Editing Dark Samus (SSBU)
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{{Infobox Character | {{Infobox Character | ||
|name = Dark Samus | |name = Dark Samus | ||
|shareslot = {{SSBU|Samus}} (with [[Echo Fighter]]s stacked) | |||
|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]] | ||
}} | }} | ||
'''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''. | ||
==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 | 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 hovers in midair during several of her animations, similarly to {{SSBU|Mewtwo}}, {{SSBU|Rosalina & Luma}} and {{SSBU|Bowser Jr.}}}} | *{{change|Dark Samus hovers in midair during several of her animations, similarly to {{SSBU|Mewtwo}}, {{SSBU|Rosalina & Luma}} and {{SSBU|Bowser Jr.}}}} | ||
**{{change|Dark Samus' idle stance and periodic idle poses are different. Many of her animations, such as her crouch transition, have been changed to seamlessly transition into this stance.}} | **{{change|Dark Samus' idle stance and periodic idle poses are different. Many of her animations, such as her crouch transition, have been changed to seamlessly transition into this stance.}} | ||
**{{change|Dark Samus has an animation for transitioning into her own idle stance from Samus' idle stance, which is used only for animations | **{{change|Dark Samus has an animation for transitioning into her own idle stance from Samus' idle stance, which is used only for animations which she shares with Samus. She shares this trait with {{SSBU|Chrom}} and {{SSBU|Mythra}}.}} | ||
**{{change|Dark Samus' turning, [[walk]]ing, initial [[dash]], initial dash turnaround, running, turnaround | **{{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 | **{{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 | **{{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 | *{{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|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 | *{{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.}} | ||
*{{ | *{{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 | **{{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 | **{{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 | |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 | |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= | |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}}''. | ||
}} | }} | ||
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*'''Up taunt''': Hovers up slightly while emitting small embers of Phazon. | *'''Up taunt''': Hovers up slightly while emitting small embers of Phazon. | ||
*'''Side taunt''': Spins around while emitting small embers of Phazon. | *'''Side taunt''': Spins around while emitting small embers of Phazon. | ||
*'''Down taunt''': Crouches down while holding her | *'''Down taunt''': Crouches down while holding her arm cannon upright. It slightly resembles Samus' taunt in ''[[Super Smash Bros. Melee]]'', and Samus' pose on the box art of both ''{{iw|metroidwiki|Metroid II: Return of Samus}}'' and ''{{iw|metroidwiki|Metroid: Samus Returns}}''. | ||
<gallery> | <gallery> | ||
SSBUDarkSamusTaunt1.gif|Dark Samus' up taunt. | SSBUDarkSamusTaunt1.gif|Dark Samus' up taunt. | ||
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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 | *'''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|Metroid|Multiplayer - Metroid Prime 2: Echoes}}'' | |''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
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</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%;" | ||
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|{{SSBUMusicLink|Xenoblade Chronicles|Praetor Amalthus - The Acting God -}} | |{{SSBUMusicLink|Xenoblade Chronicles|Praetor Amalthus - The Acting God -}} | ||
| | | | ||
|} | |} | ||
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<gallery> | <gallery> | ||
Dark Samus Joins the Battle.png|Dark Samus' splash art. | Dark Samus Joins the Battle.png|Dark Samus' splash art. | ||
SSBU Dark Samus Number.png|Dark Samus' fighter card. | SSBU Dark Samus Number.png|Dark Samus' fighter card. | ||
Dark Samus unlock notice SSBU.jpg|Dark Samus' unlock notice. | Dark Samus unlock notice SSBU.jpg|Dark Samus' unlock notice. | ||
Dark Samus amiibo.png|Dark Samus' [[amiibo]]. | |||
SSBUWebsiteDarkSamus1.jpg|Charging her [[forward smash]] on the [[Great Plateau Tower]]. | SSBUWebsiteDarkSamus1.jpg|Charging her [[forward smash]] on the [[Great Plateau Tower]]. | ||
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]]. | ||
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*Dark Samus is the second fighter revealed to have been cloned from a female fighter (in her case, {{SSBU|Samus}}), with the first being {{SSBU|Daisy}}. | *Dark Samus is the second fighter revealed to have been cloned from a female fighter (in her case, {{SSBU|Samus}}), with the first being {{SSBU|Daisy}}. | ||
