Editing Samus (SSBB)
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{{Infobox Character | {{Infobox Character | ||
|name = Samus | |name = Samus | ||
|image = [[File:Samus SSBB.jpg|250px]] | |image = [[File:Samus SSBB.jpg|250px]] | ||
|game = SSBB | |game = SSBB | ||
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|ranking = 32 | |ranking = 32 | ||
}} | }} | ||
{{cquote|''The galaxy's greatest bounty hunter. Her variety of long-distance weapons make her lethal.''|cite=''Brawl'' manual description}} | |||
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character that appears in ''[[Super Smash Bros. Brawl]]''. She was revealed at [[E3]] 2006. Samus can now transition into {{SSBB|Zero Suit Samus}} through a variety of methods, similar to how {{SSBB|Zelda}} can turn into {{SSBB|Sheik}}. | '''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character that appears in ''[[Super Smash Bros. Brawl]]''. She was revealed at [[E3]] 2006. Samus can now transition into {{SSBB|Zero Suit Samus}} through a variety of methods, similar to how {{SSBB|Zelda}} can turn into {{SSBB|Sheik}}. | ||
Samus is ranked 32nd out of 38 on the [[tier list]], placing her in the F | Samus is currently ranked 32nd out of 38 on the [[tier list]], placing her in the F Tier, a significant drop from her position in the Melee tier list, where she was ranked 10th out of 26th. Her ranking in ''Brawl'' is also her worst placement in the series. Samus has relatively fast attacks such as her [[tilt]]s and her smash attacks, as well as [[aerial]]s with nearly no landing lag. Along with this, Samus has her trademark bevy of [[projectile]]s, far [[reach]] in most of her attacks, and great horizontal survivability (possessing both strong [[Momentum canceling#Horizontal momentum canceling|horizontal endurance]] and a good [[recovery]]). However, Samus's KO potential has been significantly [[nerf]]ed in almost every area from ''Melee''; Samus' strongest finishers don't start reliably KOing until beyond 125%, and none of her potential finishers are especially effective. Her KOing problems are exacerbated by her difficulty in racking up damage on opponents; most of her attacks deal low to mediocre damage, she has rather slow attacking speed (combination of slow movement and her attacks being ending lag heavy), and has one of the worst [[combo]]ing capabilities, with few attacks being able to set up. Her projectiles were also nerfed; her Super Missiles take longer to fire as well as travel slower and being unable to KO until near [[sudden death]] percentages, her bombs no longer explode on contact, and a fully charged Charge Shot cannot KO reliably until 124% fresh (and it is rarely fresh as Samus players must often use it to keep opponents at bay). This has resulted in terrible [[matchup]]s against characters beyond low tier, and terrible [[tournament]] results. | ||
==Attributes== | ==Attributes== | ||
Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations. | Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations. Samus is a heavyweight and ranks in the middle of the speed-class. However, she is tall, which makes her easier to hit (a common problem amongst most of the game's heavyweights). She has very low KO power and high floatiness for her weight class. Samus can be awkward to fight effectively with against the game's faster, more graceful characters, but with a good combination of long and short-range attacks, she can be deadly. Samus has the third-slowest falling speed in the game, behind {{SSBB|Peach}} and {{SSBB|Jigglypuff}}. This is both advantageous and disadvantageous. On the upside, her floatiness can be used to bolster her aerial game. Staying in the air longer allows Samus to follow-up with other aerials; given that many of her moves have low knockback, she can create all sorts of continuous strings of low-to-moderate percentage attacks. More importantly, her floatiness allows her to have an above-average recovery game. On the downside, her slow fall speed also makes her recovery predictable and fairly easily edge-guarded (though, her floatiness makes her edgeguarding game easier and safer). Samus can also be easily juggled because her fast fall is still very slow and as a result of this her [[momentum canceling]] is poor and only makes her live slightly above average vertically despite being the 7th heaviest in terms of [[weight]]. Despite her ground moves being weak in term of knockback, they deal decent damage. Samus has much time to dodge attacks while throwing foes off with things like Bombs (and Bomb Jumping), or she can speed things up by using her surprisingly long Grapple Beam to zip to the safety of the edge. One of the most valuable uses of her slow falling speed is successfully meteor smashing an opponent who has no ground on which to land and still being able to recover easily. She also has the largest [[Sweet spot (ledge)|ledge sweetspot]]. | ||
