Editing Dark Samus (SSBU)

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|game = SSBU
|game = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A
|ranking = 15
}}
}}
:{{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}}'s [[Echo Fighter]], thus being 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 ''[[Smash 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 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 renowed Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall mid-air using her Bombs, and her Grapple Beam tether recovery's long range. All of 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.


Dark Samus' grab game is also useful: her [[Grapple Beam]] has impressive range, doubles as a [[tether recovery]], and has very little landing lag when used as a [[grab aerial]]. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Many of her combos can rack up more than 30% and when using platforms to her advantage, or string together multiple times and then be finished with Screw Attack, leading to a KO or dealing 40%-50% at the very least. Up throw is Dark Samus' strongest throw and is a fairly reliable KO option, especially on platforms. Although forward throw and back throw have decent damage outputs, their only utility is creating space and setting up edgeguards, and both are mediocre at best in doing so.
Dark Samus' grab game is also somewhat useful, as her [[Grapple Beam]] has impressive range, doubles as a [[tether recovery]] and has very little landing lag. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Many of her combos can rack up more than 30% and when using platforms to her advantage, or string together multiple times and then be finished with Screw Attack, leading to a KO or dealing 40%-50% at the very least. Up throw has decent to good KO power, becoming Dark Samus' strongest throw. Lastly, forward and back throw can KO earlier at the ledge.


However, Dark Samus shares similar flaws to Samus. Dark Samus' ground game is mediocre overall as her smash attacks are punishable, with only her forward smash being a fairly reliable KOing option due to its quick start-up lag. Her neutral attack is very mediocre, which is noticeably exemplified in its inability to connect at high percentages and thus limits Dark Samus' anti-pressuring ability. Due to this and her average dashing speed, most Dark Samus players will often find themselves in the air, where her strengths lie.
However, Dark Samus shares similar flaws to Samus. Dark Samus' ground game is mediocre overall as her smash attacks are punishable, with only her forward smash being a fairly reliable KOing option due to its quick start-up lag. Her neutral attack is very mediocre, which is noticeably exemplified in its inability to connect at high percentages and thus limits Dark Samus' anti-pressuring ability. Due to this and her average dashing speed, most Dark Samus players will often find themselves in the air, where her strengths lie.
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==Differences from {{SSBU|Samus}}==
==Differences from {{SSBU|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 using her {{iw|metroidwiki|Morph Ball}}, {{iw|metroidwiki|Phazon}}-based attacks appearing as neon blue, [[electric]]al explosions instead of orange, [[Flame|flaming]] explosions, and more organic looking models for her Homing [[Missile]], Super Missile and {{b|Bomb|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) 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, larger shield size, or a smaller hurtbox after rolling). The gameplay differences between the two are so marginal that it is ultimately up to preference over which character to choose from.
 
However, Dark Samus' small advantages over Samus (such as her slightly faster roll) are considered to be less situational than Samus' small advantages over Dark Samus (such as the ability to detonate enemy [[bomb]]s with her [[flame]] properties, larger shield size, or a smaller hurtbox after rolling). The gameplay differences between the two are so marginal that it is ultimately up to the player's preference over which character to choose from.


