Editing Samus (SSB4)
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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = | |ranking = 37 | ||
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'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was confirmed in the [[E3 2013]] trailers on June 11th, 2013, while she was also among the first wave of [[amiibo]] figures that are compatible with ''SSB4''. However, unlike in ''Brawl'', Samus is no longer capable of transitioning into {{SSB4|Zero Suit Samus}}, | '''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was confirmed in the [[E3 2013]] trailers on June 11th, 2013, while she was also among the first wave of [[amiibo]] figures that are compatible with ''SSB4''. However, unlike in ''Super Smash Bros. Brawl'', Samus is no longer capable of transitioning into {{SSB4|Zero Suit Samus}}, with the latter now becoming a standalone character. | ||
Samus is ranked | Samus is currently ranked 37th out of 55 on the [[tier list]] (tied with {{SSB4|Robin}}), placing her at the bottom of D tier and middle of mid tier. This is a good improvement over her bottom-tier placement in ''Brawl'', where she was ranked 32nd out of 38. Samus possesses numerous projectiles in the form of her [[Charge Shot]], [[Missile]] and [[Bomb (Samus)|Bomb]], all of which grant her strong zoning potential alongside her [[Grapple Beam]]. Charge Shot also functions as a fearsome KOing option and a strong [[punish]]ing option in many situations due to its high damage output and excellent knockback, while her Bomb and Grapple Beam can aid her recovery. Samus also possesses a good air game that allows for powerful and highly damaging combos when she finds or sets up an opening, which is further supplemented by set-ups in the form of her dash attack, up tilt, down aerial, down throw and Grapple Beam. | ||
However, Samus' moveset forces her to be reliant on defensive [[spacing]] to keep opponents at bay. Except for her down tilt, all of her moves are generally less effective at point-blank range, while they also render her prone to trading hits with opponents even at mid-range. When combined with her floatiness and average mobility, these traits can make it difficult for Samus to escape from [[Juggle|juggling]] and other problematic situations. | However, Samus' moveset forces her to be reliant on defensive [[spacing]] to keep opponents at bay. Except for her down tilt, all of her moves are generally less effective at point-blank range, while they also render her prone to trading hits with opponents even at mid-range. When combined with her floatiness and average mobility, these traits can make it difficult for Samus to escape from [[Juggle|juggling]] and other problematic situations. | ||
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==Attributes== | ==Attributes== | ||
Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is | Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, 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 Samus as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and, in some cases, getting punished after landing a move despite her being visually out of range of the opponent's counterattack. Furthermore, some of the hitboxes on her moves, most notably up smash, forward smash and up aerial, have the issue of failing to connect properly or even whiffing outright. | ||
Samus' moveset is defensive, 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, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] 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, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO | Samus' moveset is defensive, 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, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] 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, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO very early. | ||
In addition, Samus has a strong air game. All of Samus' aerials have no more than 20 frames of landing lag, and her back aerial is one of her best moves courtesy of its power, damage output, speed and range. Her down aerial can be a powerful meteor smash, forward aerial is a good pressuring tool due to its long duration, and up aerial is an excellent combo option. Lastly, her neutral aerial is a viable KOing option as of update 1.1.5. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts. | In addition, Samus has a strong air game. All of Samus' aerials have no more than 20 frames of landing lag, and her back aerial is one of her best moves courtesy of its power, damage output, speed and range. Her down aerial can be a powerful meteor smash, forward aerial is a good pressuring tool due to its long duration, and up aerial is an excellent combo option. Lastly, her neutral aerial is a viable KOing option as of update 1.1.5. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts. | ||
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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. Lastly, her pummel is tied with {{SSB4|Lucario}}'s as the fastest in the game, although it is also the least damaging one. | 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. Lastly, her pummel is tied with {{SSB4|Lucario}}'s as the fastest in the game, although it is also the least damaging one. | ||
However, Samus is not | However, Samus is not flawless. While her grab range is among the longest in the game as with other tether grabs, the ending lag on all of Samus' grabs makes her very easy to punish if whiffed, and none of her throws can reliably KO on their own. 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 Samus' anti-pressuring ability. Her tilts can combo, KO, and have decent range, but suffer from her unique hurtbox issue. Due to this and her average dashing speed, most Samus players will often find themselves in the air, where her strengths lie. | ||
Samus also has | Samus also has slight issues with recovery. Her grab aerial has very long range, her jumps are among the highest in the game, Screw Attack is fast and hard to punish, and Bomb jumping provides infinite horizontal recovery, but they are all offset by Screw Attack's only average distance, Bomb's high ending lag in the air and Samus' only average air speed and reliance on her grab aerial to grab ledges from a distance. Altogether, this results in her recovery being linear and predictable. | ||
In regard to [[Character customization|custom moves]], Samus benefits from a few | In regard to [[Character customization|custom moves]], Samus benefits from a few. Apex Screw Attack has slightly more start-up lag and the recovery it provides is slightly worse, but it deals more damage and outstanding knockback, to the point of KOing most middleweights at 75% from the stage and as low as 50% near the upper blast line. Screw Rush, while making her vertical recovery worse, grants more horizontal distance, deals more damage and KOs earlier then Screw Attack depending where it is used on-stage, making it more useful for damage racking. Relentless Missile, while traveling slower, has more accurate tracking as a homing missile while dealing less damage. Turbo Missile travels more distance and is considerably faster than both Missile and Relentless Missile, but at the cost of dealing less damage overall. | ||
