungry Fool||{{SSBU|Robin}} in his white costume is a CPU ally. | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Ryu}}||[[Suzaku Castle]]||M. Bison Stage Type B||{{SSBU|Ken}} in his black costume is a CPU ally. | ||
|- | |- | ||
|4||{{ | |4||{{SSBU|Squirtle}}, {{SSBU|Charizard}}, and {{SSBU|Pikachu}}||[[Saffron City]]||Battle! (Team Galactic)||{{SSBU|Ivysaur}} in its green costume is a CPU ally. | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Mario}}, {{SSBU|Peach}}, and {{SSBU|Daisy}}||[[Princess Peach's Castle]]||Main Theme - Luigi's Mansion (Brawl)||{{SSBU|Luigi}} in his purple costume is a CPU ally. | ||
|- | |- | ||
|6||{{ | |6||{{SSBU|Samus}} and {{SSBU|Ridley}}||[[Norfair]]||Vs. Ridley (Brawl)||This battle is a free-for-all. | ||
|- | |- | ||
|colspan="5"| | |colspan="5"|Bonus Stage | ||
|- | |- | ||
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}| | |Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||Master Hand||On intensity 7.0 and higher, {{SSBU|Crazy Hand}} fights alongside Master Hand, and the track ''Master Hand / Crazy Hand'' plays during the battle. | ||
|} | |} | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
Line 392: | Line 221: | ||
Dark Samus is absent from the World of Light opening cutscene, though she was vaporized and placed under [[Galeem]]'s imprisonment alongside the rest of the playable fighters (excluding {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | Dark Samus is absent from the World of Light opening cutscene, though she was vaporized and placed under [[Galeem]]'s imprisonment alongside the rest of the playable fighters (excluding {{SSBU|Kirby}}) when Galeem unleashed his beams of light. | ||
Dark Samus was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat, and is found in | Dark Samus was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat, and is found in The Final Battle as one of the last fighters under his command. She is one of the few obligatory unlocks, and defeating her leads to a fight with {{SSBU|Crazy Hand}} and the subsequent reveal of {{SSBU|Palutena}}'s location. | ||
{{clrl}} | {{clrl}} | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
| | | 04ε | ||
|[[File:Dark Samus SSBU.png|center| | | [[File:Dark Samus SSBU.png|center|108x108px]] | ||
| {{SSBU|Dark Samus}} | |||
|{{ | | {{color|#17ba17|Grab}} | ||
|12,500 | | 12,500 | ||
|[[Frigate Orpheon]] ([[Ω form]]) | | [[Frigate Orpheon]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}'' | | ''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]s== | ||
Dark Samus's | Dark 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 Dark 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''. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Dark Samus Spirit.png|265. '''''Dark Samus''''' | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
Line 443: | Line 272: | ||
! Conditions | ! Conditions | ||
! Music | ! Music | ||
|- | |- | ||
|278 | |278 | ||
|{{ | |[[File:SSBU Spirits Mother Brain.png|center|64x64px]] | ||
|''Metroid'' | |{{anchor|Mother Brain}}[[Mother Brain]] | ||
|''Metroid series'' | |||
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Red}} | |•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Red}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|9,300 | |9,300 | ||
|[[Brinstar Depths]] ([[Ω form]]) | |[[Brinstar Depths]] ([[Ω form]]) | ||
|•Energy Output ↑<br> | |•Energy Output ↑<br>•[[Assist Trophy]] Enemies ([[Mother Brain]]) | ||
|•Hostile assist trophies will appear<br>•The enemy favors neutral specials<br>•All fighters' energy attacks have increased power | |•Hostile assist trophies will appear<br/>•The enemy favors neutral specials<br/>•All fighters' energy attacks have increased power | ||