===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 [[victory theme]], which is shared with {{SSBU|Ridley}}.}}
*{{change|Dark Samus has a different victory theme, shared with {{SSBU|Ridley}}.}}
*{{change|Dark Samus' [[No Contest]] animation is slightly different.}}
*{{change|Dark Samus's No Contest animation is slightly different.}}
*{{change|Dark Samus' [[on-screen appearance]] has her warp onto the stage from a wormhole.}}
*{{change|Dark Samus's [[on-screen appearance]] has her warp onto the stage from a dark portal.}}
*{{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, similar 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 has a different idle stance. Her periodic idle poses are different aswell. 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 that she shares with Samus. She shares this trait with {{SSBU|Chrom}} and {{SSBU|Mythra}}.}}
**{{change|Dark Samus has an animation for transitioning into her own idle stance from Samus's 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, and braking animations are completely different, with sound effect changes to appropriately match the animations.}}
**{{change|Dark Samus's turning, walking, initial dash, inital dash turnaround, running, run 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's jumping, double 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's perfect shield animation is different, performing a pose similar to her artwork in ''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's arm cannon splits apart and grows Phazon tendrils for some moves, such as her grab, Missiles, forward smash, and Final Smash. The color of the tendrils are 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.}}
*{{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|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|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 {{b|Pikmin|species}} with them but not his Yellow Pikmin. Those moves are given a lower hitlag multiplier compared to Samus's to make them consistent between the two characters.}}
**{{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's 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 attacks.}}
***{{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's right arm is briefly intangible when activating and deactivating her shield.}}
****{{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.}}
*{{buff|Both of Dark Samus's [[roll]]s have less ending lag than Samus's ([[FAF]] 35 → 32 (forward), 40 → 37 (back)).}}
*{{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|However, Dark Samus is more vulnerable during ending lag due to her larger hurtboxes when rolling.}}
**{{buff|However, Dark Samus' right arm is briefly intangible when activating and deactivating her shield.}}
*{{nerf|Dark Samus does not transform into a Morph Ball when rolling or spin while jumping. This makes her hurtbox larger during those animations.}}
*{{buff|Both of Dark Samus' [[roll]]s have less ending lag than Samus's ([[FAF]] 35 → 32 (forward), 40 → 37 (back)).}}
*{{buff|Dark Samus's initial dash turnaround animation starts one frame faster than Samus's does (3 frames → 2), making her retreat slightly faster. Notably, she is the only fighter with this attribute.}}
**{{nerf|Due to her larger hurtboxes while rolling, however, Dark Samus is more vulnerable during her rolls' ending lag.}}
*{{change|Dark Samus has a longer duration in transitioning into her running 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.}}
*{{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.}}
*{{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.}}


===Ground attacks===
===Ground attacks===
*{{change|The visual trail on Dark Samus' foot during her forward tilt starts 1 frame later than Samus' version, no longer overtaking her foot's position in the kick.}}
*{{change|Forward tilt's foot trail visual commences one frame later on Dark Samus's forward tilt, no longer overtaking her foot's position in the kick.}}
*{{buff|Due to her hovering in midair, Dark Samus' dash attack has an altered animation. This animation makes her dash attack slightly more disjointed.}}
*{{buff|Dark Samus's dash attack has an altered animation where Dark Samus hovers in midair. Additionally, Dark Samus does not use her jet boosters during the animation. The different animation makes her dash attack slightly more disjointed.}}
*{{change|All of Dark Samus' smash attacks have altered animations.}}
*{{change|All of Dark Samus's smash attacks have altered animations.}}
**{{change|This slightly influences the horizontal range of all versions of forward smash, with the unangled version having marginally less horizontal range, while the up and down angled versions have marginally increased horizontal range.}}
**{{change|This slightly influences the horizontal reach of all versions of forward smash, with the unangled version having marginally less horizontal reach, while the up and down angled versions have marginally increased horizontal reach.}}
***{{nerf|However, Dark Samus does not move back as quickly during forward smash's ending lag. This makes it slightly less safe than Samus' version.}}
***{{nerf|However, Dark Samus doesn't move back as quickly during forward smash's endlag, reducing its saftey.}}
**{{change|This allows up smash to hit shorter opponents more reliably than Samus' version at the cost of KOing grounded opponents slightly later.}}
**{{buff|This allows up smash to hit shorter opponents more reliably than Samus's version.}}
***{{nerf|However, as a result, it KOs grounded opponents very slightly later.}}


===Grabs and throws===
===Grabs and throws===
*{{buff|Due to Dark Samus' body being able to go past edges during her throw animation, her forward throw can KO slightly earlier than Samus' version at the very edge of a platform or stage.}}
*[[Forward throw]]:
**{{buff|Forward throw can KO slightly earlier at the very edge of a platform or stage due to Dark Samus's body being able to go past ledges during her throw animation.}}