Dense Charge Shot is dependent on the matchup and the player's playstyle. As one of the strongest projectiles in the game, it takes a bit longer to charge, and has much less speed and range. However, it gives Samus multiple set-ups due to the length of time the Charge Shot stays in the air and with the increased damage, can force shield breaks much easier and KO much easier. Slip Bomb, while dealing less damage, has the useful property of tripping grounded opponents and meteor smashing airborne opponents, making it useful as a set up for a grab or a punish and an edge-guarding option to spike the opponent. Mega Bomb can be used to stall opponents, since Samus can stay next to the Mega Bomb itself while waiting until it explodes, allowing Samus to either retreat, launch Missiles, charge her Charge Shot, or force an approach. Melee Charge Shot has a shorter charge time than both Charge Shot and Dense Charge | Dense Charge Shot is dependent on the matchup and the player's playstyle. As one of the strongest projectiles in the game, it takes a bit longer to charge, and has much less speed and range. However, it gives Samus multiple set-ups due to the length of time the Charge Shot stays in the air and with the increased damage, can force shield breaks much easier and KO much easier. Slip Bomb, while dealing less damage, has the useful property of tripping grounded opponents and meteor smashing airborne opponents, making it useful as a set up for a grab or a punish and an edge-guarding option to spike the opponent. Mega Bomb can be used to stall opponents, since Samus can stay next to the Mega Bomb itself while waiting until it explodes, allowing Samus to either retreat, launch Missiles, charge her Charge Shot, or force an approach. Melee Charge Shot has a shorter charge time than both Charge Shot and Dense Charge shot, while also having considerably more [[hitstun]] and shieldstun with the inclusion of extra pushback after its use, making it extremely safe if shielded or even whiffed. | ||
Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful, calculated use of her various tools to keep momentum in her favor, much like in [[Metroid (universe)|her home series]]. As such, she is like {{SSB4|Shulk}} in that she is a character that is hard to master, but greatly rewards patient and calculated play. | Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful, calculated use of her various tools to keep momentum in her favor, much like in [[Metroid (universe)|her home series]]. As such, she is like {{SSB4|Shulk}} in that she is a character that is hard to master, but greatly rewards patient and calculated play. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Samus has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but | Samus has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but has been buffed overall due to her buffs fixing one of her main issues in ''Brawl'' combined with the game's mechanics greatly benefiting her overall. Samus has gained several new KOing options, the most notable of which is [[Charge Shot]], which has drastically increased speed and knockback. The other noteworthy options include her forward smash, up smash, neutral aerial, forward aerial and [[Screw Attack]] improving one of her main weaknesses in the previous game. Forward smash now has a powerful sweetspot in the form of a fiery blast at the tip of her Arm Cannon. Neutral aerial, forward aerial, back aerial, up aerial up smash and Screw Attack have each have had their knockback improved, most notably on neutral aerial (and only to the last hit in Screw Attack's case). Additionally, forward aerial, up smash and Screw Attack's multiple hits now connect better due to alterations to those moves along with the weakening of [[SDI]] to further ensure that opponents cannot escape their respective last hits. | ||
Aside from her new KOing options, Samus benefits from the general changes between ''Brawl'' and ''SSB4''. With the changes to [[hitstun canceling]] and [[DI]], Samus' combo game has been improved. Some of her attacks (most notably her dash attack) have been altered to give them much greater followup potential, and she is able to combo attacks into each other far easier, with multiple combo starters and combo oriented moves, including dash attack, up tilt, forward aerial, up aerial and down aerial | Aside from her new KOing options, Samus benefits from the general changes between ''Brawl'' and ''SSB4''. With the changes to [[hitstun canceling]] and [[DI]], Samus' combo game has been improved. Some of her attacks (most notably her dash attack) have been altered to give them much greater followup potential, and she is able to combo attacks into each other far easier, with multiple combo starters and combo oriented moves, including dash attack, up tilt, forward aerial, up aerial and down aerial. Samus also greatly benefits from the introduction of [[rage]] as it not only further supplements her improved KO power but it also allows her to KO with her grounded Screw Attack at insanely early percents and her high weight and solid recovery allow her to build up rage. The changes to shields, shield damage and [[shieldstun]] also benefit her, as she can use her Charge Shot, Super Missile and Bomb in tandem with other moves to easily break shields. | ||
Samus' falling speed and gravity have noticeably increased. This makes it much easier for Samus to land however, it also hinders her aerial output as she can no longer perform two aerials | Samus' falling speed and gravity have noticeably increased. This makes it much easier for Samus to land however, it also hinders her aerial output as she can no longer perform two aerials in a short hop and it makes her more susceptible to combos. | ||
However, Samus also received a few nerfs. The most significant nerf being the fact that she is no longer connected to {{SSB4|Zero Suit Samus}}. As such, she can no longer | However, Samus also received a few nerfs. The most significant nerf being the fact that she is no longer connected to {{SSB4|Zero Suit Samus}}. As such, she can no longer utilise her Zero Suit counterpart's far superior mobility and moveset to alleviate her own. As for Samus' more direct nerfs, some of Samus' moves her nerfed frame data with her landing lag in particular being significantly increased. While this is a common nerf across the cast, it harmed Samus more than most other returning veterans as Samus went from having the lowest average landing lag in the game to having fairly mediocre landing lag on her aerials with down aerial and forward aerial seeing the largest increase to their landing lag. This is especially an issue with forward aerial as it can no longer [[auto-cancel]] in a short hop. While her KO potential has improved, some of Samus' previous KO moves, such as her down tilt and down smash, have reduced KO potential. [[Missile]] is harder to camp with due it no longer auto-canceling on landing, though her projectiles overall are still powerful and useful in their own right. Additionally, Samus' overall damage output is lower (though it is higher relative to the cast) and despite her improved combo potential, some of her moves have reduced followup potential most notably her landing forward aerial and down aerial. One move which notably got nerfed however was her [[grab aerial]]. While it has increased tether range and it benefits from the changes to ledges, it has increased landing lag, deals less damage and has altered knockback hindering its spacing and followup potential. | ||