|{{SSBUMusicLink|Metroid|Escape}} | |{{SSBUMusicLink|Metroid|Escape}} | ||
|- | |- | ||
|282 | |282 | ||
|{{ | |[[File:Zebastianspacepirate.png|center|64x64px]] | ||
|''Metroid'' | |{{anchor|Zebesian}}Zebesian | ||
|•{{SSBU|Dark Samus}} Team {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}} | |''Metroid series'' | ||
| | |•{{SSBU|Dark Samus}} Team {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}} (x4) | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|3,900 | |3,900 | ||
|[[Brinstar]] | |[[Brinstar]] | ||
Line 467: | Line 296: | ||
|•The enemy's neutral special has increased power | |•The enemy's neutral special has increased power | ||
|{{SSBUMusicLink|Metroid|Brinstar (Melee)}} | |{{SSBUMusicLink|Metroid|Brinstar (Melee)}} | ||
|- | |- | ||
|295 | |295 | ||
|{{ | |[[File:SSBU Spirits Gandrayda.png|center|64x64px]] | ||
|''Metroid | |{{anchor|Gandrayda}}Gandrayda | ||
|''Metroid series'' | |||
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|1,800 | |1,800 | ||
|[[Frigate Orpheon]] | |[[Frigate Orpheon]] | ||
Line 479: | Line 308: | ||
|•Take your strongest team into this no-frills battle | |•Take your strongest team into this no-frills battle | ||
|{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}} | |{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}} | ||
|- | |- | ||
|529 | |529 | ||
|{{ | |[[File:Zekromspirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Zekrom}}[[Zekrom]] | ||
|''Pokémon series'' | |||
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Black}} | |•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Black}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|9,300 | |9,300 | ||
|[[Unova Pokémon League]] | |[[Unova Pokémon League]] | ||
|N/A | |N/A | ||
|•The enemy's electric attacks have increased power<br>•The enemy favors special moves | |•The enemy's electric attacks have increased power<br>•The enemy favors special moves | ||
|{{SSBUMusicLink|Pokémon|Battle! (Reshiram / Zekrom)}} | |{{SSBUMusicLink|Pokémon|Battle! (Reshiram/Zekrom)}} | ||
|- | |- | ||
|771 | |771 | ||
|{{ | |{{anchor|Gekko}}[[File:Gekkos.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |Gekko | ||
|•Giant {{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Grey}}×2 | |''Metal Gear Solid series'' | ||
| | |•Giant {{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Grey}} (×2) | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|3,800 | |3,800 | ||
|[[Shadow Moses Island]] | |[[Shadow Moses Island]] | ||
Line 503: | Line 332: | ||
|•[[Stamina battle]]<br>•The enemy is giant<br>•The enemy doesn't like to jump | |•[[Stamina battle]]<br>•The enemy is giant<br>•The enemy doesn't like to jump | ||
|{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}} | |{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}} | ||
|- | |- | ||
|897 | |897 | ||
|{{ | |{{anchor|Gravity Man}}[[File:Gravityman.png|center|64x64px]] | ||
|''Mega Man'' | |Gravity Man | ||
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Pink}} | |''Mega Man series'' | ||
| | |•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Pink}} | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|7,500 | |7,500 | ||
|[[Mario Galaxy]] | |[[Mario Galaxy]] | ||
|•Hazard: High Gravity<br>•Hazard: Low Gravity | |•Hazard: High Gravity<br>•Hazard: Low Gravity | ||
| | |•Stamina battle<br>•Gravity is reduced<br>•All fighters have reduced jump ability after a little while | ||
|{{SSBUMusicLink|Mega Man|Gravity Man Stage}} | |{{SSBUMusicLink|Mega Man|Gravity Man Stage}} | ||
|- | |- | ||
|1,163 | |1,163 | ||
|{{ | |{{anchor|Bayonette}}[[File:Bayonette.png|center|64x64px]] | ||
|''Custom Robo'' | |Bayonette | ||
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Yellow}} | |''Custom Robo series'' | ||
| | |•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|1,900 | |1,900 | ||