===Special moves===
===Special moves===
*[[Charge Shot]]:
*[[Charge Shot]]:
**{{change|Charge Shot has an altered animation, in which Dark Samus performs the move one-handed. This results in the projectile being fired at a slightly lower elevation, but her hurtbox is taller during the animation compared to Samus' version, making her easier to hit. The change in animation is reflected when {{SSBU|Kirby}} copies this move, but his version of Dark Samus' Charge Shot is actually fired at a slightly higher elevation compared to his version of Samus' Charge Shot.}}
**{{change|Charge Shot has an altered animation where Dark Samus performs the move one-handed. This results in the projectile being fired at a slightly lower elevation, but her hurtbox is taller during the animation compared to Samus's version, making her easier to hit. The change in animation is reflected when {{SSBU|Kirby}} copies this move, but his version of Dark Samus's Charge Shot is actually fired at a slightly higher elevation compared to his version of Samus's Charge Shot.}}
***{{buff|This allows Charge Shot to hit low-profiling opponents more easily, such as a crouching {{SSBU|Pichu}} or {{SSBU|Pikachu}} hanging from the edge.}}
***{{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 the projectile.}}
***{{nerf|However, this makes it slightly easier for opponents to jump over the projectile.}}
**{{change|Charge Shot is mostly black and navy blue, with tendrils extending from the edges.}}
**{{change|Charge Shot is mostly black and dark blue, with tendrils extending from the edges.}}
*[[Missile]]:
*[[Missile]]:
**{{change|Dark Samus' animations for firing a Homing and Super Missile are different.}}
**{{change|Dark Samus's animations for firing missiles are different.}}
***{{nerf|She does not hunch over as much as Samus does when firing a Homing Missile, making her hurtbox taller and easier to hit.}}
***{{nerf|As a result, Dark Samus does not hunch over as much when firing a homing missile, making her hurtbox taller and easier to hit.}}
***{{nerf|Her animation for firing a Super Missile in the air is much longer than Samus' version (61 frames → 82). This results in Dark Samus taking longer to grab an edge afterward unless the Super Missile is [[interrupt]]ed.}}
**{{change|Missiles 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's 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.}}
*{{b|Bomb|Samus}}:
*{{b|Bomb|Samus}}:
**{{change|Bomb has an organic appearance.}}
**{{change|Bombs have an organic appearance.}}
*[[Phazon Laser]]:
*[[Phazon Laser]]:
**{{change|It is mostly black and navy blue instead of white and neon blue.}}
**{{change|It is mostly black and dark blue, as opposed to white and light blue.}}
**{{change|Dark Samus' Arm Cannon splits into a segmented appearance instead of using a large cannon ring.}}
**{{change|Dark Samus's arm cannon splits into several shards for this move, 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.}}
**{{nerf|Phazon Laser lacks the thruster hitboxes of Samus's equivalent [[Zero Laser (Samus)|Final Smash]].}}


===Misc.===
===Misc.===
*{{change|Dark Samus has a different pose when trapped inside of a [[Minecart]].}}
*{{change|Dark Samus has a different pose when trapped inside of {{SSBU|Steve}}'s [[Minecart]].}}
 
==Update History==
Like her [[Samus (SSBU)|heroic counterpart]], Dark Samus has received a mix of buffs, nerfs and bug fixes, but has been buffed overall in game patches, with most of the changes coming from update 7.0.0.


==Update history==
Update 2.0.0 fixed her Missile not following Pokémon Trainer's new Pokémon properly after they had switched Pokémon. Missile was also given more range and Bomb was given less ending lag. Charge Shot was given less shield damage across the board in update 3.0.0. In update 3.1.0, her up smash was buffed, making it connect more reliably.  
Like {{SSBU|Samus}}, Dark Samus has received a mix of buffs, nerfs and glitch fixes, but was buffed overall via game updates. Update 2.0.0 fixed Homing [[Missile]]'s inconsistency at following {{SSBU|Pokémon Trainer}}'s Pokémon any time they were switched via [[Pokémon Change]] after the Missile was fired. Missile's range was also increased while {{b|Bomb|Samus}}'s ending lag was decreased. However, update 3.0.0 decreased [[Charge Shot]]'s [[shield damage]] output as part of a near-universal nerf to projectiles. As a result, its utility for shield break combos was worsened significantly, with the same applying to Samus' version. Following this, update 3.1.0 improved the consistency of up smash's linking hits.  