Overall, Samus has been buffed overall from ''Brawl'' despite receiving a fair share of nerfs. She has been slightly re-balanced having a worse defensive game due to her higher landing lag, altered Missile and grab aerial but now wielding a slightly improved close-range game, with her damage racking ability and combo game having been vastly improved. Most importantly, she has noticeably improved KOing potential, enabling her to score KOs much easier. While a few of her moves now require slightly more precision, such as her forward smash, neutral aerial and Missile, they compensate for this by being more rewarding. The changes to the game's mechanics also greatly benefit her overall as they make her multi hit moves more reliable, give her access to her greater combo potential and they further supplement her already improved KO potential. As such, she has a relatively high learning curve, but can be quite viable and versatile when mastered, similarly to {{SSB4|Shulk}}. Dedicated players like {{Sm|IcyMist}}, {{Sm|ESAM}}, and {{Sm|Afro Smash}} have managed to bring her some degree of tournament success and continue to develop her metagame. | Overall, Samus has been buffed overall from ''Brawl'' despite receiving a fair share of nerfs. She has been slightly re-balanced having a worse defensive game due to her higher landing lag, altered Missile and grab aerial but now wielding a slightly improved close-range game, with her damage racking ability and combo game having been vastly improved. Most importantly, she has noticeably improved KOing potential, enabling her to score KOs much easier. While a few of her moves now require slightly more precision, such as her forward smash, neutral aerial and Missile, they compensate for this by being more rewarding. The changes to the game's mechanics also greatly benefit her overall as they make her multi hit moves more reliable, give her access to her greater combo potential and they further supplement her already improved KO potential. As such, she has a relatively high learning curve, but can be quite viable and versatile when mastered, similarly to {{SSB4|Shulk}}. Dedicated players like {{Sm|IcyMist}}, {{Sm|ESAM}}, and {{Sm|Afro Smash}} have managed to bring her some degree of tournament success and continue to develop her metagame. | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Samus [[Walking|walks]] | *{{buff|Samus [[Walking|walks]] faster (1.05 → 1.0615).}} | ||
*{{buff|Samus [[dash]]es | *{{buff|Samus [[dash]]es faster (1.445 → 1.504).}} | ||
*{{buff|Samus' | *{{buff|Samus' [[air speed]] is faster (0.987 → 1.03).}} | ||
*{{change|Samus' | *{{change|Samus' [[falling speed]] is faster (1.07 → 1.3).}} | ||
*{{buff|Samus' [[fast fall]]ing speed is much faster (1.498 → 2.08).}} | |||
*{{change|Samus' [[gravity]] is higher (0.058 → 0.077) | *{{change|Samus' [[gravity]] is much higher (0.058 → 0.077).}} | ||
*{{buff|[[Jump]] is higher.}} | *{{buff|[[Jump]] is higher.}} | ||
*{{buff|[[Roll]]s have less ending lag (FAF 45 → 40).}} | *{{buff|[[Roll]]s have less ending lag (FAF 45 → 40).}} | ||
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 50 → 33).}} | *{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 50 → 33).}} | ||
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 3-27).}} | *{{nerf|Air dodge has a shorter duration (frames 4-29 → 3-27).}} | ||
*{{nerf|[[ | *{{nerf|[[Spotdodge]] has a shorter duration (frames 2-20 → 2-17) and more ending lag (FAF 26 → 27).}} | ||
*{{nerf|Samus is no longer connected to {{SSB4|Zero Suit Samus}} via [[Final Smash]], taunt, or menu input usage, with the latter becoming her own separate character. This removes Samus' ability to switch into her Zero Suit counterpart mid-match to adapt to different matchups | *{{nerf|Samus is no longer connected to {{SSB4|Zero Suit Samus}} via [[Final Smash]], taunt, or menu input usage, with the latter becoming her own separate character. This removes Samus' ability to switch into her Zero Suit counterpart mid-match to adapt to different matchups utilising Zero Suit Samus' far superior mobility and frame data.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{nerf|Neutral attack's first hit has less range having smaller hitboxes (4.3u/4.3u/4.3u → 4u/4u/3u) and a reduced Y (12.8 → 12) and Z position (15.2/10.4/4.4 → 12.2/6.2/0/2). It also has increased base knockback (5 → 8) and decreased hitstun. This allows opponents to shield the second hit at a wider percent range or even be launched out of range for the second hit to land, hindering its utility. The second hit also has more startup lag (frame 4 → 6) further compounding this.}} | **{{nerf|Neutral attack's first hit has less range having smaller hitboxes (4.3u/4.3u/4.3u → 4u/4u/3u) and a reduced Y (12.8 → 12) and Z position (15.2/10.4/4.4 → 12.2/6.2/0/2). It also has increased base knockback (5 → 8) and decreased hitstun. This allows opponents to shield the second hit at a wider percent range or even be launched out of range for the second hit to land, hindering its utility. The second hit also has more startup lag (frame 4 → 6) further compounding this.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has adjusted hitbox properties. Its non-angled variant has received two sweetspots covering the lower leg and foot that deal more damage and received sourspots on her upper leg and body that deal the same damage as in ''Brawl'' (7%/8% → 7%/8%/9%/10%). Additionally, its upward and downward angles have each received a sweetspot on her foot that deals 1% more damage (10% → 11%). Lastly, | **{{buff|Forward tilt has adjusted hitbox properties. Its non-angled variant has received two sweetspots covering the lower leg and foot that deal more damage and received sourspots on her upper leg and body that deal the same damage as in ''Brawl'' (7%/8% → 7%/8%/9%/10%). Additionally, its upward and downward angles have each received a sweetspot on her foot that deals 1% more damage (10% → 11%). Lastly, its sweetspots have increased base knockback (10 → 30).}} | ||
**{{nerf|Forward tilt's upward and downward angles have received sourspots covering her upper leg and body (10% → 8%/9%/10%) with the weaker sourspots dealing less knockback on all angles (10 (base), 100 scaling) → 20/70). It also has slightly increased startup (frame 7 → 8) and ending lag (FAF 32 → 34).}} | **{{nerf|Forward tilt's upward and downward angles have received sourspots covering her upper leg and body (10% → 8%/9%/10%) with the weaker sourspots dealing less knockback on all angles (10 (base), 100 scaling) → 20/70). It also has slightly increased startup (frame 7 → 8) and ending lag (FAF 32 → 34).}} | ||
*[[Up tilt]]: | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has slightly increased range.}} | **{{buff|Down tilt has slightly increased range.}} | ||
**{{nerf|Down tilt deals 2% less damage (14% → 12%) and has decreased knockback scaling (60 → 48), hindering its KO potential | **{{nerf|Down tilt deals 2% less damage (14% → 12%) and has decreased knockback scaling (60 → 48), hindering its KO potential.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has received an early hitbox that deals 7%. It also has adjusted hitbox timings and a longer duration (frames 8-10 (clean)/11-16 (late) → 8-9 (early)/10-13 (clean)/14-18 (late)), decreased ending lag (FAF 38 → 34) and altered knockback (30/20 (base), 80 (scaling) → 80/60). When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential now being her best combo starter.}} | **{{buff|Dash attack has received an early hitbox that deals 7% and prevents point-blank whiffing. It also has adjusted hitbox timings and a longer duration (frames 8-10 (clean)/11-16 (late) → 8-9 (early)/10-13 (clean)/14-18 (late)), decreased ending lag (FAF 38 → 34) and altered knockback (30/20 (base), 80 (scaling) → 80/60). When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential now being her best combo starter.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash has received a sweetspot and a sourspot. The sweetspot is the | **{{buff|Forward smash has received a sweetspot and a sourspot. The sweetspot is at the tip of the Arm Cannon and deals more damage (14%/13%/12% → 15%/14%/13.5%) and base knockback (20 → 40), while the sourspot deals more knockback (20 (base), 100 (scaling) → 16/112), making it stronger despite its lower damage. Forward smash also has much greater reach because of the sweetspot, restoring its utility from ''Melee''.}} | ||
**{{nerf|Forward smash has increased ending lag (FAF 44 → 49) and the sourspot deals less damage (14%/13%/12% → 13%/12%/11%).}} | **{{nerf|Forward smash has increased ending lag (FAF 44 → 49) and the sourspot deals less damage (14%/13%/12% → 13%/12%/11%).