|[[Mushroomy Kingdom]] ([[Battlefield form]]) | |[[Mushroomy Kingdom]] ([[Battlefield form]]) | ||
|N/A | |N/A | ||
|•The enemy's side special has increased power<br>•[[Stamina battle]]<br>•The enemy favors side specials | |•The enemy's side special has increased power<br>•[[Stamina battle]]<br>•The enemy favors side specials | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Marionation Gear}} | ||
|} | |} | ||
Line 627: | Line 375: | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Dark Samus Joins the Battle.png|Dark Samus' splash art. | Dark Samus Joins the Battle.png|Dark Samus's splash art. | ||
Dark Samus amiibo.png|Dark Samus' [[amiibo]]. | <!--Dark Samus amiibo.png|Dark Samus's [[amiibo]].--> | ||
SSBU Dark Samus Number.png|Dark Samus' fighter card | SSBU Dark Samus Number.png|Dark Samus's fighter card. | ||
SSBUWebsiteDarkSamus1.jpg|Charging a [[forward smash]] on the [[Great Plateau Tower]]. | |||
SSBUWebsiteDarkSamus1.jpg|Charging | |||
SSBUWebsiteDarkSamus2.jpg|Dark Samus with a fully charged [[Charge Shot]] on [[Great Bay]]. | SSBUWebsiteDarkSamus2.jpg|Dark Samus with a fully charged [[Charge Shot]] on [[Great Bay]]. | ||
SSBUWebsiteDarkSamus3.jpg|Dark Samus using her [[grab aerial]] on [[Palutena's Temple]]. | SSBUWebsiteDarkSamus3.jpg|Dark Samus using her [[grab aerial]] on [[Palutena's Temple]]. | ||
SSBUWebsiteDarkSamus4.jpg|Dark Samus using her [[forward aerial]] on {{SSBU|Dark Pit}} on [[Gerudo Valley]]. | SSBUWebsiteDarkSamus4.jpg|Dark Samus using her [[forward aerial]] on {{SSBU|Dark Pit}} on [[Gerudo Valley]]. | ||
SSBUWebsiteDarkSamus5.jpg|Dark Samus standing beside [[Lunala]] on [[Spirit Train]]. | SSBUWebsiteDarkSamus5.jpg|Dark Samus standing beside [[Lunala]] on [[Spirit Train]]. | ||
SSBUWebsiteDarkSamus6.jpg|Dark Samus' purple [[Alternate costume|costume]] on [[Lylat Cruise]]. | SSBUWebsiteDarkSamus6.jpg|Dark Samus's purple [[Alternate costume|costume]] on [[Lylat Cruise]]. | ||
Dark Samus Morph Ball Smash.png|Dark Samus' | Dark Samus Morph Ball Smash.png|Dark Samus's Morph Ball. | ||
Chrom and Dark Samus.jpg|Dark Samus and {{SSBU|Chrom}} on [[Skyloft]]. | Chrom and Dark Samus.jpg|Dark Samus and {{SSBU|Chrom}} on [[Skyloft]]. | ||
DarkSamusAndBomb.jpg|Dark Samus | DarkSamusAndBomb.jpg|Dark Samus kneeling next to her {{b|Bomb|Samus}} on [[Bridge of Eldin]]. | ||
</gallery> | </gallery> | ||
=== | ===Character introduction video=== | ||
{{#widget:YouTube|id=sXG-oI6VChg}} | {{#widget:YouTube|id=sXG-oI6VChg}} | ||
==Trivia== | ==Trivia== | ||
*Dark Samus, {{SSBU|Little Mac}} and {{SSBU|Isabelle}} initially appeared as [[Assist Trophy|Assist Trophies]] in previous installments prior to becoming | *Dark Samus, alongside {{SSBU|Little Mac}} and {{SSBU|Isabelle}}, is one of the three playable characters who initially appeared as [[Assist Trophy|Assist Trophies]] in previous installments prior to becoming playable. | ||
** | **Out of these, she is the only one to be an Echo Fighter. | ||
*Dark Samus is the second | *Dark Samus is the second character to be cloned from a female (in this case, {{SSBU|Samus}}), with {{SSBU|Daisy}} being the first. | ||
*Much like Daisy's base fighter, {{SSBU|Peach}}, having | **Much like Daisy's base fighter, {{SSBU|Peach}}, having had Daisy-based alternate costumes in all of her previous appearances, Dark Samus's base fighter, Samus, had a Dark Samus-based color scheme in ''Smash 4''. This color was removed in ''Ultimate'', likely to make it easier to distinguish Samus and Dark Samus. | ||
* | *Dark Samus, following [[Diddy Kong]], is the second non-Japanese character to be playable in ''Smash Bros.'', and she is the first character in the series that was created by an American developer, {{S|wikipedia|Retro Studios}}. | ||