However, Dark Samus received her most noteworthy buffs in update 7.0.0. Like Samus, her shield was enlarged as part of a near-universal buff; unlike Samus, however, Dark Samus' right arm now gains brief [[intangibility]] upon activating and deactivating her shield. Up smash, down smash and up throw each gained considerable increases to their knockback, which noticeably improved their KO potentials. On a similar note, early dash attack deals 3% more damage: this makes it functionally identical to the clean hit, and thus improved dash attack's consistency as a situational, yet viable KO option. Aerial [[Grapple Beam]] gained slight increases to its damage output and active frames, which improved its spacing prowess. Lastly, update 9.0.2 fixed a glitch introduced in update 9.0.0 that made [[Screw Attack]] unable to propel Dark Samus as high as it used to.
Update 7.0.0 buffed Dark Samus quite considerably. In a near-universal buff, Dark Samus' shield was enlarged, and her right arm was given briefly intangible when activating and deactivating her shield. Dash attack was given more damage on its early hitbox, making it deal the same amount of damage as the clean hitbox. Up and down smash were given much more knockback, improving their KO power. Her [[grab aerial]] was made slightly stronger in terms of damage and now has a longer hitbox duration, improving its spacing prowess. Update 9.0.2 fixed a bug introduced in 9.0.0 that made Screw Attack not go as high as it used to.