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{nerf|Up smash deals less damage (4% (hits 1-3), 5% (hit 4), 6% (hit 5) 23% (total) → 3% (hits 1-4), 6% (hit 5), 18% (total)).}} | **{{nerf|Up smash deals less damage (4% (hits 1-3), 5% (hit 4), 6% (hit 5) 23% (total) → 3% (hits 1-4), 6% (hit 5), 18% (total)).}} | ||
**{{buff|Up smash's linking hits connect together better as they have a reduced SDI multiplier (1.2x → 0.8x) and the last hit has increased knockback scaling (120 → 150), improving its KO potential.}} | **{{buff|Up smash's linking hits connect together better as they have a reduced SDI multiplier (1.2x → 0.8x) and the last hit has increased knockback scaling (120 → 150), improving its KO potential.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{nerf|Down smash deals less damage (15% (front)/14% (back) → 10%/12%) and has decreased knockback (90 (base), 50 (scaling) → 70/46 (front), 80/40 → 70/48 (back)), hindering its KO potential. Both hits also have shorter hitbox durations (frames 9-11 (front)/17-19 (back) → 9-10/17-18).}} | **{{nerf|Down smash deals less damage (15% (front)/14% (back) → 10%/12%) and has decreased knockback (90 (base), 50 (scaling) → 70/46 (front), 80/40 → 70/48 (back)), hindering its KO potential. Both hits also have shorter hitbox durations (frames 9-11 (front)/17-19 (back) → 9-10/17-18).}} | ||
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===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|All aerials' have increased landing lag (9 frames → 16 (neutral), 9 frames → 25 (forward), 12 frames → 18 (back) 9 frames → 12 (up), 9 frames → 20 (down)).}} | *{{nerf|All aerials' have increased landing lag (9 frames → 16 (neutral), 9 frames → 25 (forward), 12 frames → 18 (back) 9 frames → 12 (up), 9 frames → 20 (down)).}} | ||
*{{nerf|Samus' faster falling speed | *{{nerf|Samus' faster falling speed removes forward aerial's ability to auto-cancel in a short hop drastically hindering its approach potential combined with its much higher landing lag. This also prevents Samus from performing two neutral, back or up aerials in a short hop.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Samus has a new [[neutral aerial]] | **{{buff|Samus has a new [[neutral aerial]], a modified version of the Counter Attack's roundhouse kick from ''Metroid: Other M''. Compared to the previous neutral aerial, it deals more damage (9%/6% → 10%/9%/8%) and significantly more knockback (10 (base), 80 (scaling) → 40/100), making it significantly better at KOing. It also has much better range behind her and launches at a lower angle (361° → 32°), making it better at edgeguarding.}} | ||
**{{nerf|Neutral aerial has more startup lag with a much shorter duration (frames 5-24 → 8-11/16-24) and | **{{nerf|Neutral aerial has more startup lag with a much shorter duration (frames 5-24 → 8-11/16-24), and significantly smaller hitboxes compared to the previous neutral aerial, hindering its range in front of her. Its altered angle and knockback also means that it no longer [[lock]]s opponents removing one of Samus' most reliable locking tools.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has less startup lag (frame 7 → 6), its 2nd, 3rd and 4th hits launch at the [[Autolink angle|auto-link angle]] and the first four hits have a reduced SDI multiplier (1x → 0.8x) making them connect more reliably and its last hit has increased knockback scaling (100 → 140), improving its edgeguarding potential.}} | **{{buff|Forward aerial has less startup lag (frame 7 → 6), its 2nd, 3rd and 4th hits launch at the [[Autolink angle|auto-link angle]] and the first four hits have a reduced SDI multiplier (1x → 0.8x) making them connect more reliably and its last hit has increased knockback scaling (100 → 140), improving its edgeguarding potential.}} | ||
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**{{nerf|Forward aerial's first four hits deal less damage (4% (hit 1)/3% (hits 2-4) → 3%/1.6%).}} | **{{nerf|Forward aerial's first four hits deal less damage (4% (hit 1)/3% (hits 2-4) → 3%/1.6%).}} | ||
**{{nerf|Forward aerial has increased ending lag (FAF 56 → 60) and less range having smaller hitboxes (4.3u/4.7u/7.5u → 4u/6u (hits 1-4), 5u/5u/8u → 5.5u/7.2u (hit 5) and a reduced x position (4/71573.79 → 2/9).}} | **{{nerf|Forward aerial has increased ending lag (FAF 56 → 60) and less range having smaller hitboxes (4.3u/4.7u/7.5u → 4u/6u (hits 1-4), 5u/5u/8u → 5.5u/7.2u (hit 5) and a reduced x position (4/71573.79 → 2/9).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's sourspot deals 2% more damage (10% → 12%) and both hits have higher knockback scaling (95/90 (sourspots), 88 (clean) → 98 (both)), making it among the strongest back aerials in the game, improving its KO potential. It also received a late hit on frames 11-14 that deals 9% and | **{{buff|Back aerial's sourspot deals 2% more damage (10% → 12%) and both hits have higher knockback scaling (95/90 (sourspots), 88 (clean) → 98 (both)), making it among the strongest back aerials in the game, improving its KO potential. It also received a late hit on frames 11-14 that deals 9% and knockback that enables it to be used in a [[Wall of Pain]], improving its utility. Back aerial also has slightly reduced ending lag (FAF 40 → 39).}} | ||
**{{nerf|Back aerial auto-cancels later (frame 32 → 42) | **{{nerf|Back aerial auto-cancels later (frame 32 → 42).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial's hits connect together better due to the weakening of SDI and its last hit has increased knockback scaling (120 → 160), granting it KO potential near the upper blast line. It also has juggling potential now due to launching vertically instead of horizontally (361° → 70°).}} | **{{buff|Up aerial's hits connect together better due to the weakening of SDI and its last hit has increased knockback scaling (120 → 160), granting it KO potential near the upper blast line. It also has juggling potential now due to launching vertically instead of horizontally (361° → 70°).}} | ||
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===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have | *{{buff|All grabs have decreased start-up (frame 17 → 16 (standing/dash), frame 19 → 17 (pivot)) and ending lag (FAF 94 (standing)/74 (dash)/96 (pivot) → 69/67/83).}} | ||
*{{nerf|All grabs' durations are 5 frames shorter.}} | *{{nerf|All grabs' durations are 5 frames shorter.}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{ | **{{bugfix|Pummel now always hits every fighter.}} | ||
***{{buff|This removes its ability to whiff.}} | |||
***{{buff|This | |||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw | **{{buff|Up throw now deals full damage to all lightweights.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff| | **{{buff|The changes to hitstun canceling and the weakening of [[DI]] significantly improves down throw's followup potential.}} | ||
*[[Floor attack]]: | |||
*[[Floor attack]] | **{{buff|Front floor attack deals 1% more damage (6% → 7%).}} | ||
**{{buff|Front floor attack | **{{change|Back floor attack and edge attack deal consistent damage (6%/8% → 7%).}} | ||
**{{ | |||
===Special moves=== | ===Special moves=== | ||
*[[Charge Shot]]: | *[[Charge Shot]]: | ||
**{{buff|Fully charged Charge Shot has increased knockback scaling (56 → 62), improving its KO potential. Charge Shot also charges slightly faster and travels significantly faster.}} | |||
**{{buff|Fully charged Charge Shot has increased knockback scaling (56 → 62), improving its KO potential. | |||
*[[Missile]]: | *[[Missile]]: | ||