*Dark Samus is the second playable female villain, the first being [[Koopalings|Wendy]]. | |||
**However, Dark Samus is the first female villain to have a dedicated slot on the character select screen due to Wendy being an alternate costume for [[Bowser Jr.]] | |||
*Just like | **Originally on the Super Smash Blog, Dark Samus was referred to with neuter pronouns, despite being referred to as a female in scan data in the ''Metroid Prime'' games and in previous ''Smash Bros.'' trophies. This choice may have been due to her being composed entirely of a mutagenic substance known as {{s|metroidwiki|Phazon}}, and her original form, {{iw|metroidwiki|Metroid Prime|specimen}}, was referred to with neuter pronouns before absorbing Samus's Phazon Suit and becoming Dark Samus. This error on the blog was later corrected. | ||
** | *Dark Samus's Final Smash resembles Samus's fully charged Phazon Beam while in the Hyper Mode of her PED Suit in ''[[Metroid Prime 3: Corruption]]''. | ||
*According to | *Just like fellow {{uv|Metroid}} newcomer {{SSBU|Ridley}}, ''Super Smash Bros. Ultimate'' marks Dark Samus's first playable appearance. | ||
*Dark Samus is | **Dark Samus also marks the first time the ''Metroid'' series has a playable {{b|Metroid|creature}}. | ||
*According to Sakurai's weekly Famitsu column, Dark Samus was added due to her popularity overseas, while {{SSBU|Chrom}} was added due to his popularity in Japan. | |||
*While Dark Samus normally has a different idle stance from Samus, she will assume Samus' idle stance briefly | *Dark Samus is the only Echo Fighter who is a villain, as the rest of the Echo Fighters are either heroes or, in [[Dark Pit]]'s case, an anti-hero. | ||
*While Dark Samus normally has a different idle stance from Samus, she will assume Samus's idle stance briefly if killed by a low-damaging attack in Stamina Mode. | |||
*All of Dark Samus' Arm Cannon-based moves (except for down tilt, up smash | *All of Dark Samus' Arm Cannon-based moves (except for down tilt, up smash and forward aerial) alter the Arm Cannon to match the color of her "visor" and armor highlights. | ||
*Dark Samus | *Dark Samus's Classic Mode pairs her up with corrupted versions of fighters to fight the heroes of the respective series. The pairing choices reference a time where the fighter was possessed or brainwashed into fighting the protagonist. | ||
* | **Zelda fought against Link when [[zeldawiki:Possessed Zelda|she was possessed]] by [[Ganondorf]] and Malladus in ''The Legend of Zelda: Twilight Princess'' and ''The Legend of Zelda: Spirit Tracks'', respectively. | ||
* | **The future Robin was possessed by {{s|fireemblemwiki|Grima|character}} and fought Chrom and Lucina in ''{{s|fireemblem|Fire Emblem Awakening}}''. | ||
**Ken was brainwashed by [https://streetfighter.fandom.com/wiki/M._Bison M. Bison] and became [https://streetfighter.fandom.com/wiki/Violent_Ken Violent Ken] in ''SNK vs. Capcom: SVC Chaos'' and ''Ultra Street Fighter II: The Final Challengers''. | |||
*Dark Samus | **Ivysaur is the only one that was not corrupted in its game. It was likely paired with Dark Samus because it is a Poison-type Pokémon or a reference to the {{iw|bulbapedia|Dark Ivysaur|Best of Game 6}} card from the Pokémon Trading Card Game. | ||
**Luigi was brainwashed by {{s|mariowiki|Nastasia}} and became {{s|mariowiki|Mr. L}} in ''Super Paper Mario'' (though his costume here is based on his rival, [[Waluigi]]). | |||
*Dark Samus still runs when carrying heavy items such as a [[crate]]. | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
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[[Category:Dark Samus (SSBU)| ]] | [[Category:Dark Samus (SSBU)| ]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||