Overall, Dark Samus fares better than she did at the launch of ''Super Smash Bros. Ultimate''.
Overall, like her parent character, Dark Samus fares better than she did at the launch of ''Super Smash Bros. Ultimate''.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralname=Straight ({{ja|ストレート|Sutorēto}}) / Cannon Hammer ({{ja|アームキャノンハンマー|Āmu Kyanon Hanmā}}, ''Arm Cannon Hammer'')
|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 {{iw|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 percentages, 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.
|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=Spin Kick ({{ja|スピンキック|Supin Kikku}})
|ftiltname=&nbsp;
|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 wheel 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]] since, regardless of [[tech]]ing, Charge Shot can catch the opponent's option in time if they are knocked down.
|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=Heel Kick ({{ja|ヒールキック|Hīru Kikku}})
|utiltname=&nbsp;
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdesc=An axe kick. It is almost identical to {{SSBU|Captain Falcon}}'s up tilt in both appearance and functionality. Like Falcon's, it [[meteor smash]]es grounded opponents, but unlike his, it launches aerial opponents at a horizontal angle. This allows it to set up combos against grounded opponents at a wide range of percentages, while 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 percentages, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has noticeable startup, due to coming out on frame 15, making it Dark Samus' slowest normal attack on the ground.
|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=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}})
|dtiltname=&nbsp;
|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, 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=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}})
|dashname=&nbsp;
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=A shoulder tackle. Deals more damage and knockback at the start and near the middle of the attack, KOing opponents at around 150% from the center of {{SSBU|Final Destination}}, and earlier while near edges. However, the late hit is noticeably weaker, and the move lacks combo potential. It resembles the {{iw|metroidwiki|Shinespark}}, one of [[Samus Aran]]'s special techniques that debuted ''{{iw|metroidwiki|Super Metroid}}''.
|dashdesc=A shoulder tackle with a white aura around Dark Samus. Deals more damage and knockback at the start and near the middle of the attack, KOing opponents at around 150% from the center of {{SSBU|Final Destination}}, and earlier near edges. However, the late hit is noticeably weaker, and the move lacks combo potential. This is based on {{SSBU|Samus}}' Shinespark ability from ''Super Metroid''.
|fsmashangles=3
|fsmashangles=3
|fsmashname=Arm Cannon Knuckle ({{ja|アームキャノンナックル|Āmu Kyanon Nakkuru}})
|fsmashname=&nbsp;
|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 of Phazon. 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 edge hanging opponents, but deals slightly less damage and knockback. Compared to Samus' version of the move, it has slightly less range.
|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=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'')
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5)
|usmashdesc=Fires five small blasts of Phazon 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' 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.
|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=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdesc=A legsweep. A [[semi-spike]] with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. The front hit can KO middleweights center stage around 160%.
|dsmashdesc=A legsweep. A [[semi-spike]] with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. The front hit can KO middleweights center stage around 160%.
|nairname=Turning Kick ({{ja|ターニングキック|Tāningu Kikku}})
|nairname=&nbsp;
|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=Aerial Fire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}, ''Aerial Hellfire'')
|fairname=&nbsp;
|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 of Phazon 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.
|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=Sobat ({{ja|ソバット|Sobatto}})
|bairname=&nbsp;
|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=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|uairname=&nbsp;
|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 hits multiple times and is her fastest aerial, due to it 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.
|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=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}})
|dairname=&nbsp;
|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=[[Grapple 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 {{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 ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling 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=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}})
|pummelname=&nbsp;
|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=&nbsp;
|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 percentages, unless Dark Samus has [[rage]] and is at the edge of the stage.
|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=Grappling Throw Back ({{ja|グラップリングスルーバック|Gurappuringu Surū Bakku}})
|bthrowname=&nbsp;
|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=Grappling Cannon ({{ja|グラップリングキャノン|Gurappuringu Kyanon}})
|uthrowname=&nbsp;
|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 150% from ground level and without rage. At low percentages, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters. However, the latter will only connect its hits reliably on a few characters.
|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 150% from ground level and without rage. At low percents, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters, though the latter will only connect its hits reliably on a few characters.
|dthrowname=Grappling Throw Down ({{ja|グラップリングスルーダウン|Gurappuringu Surū Daun}})
|dthrowname=&nbsp;
|dthrowdmg=8%
|dthrowdmg=8%
|dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its follow-ups including a dash attack or dashing up smash at low percentages, a neutral, back or up aerial up to mid percentages, and a forward aerial up to high percentages.
|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=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|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 Phazon 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. A non-fully charged Charge Shot has way less ending lag than its fully charged counterpart, allowing for follow-ups and combos at various percentages at the cost of less power.
|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. A non-fully charged Charge Shot has way less endlag than its fully charged counterpart, allowing for followups and combos at various percentages at the cost of less power.
|ssname=Missile
|ssname=Missile
|ssdmg=8% (Homing), 12% (Super)
|ssdmg=8% (Homing), 12% (Super)
|ssdesc=Fires a {{iw|metroidwiki|Missile}}, which homes in on the opponent. If the special button is tapped like a smash attack, Dark Samus will instead fire a {{iw|metroidwiki|Super Missile}}, which stays in place very briefly before traveling quickly 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.
|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 it coming out on frame 4 on the ground, and deals enough knockback to KO around 100% while near the upper blast line.
|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 {{iw|metroidwiki|Morph Ball}} and drops a {{iw|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 tilt, down tilt, or a fully charged Charge Shot.
|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=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 a very large, dark blue energy beam. The beam can be angled vertically during the Final Smash.
}}
 
===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
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Dark Samus English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Warps onto the stage from a wormhole, similar to the ones used by {{iw|metroidwiki|Leviathan}}s to travel through outer space in ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.
*Warps onto the stage from a dark portal, similar to the ones used to travel between Aether and Dark Aether in ''Metroid Prime 2: Echoes''.
<gallery>
<gallery>
DarkSamusOnScreenAppearanceSSBU.gif|
DarkSamusOnScreenAppearanceSSBU.gif|
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Hovers up slightly while emitting small embers of Phazon.
*'''Up taunt''': Hovers up slightly while glowing with Phazon.
*'''Side taunt''': Spins around while emitting small embers of Phazon.
*'''Side taunt''': Spins around while glowing with Phazon.
*'''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}}''.
*'''Down taunt''': Crouches down while holding her arm cannon upright. Slightly resembles Samus's taunt in ''[[Melee]]'' and Samus' pose on the box art of ''Metroid 2: Return of Samus''.
<gallery>
<gallery>
SSBUDarkSamusTaunt1.gif|Dark Samus' up taunt.
SSBUDarkSamusTaunt1.gif|Dark Samus's up taunt.
SSBUDarkSamusTaunt2.gif|Dark Samus' side taunt.
SSBUDarkSamusTaunt2.gif|Dark Samus's side taunt.
SSBUDarkSamusTaunt3.gif|Dark Samus' down taunt.
SSBUDarkSamusTaunt3.gif|Dark Samus's down taunt.
</gallery>
</gallery>