**{{buff|Missiles have | **{{buff|Missiles have decreased startup lag (frame 20 (Homing)/23 (Super) → 18/21), longer durations (frames 18-116 (Homing)/21-82 (Super) → 18-118/21-84), and decreased ending lag on the ground (FAF 60 (both) → 57 (Homing)/59 (Super)). Super Missile also has increased base knockback (40 → 50), slightly improving its KO potential.}} | ||
**{{nerf|Samus can only have two Homing Missiles and one Super Missile onscreen at the same time. If she attempts to shoot another one while one is already on-screen, she will perform the firing animation, but no Missile will be fired. Homing Missile also appears to target less reliably. Additionally, Missile covers less distance and Missile no longer auto-cancels on landing, hindering its utility.}} | |||
**{{nerf|Samus can only have two Homing Missiles and one Super Missile onscreen at the same time. If she attempts to shoot another one while one is already on-screen, she will perform the firing animation, but no Missile will be fired. | |||
*{{b|Screw Attack|move}}: | *{{b|Screw Attack|move}}: | ||
**{{buff|Screw Attack travels more vertical distance, improving its recovery potential, and its last hit has drastically increased knockback scaling (175 (grounded), 160 (aerial) → 240 (both)), granting it KO potential. All of the ground version's multi hits also now have extremely high set knockback which when combined with the inclusion of rage can allow Screw Attack to kill at obscenely low percents if Samus has a high amount of rage.}} | **{{buff|Screw Attack travels more vertical distance, improving its recovery potential, and its last hit has drastically increased knockback scaling (175 (grounded), 160 (aerial) → 240 (both)), granting it KO potential. All of the ground version's multi hits also now have extremely high set knockback which when combined with the inclusion of rage can allow Screw Attack to kill at obscenely low percents if Samus has a high amount of rage.}} | ||
*{{b|Bomb|Samus}}: | *{{b|Bomb|Samus}}: | ||
**{{buff|Bomb has | **{{buff|Bomb has decreased ending lag (FAF 47 → 45). Additionally, aerial Bomb can be used faster. When coupled with her faster air speed, these changes improve its horizontal recovery potential.}} | ||
**{{nerf|Aerial Bomb delays Samus' descent for a slightly shorter amount of time and Bomb grants slightly less height, hindering its vertical recovery potential. Additionally, Bombs have more startup lag (frame 53 → 63) and the explosion is now [[Absorption|absorbable]].}} | **{{nerf|Aerial Bomb delays Samus' descent for a slightly shorter amount of time and Bomb grants slightly less height, hindering its vertical recovery potential. Additionally, Bombs have more startup lag (frame 53 → 63) and the explosion is now [[Absorption|absorbable]].}} | ||
*{{b|Zero Laser|Samus}}: | *{{b|Zero Laser|Samus}}: | ||
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==Moveset== | ==Moveset== | ||
*Samus can [[wall jump]]. | *Samus can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Straight | |neutralname=Straight and Cannon Hammer | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=8% | |neutral2dmg=8% | ||
|neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{s|metroidwiki|Arm Cannon}}. The first hit can [[jab reset]] and [[jab cancel]], but the attack is mediocre overall. Opponents can usually act out before the second hit connects by shielding or counterattacking, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo ranging from 35%-75%, but only if the first hit connects relatively close to the arm and not at the fist. First hit comes out on frame 3, while the second hit comes out 6 frames later, meaning it is a much safer option overall to land the first hit and retreat. 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}}. The first hit can [[jab reset]] and [[jab cancel]], but the attack is mediocre overall. Opponents can usually act out before the second hit connects by shielding or counterattacking, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo ranging from 35%-75%, but only if the first hit connects relatively close to the arm and not at the fist. First hit comes out on frame 3, while the second hit comes out 6 frames later, meaning it is a much safer option overall to land the first hit and retreat. The second hit does have KO potential at very high percentages, however. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) | |ftiltupdmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) | ||
|ftiltsidedmg=10% (foot), 9% (lower leg), 7% (upper leg), 8% (body) | |ftiltsidedmg=10% (foot), 9% (lower leg), 7% (upper leg), 8% (body) | ||
|ftiltdowndmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) | |ftiltdowndmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) | ||
|ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback at her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can actually miss medium-sized characters like {{SSB4|Mario}}. Comes out on frame 8. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO near the edge at around 150%. At varying percentages, such as from 30%-40% when sweetspotted and 100%-120% when sourspotted, it can lead into a guaranteed [[Charge Shot]]. This is because, regardless of [[tech]]ing, Charge Shot will catch their option in time. | |ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback at her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can actually miss medium-sized characters like {{SSB4|Mario}}. Comes out on frame 8. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO near the edge at around 150%. At varying percentages, such as from 30%-40% when sweetspotted and 100%-120% when sourspotted, it can lead into a guaranteed [[Charge Shot]]. This is because, regardless of [[tech]]ing, Charge Shot will catch their option in time. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=13% (grounded), 12% (aerial) | |utiltdmg=13% (grounded), 12% (aerial) | ||
|utiltdesc=An axe kick, which is identical to {{SSB4|Captain Falcon}}'s up tilt. If an opponent is hit directly by her heel as it comes down, they are dealt extra damage. While the move can [[meteor smash]], it oddly only does so on grounded targets, making it ineffective as an edge-guard. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage. However, it has noticeable start-up, due to coming out on frame 15. KOs aerial opponents at the edge around 90% or earlier depending on the opponent's weight. If the opponent misses their grounded tech, it is a good combo starter for her aerials at low to medium percentages, while it functions as a true combo into Charge Shot at high percentages. | |utiltdesc=An axe kick, which is identical to {{SSB4|Captain Falcon}}'s up tilt. If an opponent is hit directly by her heel as it comes down, they are dealt extra damage. While the move can [[meteor smash]], it oddly only does so on grounded targets, making it ineffective as an edge-guard. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage. However, it has noticeable start-up, due to coming out on frame 15. KOs aerial opponents at the edge around 90% or earlier depending on the opponent's weight. If the opponent misses their grounded tech, it is a good combo starter for her aerials at low to medium percentages, while it functions as a true combo into Charge Shot at high percentages. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage for a tilt attack. However, it has high ending lag and cannot KO until extremely high percentages. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. With maximum [[rage]], it can KO middleweights at 150%. | |dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage for a tilt attack. However, it has high ending lag and cannot KO until extremely high percentages. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. With maximum [[rage]], it can KO middleweights at 150%. | ||
|dashname= | |dashname= | ||
|dashdmg=7% (early), 10% (clean), 6% (late) | |dashdmg=7% (early), 10% (clean), 6% (late) | ||