*Much like Daisy's base fighter, {{SSBU|Peach}}, having a [[Daisy]]-based alternate costume in all of her previous appearances, Dark Samus' base fighter, Samus, has a [[Dark Samus]]-based alternate costume in ''Super Smash Bros. 4''. This costume was removed in ''Super Smash Bros. Ultimate'', likely to make it easier to distinguish between Samus and Dark Samus. This scenario is similar to {{SSBU|Ike}}'s loss of his [[Chrom]]-inspired alternate costume following {{SSBU|Chrom}}'s inclusion as a fighter in ''Ultimate''. | *Much like Daisy's base fighter, {{SSBU|Peach}}, having a [[Daisy]]-based alternate costume in all of her previous appearances, Dark Samus' base fighter, Samus, has a [[Dark Samus]]-based alternate costume in ''Super Smash Bros. 4''. This costume was removed in ''Super Smash Bros. Ultimate'', likely to make it easier to distinguish between Samus and Dark Samus. This scenario is similar to {{SSBU|Ike}}'s loss of his [[Chrom]]-inspired alternate costume following {{SSBU|Chrom}}'s inclusion as a fighter in ''Ultimate''. | ||
**Incidentally, Dark Samus, Daisy | **Incidentally, Dark Samus, Daisy and Chrom are Echo Fighters. | ||
*Dark Samus is the second non-Japanese character to be playable in ''Super Smash Bros.'', with the first being [[Diddy Kong]]. She is also the first fighter in the series that was created by an American developer ({{iw|wikipedia|Retro Studios}}). | *Dark Samus is the second non-Japanese character to be playable in ''Super Smash Bros.'', with the first being [[Diddy Kong]]. She is also the first fighter in the series that was created by an American developer ({{iw|wikipedia|Retro Studios}}). | ||
*Just like her fellow {{uv|Metroid}} newcomer {{SSBU|Ridley}}, ''Ultimate'' marks Dark Samus' first playable appearance. | *Just like her fellow {{uv|Metroid}} newcomer {{SSBU|Ridley}}, ''Ultimate'' marks Dark Samus' first playable appearance. | ||
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*While Dark Samus normally has a different idle stance from Samus, she will assume Samus' idle stance briefly after using an animation directly borrowed from Samus (such as any attack excluding her dash attack, smash attacks, special moves, Final Smash, or flinching in any way). This is similar to other Echo Fighters, though unlike the other examples (save for {{SSBU|Simon}} and {{SSBU|Richter}}), Dark Samus does not revert to her base fighter's idle stance while holding a small item. | *While Dark Samus normally has a different idle stance from Samus, she will assume Samus' idle stance briefly after using an animation directly borrowed from Samus (such as any attack excluding her dash attack, smash attacks, special moves, Final Smash, or flinching in any way). This is similar to other Echo Fighters, though unlike the other examples (save for {{SSBU|Simon}} and {{SSBU|Richter}}), Dark Samus does not revert to her base fighter's idle stance while holding a small item. | ||
**On a similar note, Dark Samus dashes on her feet while carrying heavy items (such as a [[crate]]) despite floating by default in order to move around. This is possibly an animation carryover from Samus. She also uses Samus' animations when walking/dashing off a platform. | **On a similar note, Dark Samus dashes on her feet while carrying heavy items (such as a [[crate]]) despite floating by default in order to move around. This is possibly an animation carryover from Samus. She also uses Samus' animations when walking/dashing off a platform. | ||
*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 {{iw|metroidwiki|Phazon Suit}}'s {{iw|metroidwiki|visor}} and highlights. | ||
*Dark Samus is one of two characters in ''Ultimate'' who shares another character's star KO voice clip (in her case, Samus'), with the other being {{SSBU|Dr. Mario}} (who has {{SSBU|Mario}}'s star KO voice clip). | *Dark Samus is one of two characters in ''Ultimate'' who shares another character's star KO voice clip (in her case, Samus'), with the other being {{SSBU|Dr. Mario}} (who has {{SSBU|Mario}}'s star KO voice clip). | ||
*If Dark Samus is firing a shooting item, such as a [[Ray Gun]] or [[Fire Flower]], or wielding a [[Daybreak]] and is moving around with it, the sounds of her walking can be heard despite the fact that she floats while holding it. This is possibly due to an oversight. | *If Dark Samus is firing a shooting item, such as a [[Ray Gun]] or [[Fire Flower]], or wielding a [[Daybreak]] and is moving around with it, the sounds of her walking can be heard despite the fact that she floats while holding it. This is possibly due to an oversight. | ||
*Dark Samus, Samus, {{SSBU|Mr. Game & Watch}} and {{SSBU|Pac-Man}} are the only fighters who do not emit flashing red eyes in the spirit battle preview screens in World of Light. | *Dark Samus, Samus, {{SSBU|Mr. Game & Watch}} and {{SSBU|Pac-Man}} are the only fighters who do not emit flashing red eyes in the spirit battle preview screens in World of Light. | ||
*In French and German, the name tag and voice clip from the announcer on the victory screen is different from the one used on the character select screen. In the former, the announcer pronounces her name in | *In French and German, the name tag and voice clip from the announcer on the victory screen is different from the one used on the character select screen. In the former, the announcer pronounces her name in more sinister way (akin to the English and Dutch versions), while the latter features a noticeable translation of "the" ('''die''' Dunkle Samus). | ||
*Dark Samus' [https://www.nintendo.com/amiibo/detail/dark-samus-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on her Super Smash Blog entry. | *Dark Samus' [https://www.nintendo.com/amiibo/detail/dark-samus-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on her Super Smash Blog entry. | ||