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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's first idle pose
SSBUDarkSamusIdle2.gif|Dark Samus' second idle pose.
SSBUDarkSamusIdle2.gif|Dark Samus's second idle pose
</gallery>
</gallery>


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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Dark Samus Cheer English SSBU.ogg|center]]||[[File:Dark Samus Cheer Japanese SSBU.ogg|center]]||[[File:Dark Samus Cheer Italian SSBU.ogg|center]]||[[File:Dark Samus Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Dark Samus Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Dark Samus Cheer French PAL SSBU.ogg|center]]
|{{NTSC}} [[File:Dark Samus Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Dark Samus Cheer English PAL SSBU.ogg|center]]||[[File:Dark Samus Cheer Japanese SSBU.ogg|center]]||[[File:Dark Samus Cheer Italian SSBU.ogg|center]]||[[File:Dark Samus Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Dark Samus Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Dark Samus Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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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. Based off a pose pulled 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 ''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 {{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. 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 ''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 glowing with Phazon, then the camera dramatically zooms in, showing two of her eyes. Similar to {{s|metroidwiki|SA-X}}'s [[metroidwiki::File:SA-X mf Screenshot 1.png|introduction]] in ''Metroid Fusion'', another clone of Samus.
[[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|An intense and sinister variation of the ''Metroid'' victory theme.]]
<gallery>
<gallery>
DarkSamusVictoryPose1.gif
DarkSamusVictoryPose1.gif
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
{{Samus and Dark Samus in competitive play (SSBU)}}
{{Samus and Dark Samus in competitive play (SSBU)}}