|dashdesc=A shoulder tackle. Deals less damage at its beginning and end. An excellent combo starter as of update 1.1.5, as it can lead into neutral, forward and up aerial or [[Screw Attack]] at a variety of percentages, depending on which hitbox connects. With high amounts of rage, this move forms the start of a two-hit KO combo into Screw Attack, which KOs due to only the first couple of hits of Screw Attack connecting. This combo can KO floaty characters beginning at 0%, and the heaviest characters beginning around 30%. | |dashdesc=A shoulder tackle. Deals less damage at its beginning and end. An excellent combo starter as of update 1.1.5, as it can lead into neutral, forward and up aerial or [[Screw Attack]] at a variety of percentages, depending on which hitbox connects. With high amounts of rage, this move forms the start of a two-hit KO combo into Screw Attack, which KOs due to only the first couple of hits of Screw Attack connecting. This combo can KO floaty characters beginning at 0%, and the heaviest characters beginning around 30%. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname= | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|15}} (blast), {{ChargedSmashDmgSSB4|13}} (Arm Cannon) | |fsmashupdmg={{ChargedSmashDmgSSB4|15}} (blast), {{ChargedSmashDmgSSB4|13}} (Arm Cannon) | ||
|fsmashsidedmg={{ChargedSmashDmgSSB4|14}} (blast), {{ChargedSmashDmgSSB4|12}} (Arm Cannon) | |fsmashsidedmg={{ChargedSmashDmgSSB4|14}} (blast), {{ChargedSmashDmgSSB4|12}} (Arm Cannon) | ||
|fsmashdowndmg={{ChargedSmashDmgSSB4|13.5}} (blast), {{ChargedSmashDmgSSB4|11}} (Arm Cannon) | |fsmashdowndmg={{ChargedSmashDmgSSB4|13.5}} (blast), {{ChargedSmashDmgSSB4|11}} (Arm Cannon) | ||
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Despite the blast's appearance, the hitbox does not quite reach the end of the blast, and actually reaches slightly into the Arm Cannon's barrel. Despite this, the sweetspot relies heavily on spacing in order to land, as only the blast deals knockback strong enough to KO at 100% from center-stage. Conversely, the Arm Cannon itself KOs at 138%, which makes its overall functionality largely similar to {{SSB4|Mario}}'s forward smash. However, it is tied with {{SSB4|Marth}} and {{SSB4|Lucina}}'s forward smashes as the fastest one in the game, due to coming out on frame 10. 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. The downward angle can hit edge hanging opponents, similarly to her down tilt. | |fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Despite the blast's appearance, the hitbox does not quite reach the end of the blast, and actually reaches slightly into the Arm Cannon's barrel. Despite this, the sweetspot relies heavily on spacing in order to land, as only the blast deals knockback strong enough to KO at 100% from center-stage. Conversely, the Arm Cannon itself KOs at 138%, which makes its overall functionality largely similar to {{SSB4|Mario}}'s forward smash. However, it is tied with {{SSB4|Marth}} and {{SSB4|Lucina}}'s forward smashes as the fastest one in the game, due to coming out on frame 10. 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. The downward angle can hit edge hanging opponents, similarly to her down tilt. | ||
|usmashname=Cover Fire<!--official from all-star trophy--> | |usmashname=Cover Fire<!--official from all-star trophy--> | ||
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|18}} (all hits connect) | |usmashdmg={{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|18}} (all hits connect) | ||
|usmashdesc=Fires five fiery blasts in an overhead arcing motion. True to its name, 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 touching Samus. When reversed on the ground, it can poke and hit through shields. KOs at 115% uncharged and around 60%-70% when fully charged. | |usmashdesc=Fires five fiery blasts in an overhead arcing motion. True to its name, 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 touching Samus. When reversed on the ground, it can poke and hit through shields. KOs at 115% uncharged and around 60%-70% when fully charged. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | ||
|dsmashdesc=A legsweep. A [[semi-spike]], its speed is decent and provides protection against rolls and near edges. However, its power has been significantly toned down since ''Brawl'', as it is now one of the weakest down smashes in the game. KOs at extremely high percentages, making it unreliable. However, its back hit deals more knockback, making it possible to KO at 150% with enough rage, while the front hit can set up an edge-guard. Its ending lag is relatively quick, however, making it more useful as a decent anti-pressure move and a punishment option against rolls due to its ability to hit behind Samus. | |dsmashdesc=A legsweep. A [[semi-spike]], its speed is decent and provides protection against rolls and near edges. However, its power has been significantly toned down since ''Brawl'', as it is now one of the weakest down smashes in the game. KOs at extremely high percentages, making it unreliable. However, its back hit deals more knockback, making it possible to KO at 150% with enough rage, while the front hit can set up an edge-guard. Its ending lag is relatively quick, however, making it more useful as a decent anti-pressure move and a punishment option against rolls due to its ability to hit behind Samus. | ||
|nairname= | |nairname= | ||
|nairdmg=10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late) | |nairdmg=10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late) | ||
|nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its | |nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its first few frames deal very powerful knockback, which makes it a viable KOing option off-stage or near the edge. It is also a decent combo finisher. | ||
|fairname= | |fairname= | ||
|fairdmg=3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (all hits connect) | |fairdmg=3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (all hits connect) | ||
|fairdesc=Fires five fiery blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move, with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again. As of update 1.1.5, the first hitbox of the move results in all of the move's hits connecting together much better than before, to the point that it functions as a true combo from down throw up to around 70%, or chain into itself at low percentages thanks to Samus' air speed having been increased in that same update. | |fairdesc=Fires five fiery blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move, with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again. As of update 1.1.5, the first hitbox of the move results in all of the move's hits connecting together much better than before, to the point that it functions as a true combo from down throw up to around 70%, or chain into itself at low percentages thanks to Samus' air speed having been increased in that same update. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (clean foot), 12% (clean leg), 9% (late) | |bairdmg=14% (clean foot), 12% (clean leg), 9% (late) | ||
|bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a [[Wall of Pain]]. KOs under 100% and around 80% at the edge | |bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a [[Wall of Pain]]. KOs under 100% and around 80% at the edge. | ||
|uairname= | |uairname= | ||
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect) | |uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect) | ||
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. 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 can even [[zero-to-death]] the entire cast when using a platform to extend the combo | |uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. 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 can even [[zero-to-death]] the entire cast when using a platform to extend the combo. | ||
|dairname= | |dairname= | ||
|dairdmg=10% (early), 14% (clean), 11% (late) | |dairdmg=10% (early), 14% (clean), 11% (late) | ||
|dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail will [[meteor smash]] opponents, while the sourspot on the edge of the move at the very start and end deals strong upward diagonal knockback. Auto-cancels from a short hop and is a relatively good combo starter. | |dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail will [[meteor smash]] opponents, while the sourspot on the edge of the move at the very start and end deals strong upward diagonal knockback. Auto-cancels from a short hop and is a relatively good combo starter. | ||
|zairname= | |zairname=[[Grapple Beam]] | ||
|zairdmg=1.5% (early), 3% (clean) | |zairdmg=1.5% (early), 3% (clean) | ||
|zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag from a short hop. It auto-cancels 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 an opening for a dash attack, which Samus can then further capitalize on with combos. | |zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag from a short hop. It auto-cancels 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 an opening for a dash attack, which Samus can then further capitalize on with combos. | ||
|grabname=Grapple Beam | |grabname=Grapple Beam | ||
|grabdesc=Fires the Grapple Beam. It has impressive range and is the longest tether grab in the game. However, it is tied with [[Zero Suit Samus (SSB4)|her Zero Suited form]]'s grab as the second slowest in terms of ending lag, making it very punishable if missed. | |grabdesc=Fires the Grapple Beam. It has impressive range and is the longest tether grab in the game. However, it is tied with [[Zero Suit Samus (SSB4)|her Zero Suited form]]'s grab as the second slowest in terms of ending lag, making it very punishable if missed. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.2% | |pummeldmg=1.2% | ||
|pummeldesc=A palm strike. The second fastest pummel in the game, beaten only by {{SSB4|Lucario}}'s. However, it is also the second least damaging one in the game, after Lucario's. | |pummeldesc=A palm strike. The second fastest pummel in the game, beaten only by {{SSB4|Lucario}}'s. However, it is also the second least damaging one in the game, after Lucario's. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Twirls the opponent overhead, then flings them forward. Low knockback growth prevents it from KOing even the lightest of characters unless with rage at extremely high percentages. | |fthrowdesc=Twirls the opponent overhead, then flings them forward. Low knockback growth prevents it from KOing even the lightest of characters unless with rage at extremely high percentages. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Swings the opponent behind herself. Has even lower knockback growth than her forward throw. | |bthrowdesc=Swings the opponent behind herself. Has even lower knockback growth than her forward throw. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=1% (hits 1-5), 4% (throw) | |uthrowdmg=1% (hits 1-5), 4% (throw) | ||
|uthrowdesc=Hoists the opponent overhead and then blasts them upward | |uthrowdesc=Hoists the opponent overhead and then blasts them upward. Can combo into Screw Attack or up aerial at 0% against heavyweights or fast-fallers, but it otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to-death the same characters when followed up by her up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. It can be reliably followed up with her neutral, forward and up aerials, Charge Shot and Screw Attack at low to medium percentages. | |dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. It can be reliably followed up with her neutral, forward and up aerials, Charge Shot and Screw Attack at low to medium percentages. | ||
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|usc2name=Apex Screw Attack | |usc2name=Apex Screw Attack | ||
|usc2dmg=2% (hit 1), 9% (grounded hit 2), 7% (aerial hit 2) | |usc2dmg=2% (hit 1), 9% (grounded hit 2), 7% (aerial hit 2) | ||
|usc2desc=Deals more damage (albeit less total damage)!and much more knockback, which grants it much better KO potential, to the point that it can KO as low as 50% near the upper blast line and without rage, depending on weight and DI. However, it only hits twice and covers significantly less horizontal distance. | |usc2desc=Deals more damage (albeit less total damage)!and much more knockback, which grants it much better KO potential, to the point that it can KO as low as 50% near the upper blast line and without rage, depending on weight and DI. However, it only hits twice and covers significantly less horizontal distance. | ||
|dspage=Bomb (Samus) | |dspage=Bomb (Samus) | ||
|dsdefname=Bomb | |dsdefname=Bomb | ||
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|fsdesc=Fires a very large, bluish white energy beam. The beam can be angled slightly up or slightly down. | |fsdesc=Fires a very large, bluish white energy beam. The beam can be angled slightly up or slightly down. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Samus | |||
|game=SSB4 | |||
|desc-us=Sa-mus! | |||
|desc-jp=Sa-mus! | |||
|pitch-us=Group chant | |||
| | |pitch-jp=Group chant}} | ||
| | |||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|char=Samus}} | |char=Samus}} | ||
==In [[competitive play]]== | ==In [[Competitive play|competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1213 | |set10=1213 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
====Active==== | |||
*{{Sm|Afro Smash|UK}} - The best Samus player in Europe. Placed 9th at [[Albion 2]] and 13th at [[Syndicate 2016]]. Ranked 3rd on the [[United Kingdom Smash 4 Power Rankings]]. | |||
*{{Sm|ChoZox|USA}} - One of the best Samus players in the United States. Placed 7th at [[Paragon Orlando 2015]]. | |||
*{{Sm|ESAM|USA}} (#17) - One of the two best Samus players in the world. He has wins over {{Sm|Ally}}, {{Sm|ANTi}}, {{Sm|Zenyou}}, {{Sm|Locus}}, {{Sm|NAKAT}}, and some ranked Florida players, such as {{Sm|Xaltis}}, with Samus. Notably won [[Combo Breaker 2017]] using only Samus. | |||
*{{Sm|H-Man|USA}} - Ranked 19th on the [[Midwest Smash 4 Power Rankings]]. | |||
*{{Sm|IcyMist|USA}} - Wifi warrior who is considered the best Samus player in the world. She has wins over {{Sm|Dabuz}}, {{Sm|Elegant}}, {{Sm|Marss}}, {{Sm|Wrath}}, {{Sm|Captain L}}, and more. Placed 9th at Royal Flush, 13th at [[Super Smash Con 2018]], and 33rd at [[GENESIS 5]]. Ranked 1st on the [[Wi-Fi Warrior Rank]]. | |||
*{{Sm|Joker|Mexico}} - The best Samus player in Mexico. 9th at [[Smash Factor 5]]. | |||
*{{Sm|Parme|Japan}} - The best active Samus in Japan. Placed 7th at [[Sumabato 21]] and 17th at [[Sumabato 19]]. Has wins over {{Sm|Sigma}}, {{Sm|Kuro}}, and {{Sm|Saiya}}. | |||
*{{Sm|Pyreeze|USA}} - One of the best Samus players in the United States, has wins over {{Sm|Elegant}}, {{Sm|Konga}}, {{Sm|KOSSismoss}} and more. Ranked 7th on the [[Washington Power Rankings#Super Smash Bros. for Wii U rankings|Western Washington Smash 4 Power Rankings]]. | |||
*{{Sm|Wes|USA}} - One of the best Samus players from the Tristate Area. Placed 13th at [[KTAR XIII]] and 33rd at [[SKTAR 4]]. | |||
*{{Sm|YB|Japan}} - The best Samus player in Japan and a "Wi-Fi Warrior". | |||
====Inactive==== | |||
*{{Sm|Jonny Westside|USA}} - The best Samus player in the world when he was active. Formerly ranked 17th on the [[SoCal Power Rankings#Super Smash Bros. for Wii U rankings|SoCal Smash 4 Power Rankings]]. He has a win over {{Sm|Mr. ConCon}}. Went on a hiatus mid-2016. | |||
*{{Sm|KayJay|Austria}} - The second best Samus player in Europe when he was active. Placed 13th at [[Smashdown World]]. Ranked 6th on the [[Austria Smash 4 Power Rankings]]. He has wins over {{Sm|Sodrek}}, {{Sm|Luigi player}}, {{Sm|Chimera}}, {{Sm|Anragon}} and more. | |||
*{{Sm|Salem|USA}} - He has wins over {{Sm|Saj}}, {{Sm|Ryo}}, {{Sm|Dyr}}, and {{Sm|Kome}} with Samus. | |||