=={{SSBU|Classic Mode}}: The Great Poison Given Form==
=={{SSBU|Classic Mode}}: The Great Poison Given Form==
[[File:SSBU Congratulations Dark Samus.png|thumb|Dark Samus' congratulations screen.]]
[[File:SSBU Congratulations Dark Samus.png|thumb|Dark Samus' congratulations screen.]]
Dark Samus' route features her fighting against protagonists while she is allied with fighters who, at some point in their respective home series, were corrupted in some way. The exemptions to this are Rounds 4 and 6: the former Round features {{SSBU|Ivysaur}} as a partner due to its partial [[bulbapedia:Poison (type)|Poison typing]] instead of outright corruption, and the latter Round is a free-for-all against {{SSBU|Samus}} and {{SSBU|Ridley}}. Dark Samus having teammates is a reference her ability to [[metroidwiki:Phazon Corruption|corrupt beings via Phazon]], while the name of her route is also a direct reference to {{iw|metroidwiki|Phazon}} being referred to as the "Great Poison" in {{iw|metroidwiki|Chozo Lore}}.
Dark Samus faces off against protagonist characters while she is teamed up with dark, evil, or corrupted variants of characters from their series, except for the penultimate battle, which is a free-for-all against {{SSBU|Samus}} and {{SSBU|Ridley}}. The pairing choices reference a time where the fighter was possessed or brainwashed into fighting the protagonist. The name is a reference to the title the Chozo gave to the Metroid Prime experiments and, by extension, Dark Samus herself.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponents!!Stage!!Music!!Notes
!Round!!Opponents!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Link|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Castle (Outside)}}''||{{CharHead|Zelda|SSBU|hsize=20px|color=Black}} is a CPU ally. Zelda has fought against Link when [[zeldawiki:Possessed Zelda|she was possessed]] by [[Ganondorf]] and {{iw|zeldawiki|Malladus}} in ''{{iw|zeldawiki|The Legend of Zelda: Twilight Princess}}'' and ''{{iw|zeldawiki|The Legend of Zelda: Spirit Tracks}}'', respectively.
|1||{{CharHead|Link|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Castle (Outside)}}''||{{CharHead|Zelda|SSBU|hsize=20px|color=Black}} is a CPU ally. 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.
|-
|-
|2||{{CharHead|Chrom|SSBU|hsize=20px}} and {{CharHead|Lucina|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Power-Hungry Fool}}''||{{CharHead|Robin|SSBU|hsize=20px|color=White}} is a CPU ally. The future Robin was possessed by {{iw|fireemblemwiki|Grima|character}} and fought Chrom and Lucina in ''{{iw|fireemblem|Fire Emblem Awakening}}''.
|2||{{CharHead|Chrom|SSBU|hsize=20px}} and {{CharHead|Lucina|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Power-Hungry Fool}}''||{{CharHead|Robin|SSBU|hsize=20px|color=White}} is a CPU ally. The future Robin was possessed by {{s|fireemblemwiki|Grima|character}} and fought Chrom and Lucina in ''{{s|fireemblem|Fire Emblem Awakening}}''.
|-
|-
|3||{{CharHead|Ryu|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|M. Bison Stage Type B}}''||{{CharHead|Ken|SSBU|hsize=20px|color=Black}} is a CPU ally. In ''SNK vs. Capcom: SVC Chaos'' and ''Ultra Street Fighter II: The Final Challengers'', Ken was brainwashed by [https://streetfighter.fandom.com/wiki/M._Bison M. Bison] and became [https://streetfighter.fandom.com/wiki/Violent_Ken Violent Ken] as a result.
|3||{{CharHead|Ryu|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|M. Bison Stage Type B}}''||{{CharHead|Ken|SSBU|hsize=20px|color=Black}} is a CPU ally. 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''.
|-
|-
|4||{{CharHead|Squirtle|SSBU|hsize=20px}}, {{CharHead|Charizard|SSBU|hsize=20px}}, and {{CharHead|Pikachu|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}''|| {{CharHead|Ivysaur|SSBU|hsize=20px|color=Green}} is a CPU ally. Although Ivysaur is Dark Samus' only teammate to not be corrupted in its home series, its partial [[bulbapedia:Poison (type)|Poison typing]] can reference {{iw|metroidwiki|Phazon}}'s extreme toxicity. The respective {{SSBU|Pokémon Trainer}}s of the enemies and ally are absent.
|4||{{CharHead|Squirtle|SSBU|hsize=20px}}, {{CharHead|Charizard|SSBU|hsize=20px}}, and {{CharHead|Pikachu|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}''|| {{CharHead|Ivysaur|SSBU|hsize=20px|color=Green}} is a CPU ally. 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.
|-
|-
|5||{{CharHead|Mario|SSBU|hsize=20px}}, {{CharHead|Peach|SSBU|hsize=20px}}, and {{CharHead|Daisy|SSBU|hsize=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||{{CharHead|Luigi|SSBU|hsize=20px|color=Purple}} is a CPU ally. The CPU ally may refer to ''{{iw|mariowiki|Super Paper Mario}}'', where he was brainwashed by {{iw|mariowiki|Nastasia}} and became {{s|mariowiki|Mr. L}}, or ''{{iw|mariowiki|Mario Tennis Aces}}'', where Luigi is brainwashed by the tennis racket {{iw|mariowiki|Lucien}}.
|5||{{CharHead|Mario|SSBU|hsize=20px}}, {{CharHead|Peach|SSBU|hsize=20px}}, and {{CharHead|Daisy|SSBU|hsize=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||{{CharHead|Luigi|SSBU|hsize=20px|color=Purple}} is a CPU ally. Luigi's battle may refer to ''{{s|mariowiki|Super Paper Mario}}'', where he was brainwashed by {{s|mariowiki|Nastasia}} and became {{s|mariowiki|Mr. L}}, or ''{{s|mariowiki|Mario Tennis Aces}}'', where Luigi is possessed by the tennis racket {{s|mariowiki|Lucien}}.
|-
|-
|6||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Ridley|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley (Brawl)}}''||This battle is a free-for-all.
|6||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Ridley|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley (Brawl)}}''||This battle is a free-for-all.
Line 414: Line 359:
|''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''
|''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]==
==[[Spirit]]==
Dark Samus's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Dark Samus. It is also available periodically for purchase in the shop for 300 Gold, but only after Dark Samus has been unlocked. 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. Her fighter spirit has an alternate version that replaces it with her artwork in ''Ultimate''.
Dark Samus's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Dark Samus has been unlocked. 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. Her fighter spirit has an alternate version that replaces it with her artwork in ''Ultimate''.


<center>
<center>
Line 425: Line 370:
</center>
</center>


==In Spirit Battles==
==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 -}}
|
|
|-
|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)
|}
|}


Line 627: Line 560:
==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]].
SSBU Dark Samus Number.png|Dark Samus's fighter card.
SSBU Dark Samus Number.png|Dark Samus' fighter card.
Dark Samus unlock notice SSBU.jpg|Dark Samus's unlock notice.
Dark Samus unlock notice SSBU.jpg|Dark Samus' unlock notice.
Dark Samus amiibo.png|Dark Samus's [[amiibo]].
SSBUWebsiteDarkSamus1.jpg|Charging her [[forward smash]] on the [[Great Plateau Tower]].
SSBUWebsiteDarkSamus1.jpg|Charging a [[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]].
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' {{iw|metroidwiki|Morph Ball}}.
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 crouching next to her {{b|Bomb|Samus}} on [[Bridge of Eldin]].
DarkSamusAndBomb.jpg|Dark Samus kneeling next to her {{b|Bomb|Samus}} on [[Bridge of Eldin]].
Dark Samus Minecraft stage.jpg|Dark Samus on [[Minecraft World]].
Dark Samus Minecraft stage.jpg|Dark Samus in [[Minecraft World]].
</gallery>
</gallery>


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==Trivia==
==Trivia==
*Dark Samus, {{SSBU|Little Mac}} and {{SSBU|Isabelle}} initially appeared as [[Assist Trophy|Assist Trophies]] in previous installments prior to becoming fighters.
*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.
**Unlike them, Dark Samus is the only one to be an [[Echo Fighter]].
**Out of these, she is the only one to be an Echo Fighter.
*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 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 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 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. This scenario is similar to Ike's loss of his Chrom-inspired alternate color scheme following the character's inclusion in the roster come ''Ultimate''. Incidentally, all of these characters are echo fighters.
**Incidentally, Dark Samus, Daisy, and Chrom are Echo Fighters.
*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 only Echo Fighter who can wall jump.
*Dark Samus is the second playable female villain, the first being [[Koopalings|Wendy]].
*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's Final Smash resembles Samus's fully charged Phazon Beam while in the Hyper Mode of her PED Suit in ''[[Metroid Prime 3: Corruption]]''.
*Just like her fellow {{uv|Metroid}} newcomer {{SSBU|Ridley}}, ''Ultimate'' marks Dark Samus' first playable appearance.
*Just like fellow {{uv|Metroid}} newcomer {{SSBU|Ridley}}, ''Super Smash Bros. Ultimate'' marks Dark Samus's first playable appearance.
**On an extended note, Dark Samus is the first {{b|Metroid|creature}} to be playable in any capacity.
**Dark Samus also marks the first time the ''Metroid'' series has a playable {{b|Metroid|creature}}.
*According to [[Masahiro Sakurai]]'s weekly Famitsu column, Dark Samus was added due to her popularity overseas, while Chrom was added due to his popularity in Japan.
*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.
*Dark Samus is the second playable female villain, with the first being [[Koopalings|Wendy O. Koopa]].
*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.
**She is also 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.
*The use of a dark portal to enter the stage is thematic, as Dark Samus' first proper appearance at the beginning of ''Metroid Prime 2: Echoes'' shows her entering a similar portal to enter Dark Aether.
*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's 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 Simon and Richter) Dark Samus does not revert to her parent character's idle stance when 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, despite floating to move around, Dark Samus still runs when carrying heavy items such as a [[crate]], which is possibly an animation carryover from Samus. She additionally uses Samus animations when walking/running off a platform.
*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.
*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 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's), the other being Dr. Mario, who has 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, along with Samus, {{SSBU|Mr. Game & Watch}}, and {{SSBU|Pac-Man}}, are the only fighters who do not emit red-flashing 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 a more sinister way (akin to the English and Dutch versions), while the latter features a noticeable translation of "the" ('''die''' Dunkle Samus).
*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 featuring 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.


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