===Tier placement and history=== | |||
Samus was initially considered to have improved from ''Brawl'', due to the improvements to her KO potential, a trait she previously lacked in tournament play. However, it soon became clear the buffs to other bottom-tier characters, such as {{SSB4|Mario}}, {{SSB4|Captain Falcon}} and {{SSB4|Link}}, had made them significantly better than her. When combined with glaring blind spots on her hitboxes, extended hurtboxes, and continued struggle to KO, Samus would later be considered one of the worst characters in the game. Despite the buffs gained in game updates, notably update [[1.1.1]], her poorly regarded status remained intact, with only a handful of dedicated mains, such as {{Sm|IcyMist}}, {{Sm|KayJay}}, {{Sm|Afro Smash}} and {{Sm|Jonny Westside}}, having a notable tournament impact. As such, she was ranked 51st on the first ''4BR'' [[tier list]], becoming a bottom-tier character. | |||
It was not until update [[1.1.5]] when Samus gained her most efficient buffs, which allowed her moveset to flow significantly better, improving her offense and eliminating the majority of her blindspots. This resulted in her achieving significantly better placements at tournaments, and benefitting from nerfs given to characters with preferable matchups against her, such as {{SSB4|Bayonetta}}, {{SSB4|Diddy Kong}}, {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}}. These traits saw Samus ranked 45th on the second tier list and placed in the low tier, eventually rosing to 41st on the third tier list, at the top of the low tier. Her more bountiful results have resulted in her becoming a more stable character, and has seen her rise to 37th on the fourth and current tier list, now a mid-tier character, sharing the spot with {{SSB4|Robin}}. As such, she is considered a far more viable character after game updates, and significantly better than how she was in ''Brawl'', with some smashers, such as {{Sm|ESAM}} and {{Sm|Dabuz}}, claim that a higher placement in the tier list is needed, despite her relatively below-average representation. | |||
==Trophies== | |||
:'''Samus''' | |||
::{{flag|ntsc}} ''Samus Aran has fought her way across a variety of planets in the Metroid series. She wears a Power Suit designed by the Chozo, giving her incredible versatility in a fight. She can wade in, but she favors beams and missiles. A fully charged Charge Shot packs a serious punch!'' | |||
::{{flag|pal}} ''The heroine of the Metroid series, Samus Aran. Her missions take her across the reaches of space, and her Power Suit gives her immeasurable fighting prowess. In this game, she uses a variety of ranged attacks based around beams and missiles. When her Charge Shot is fully charged, it can launch foes with devastating force.'' | |||
::{{Trophy games|console1=NES|game1=Metroid (08/1987)|console2=SNES|game2=Super Metroid (04/1994)}} | |||
:'''Samus (Alt.)''' | |||
::{{flag|ntsc}} ''Samus protects herself from overhead enemies with her up smash, Cover Fire, which can land multiple hits on anyone it connects with. Samus also fires a homing missile by holding sideways and pressing the special- attack button or launches a Super Missile by quickly tapping sideways instead.'' | |||
'' | ::{{flag|pal}} ''Samus' up smash attack, Cover Fire, fires five small blasts overhead, making it great for countering incoming aerial attacks. Her Missile attack fires a homing missile if you hold sideways and then press the special button, but if you do these things at the same time, you'll fire a Super Missile.'' | ||
::{{Trophy games|console1=NES|game1=Metroid (08/1987)|console2=SNES|game2=Super Metroid (04/1994)}} | |||
:'''Zero Laser''' | |||
::{{flag|ntsc}} ''Samus unleashes a massive, long-range beam from her Arm Cannon as her Final Smash. Fighters on the edges of the beam will be drawn in, taking more and more damage. The sheer power of this weapon makes it tough to aim once it's firing, but it's possible to adjust the beam up and down.'' | |||
::{{flag|pal}} ''In Samus' Final Smash, she unleashes a huge laser beam from her Arm Cannon that draws opponents to the centre of the beam. Quite handy, since the closer they are to the centre, the more damage they'll take! You can also angle it up and down (albeit slowly), letting you catch more of your enemies and create more havoc.'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
SamusTrophy3DS.png|Classic (3DS) | |||
SamusAltTrophy3DS.png|Alt. (3DS) | |||
SamusTrophyWiiU.png|Classic (Wii U) | |||
SamusAltTrophyWiiU.png|Alt. (Wii U) | |||
ZeroLaserTrophyWiiU.png|{{b|Zero Laser|Samus}} | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
* '''[[All-Star Battle: Regulars]]''': Samus is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]'' | |||
| | * '''[[Galactic Avenger]]''': Samus must defeat [[Dark Samus]] and [[Ridley]] in a [[Stamina Mode|Stamina Battle]]. Dark Samus has 150 HP on Easy/Normal and 180 HP on Hard. | ||
* '''[[Identity Crisis]]''': As {{SSB4|Sheik}} and {{SSB4|Zelda}}, the player must defeat Samus and {{SSB4|Zero Suit Samus}}. | |||
| | |||
{{ | |||
===Co-op Events=== | |||
* '''[[Final Battle Team-Up]]''': Samus, using her Dark Samus [[alternate costume]], is one of the opponents the players must defeat. | |||
* '''[[Poisonous Planet]]''': Samus and {{SSB4|Olimar}} must defeat two giant {{SSB4|Charizard}} in a [[Stamina Mode|Stamina Battle]] before their own health is depleted due to being [[flower]]ed. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
| | |||
==[[Alternate costume (SSB4)#Samus|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Samus|Alternate costumes]]== | ||
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SamusBomb.jpg|Using {{b|Bomb|Samus}}. | SamusBomb.jpg|Using {{b|Bomb|Samus}}. | ||
Zero Laser.jpg|Using {{b|Zero Laser|Samus}}, her [[Final Smash]]. | Zero Laser.jpg|Using {{b|Zero Laser|Samus}}, her [[Final Smash]]. | ||
Zero Laser SSB4.png|Using Zero Laser. | |||
Samus Neutral Attack.png|The second hit of her neutral attack. | Samus Neutral Attack.png|The second hit of her neutral attack. | ||
Samus Back Air SSB4.jpg|Using her neutral aerial alongside {{SSB4|Link}} and {{SSB4|Luigi}}. | Samus Back Air SSB4.jpg|Using her neutral aerial alongside {{SSB4|Link}} and {{SSB4|Luigi}}. | ||
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SSB4 - Gust Bellows.jpg|{{SSB4|Toon Link}} using the [[Gust Bellows]] on Samus. | SSB4 - Gust Bellows.jpg|{{SSB4|Toon Link}} using the [[Gust Bellows]] on Samus. | ||
SSB4 - Samus & ZSSamus.jpg|{{SSB4|Zero Suit Samus}} and her Power Suit displaying their Jet Boots and thrusters, respectively. | SSB4 - Samus & ZSSamus.jpg|{{SSB4|Zero Suit Samus}} and her Power Suit displaying their Jet Boots and thrusters, respectively. | ||
SSB4 - Tether Recovery.jpg|Samus and Link simultaneously grabbing an edge with their [[Grapple Beam]] and [[Clawshot]] [[Tether recovery|tether recoveries]]. | SSB4 - Tether Recovery.jpg|Samus and Link simultaneously grabbing an edge with their [[Grapple Beam]] and [[Hookshot and Clawshot|Clawshot]] [[Tether recovery|tether recoveries]]. | ||
SSB4 - Smash Run Samus.jpg|Samus fighting enemies in [[Smash Run]]. | SSB4 - Smash Run Samus.jpg|Samus fighting enemies in [[Smash Run]]. | ||
Mario Golf Design.jpg|Samus displaying her new {{s|metroidwiki|Light Suit}}-inspired alternate costume alongside Mario's new ''{{s|mariowiki|NES Open Tournament Golf}}''-inspired alternate costume. | Mario Golf Design.jpg|Samus displaying her new {{s|metroidwiki|Light Suit}}-inspired alternate costume alongside Mario's new ''{{s|mariowiki|NES Open Tournament Golf}}''-inspired alternate costume. | ||
Samus Cover.png|Samus as she appears on the cover of {{for3ds}}. | Samus Cover.png|Samus as she appears on the cover of {{for3ds}}. | ||
</gallery> | </gallery> | ||
{{SSB4Characters}} | {{SSB4Characters}} |