Her | Her [[neutral special]], [[Charge Shot]], does great knockback at higher percentages and is a deadly projectile for edgeguarding, when fully charged. Samus has two kinds of [[Missile]]s: the Homing Missile homes on opponents and deals 5% damage; and the Super Missile moves in a fast, straight line and deals 10 % damage and noticeable knockback. Her up special, [[Screw Attack (move)|Screw Attack]] gives her decent vertical height, is a good out of shield option and can trap opponents for damage racking. Her down special, [[Bomb (Samus)|Bomb]], makes Samus shift into morph ball mode and lays a bomb, which will explode after a set time period. Her grab has great range, but it is laggy if she fails to grab an opponent (although performing a dash grab can remedy this). In the air, her [[Grapple Beam]] can damage opponents and can be used as a [[tether recovery]]. | ||
Samus | Samus works best when transitioning well from the air to the ground. None of Samus's aerials have landing lag, with her [[forward aerial|forward]] and [[up aerial]]s having no knockback except at the final hit. Samus can capitalize on this by canceling into more powerful moves like her [[forward smash]] and [[down tilt]], or by using a fully charged Charge Shot in the event the opponent is a bit too far away. Missiles also factor into the air to ground transition; landing immediately after the missile has been fired negates the significant firing lag, so one can immediately follow up with another missile (of either kind). This lag negation allows for a "double missile" effect where Samus can fire one missile, land, and almost immediately fire another. These missiles can also stop opponents' recoveries, such as {{SSBB|Pikachu}}'s [[Skull Bash]], {{SSBB|Luigi}}'s [[Green Missile]], {{SSBB|Jigglypuff}}'s [[Rollout]], {{SSBB|Ike}}'s [[Quick Draw]] or {{SSBB|Wolf}}, {{SSBB|Fox}}, or {{SSBB|Falco}}'s side special recovery, setting them up for an immediate [[meteor smash]]. A Missile Charge Shot combination is an excellent combo, but can sometimes be predictable, so Samus mains must learn to launch them unexpectedly. Her aerial Grapple Beam ("zair") actually acts as a move to complement this strategy, stunning opponents from far away with high speed, and also cancels immediately upon landing, which can combo into a down tilt or smash. Coupled with the Charge Shot's potency, Samus has no problem frustrating opponents from a safe distance, chipping away at her opponent's approach to best suit her. Although Samus has three different projectiles, she still lacks a reliable way to deal with opponents' projectiles especially since her shield roll is very slow (slowest in the game). | ||
Samus' major problem lies in her extreme lack of finishing abilities. Her quickest KO move is her down tilt. But with vertical knockback and a small hitbox, has trouble KOing opponents before around 130% and is recommended to not be used until the right time as to not devalue it with [[stale-move negation]]. Also, her forward smash is quick and deals high damage, but doesn't KO properly before around 130%. Her down smash has rather low knockback, and doesn't KO reliably before 150%. Her only way to KO at lower damage percentages is using either the down aerial for meteor smashes or juggling with her back aerial. Unfortunately, the back aerial telegraphs itself, has a tiny [[sweet spot (hitbox)|sweet spot]], and requires good setup, while the down aerial is rather slow and has a sweeping hitbox that also needs good placement, despite its fairly large hitbox. Even a fully-charged Charge Shot doesn't tend to KO until at least 124%, making it one of the least KO-capable charged specials in the game, however it is still a good move for [[edgeguarding]]. | |||
All in all, Samus can be a character of good and bad situations with her wide array of projectiles and a fairly powerful meteor smash. A huge problem in competitive play is that Samus is easily [[chain grab]]bed due to her heavy weight and large size with the exception of chain grabs that are ineffective on very floaty characters, and can be infinite chain-grabbed by King Dedede. | |||
Finally, given Samus' problem with KOing and opponents' difficulty in KOing her, high-level matches involving Samus tend to take awhile, making time limitations in a match a crucial factor as well. | |||
==Changes from '' | ==Changes from ''Melee'' to ''Brawl''== | ||
When making the transition from ''Melee'' to ''Brawl'', Samus has received a mix of buffs and nerfs but was | When making the transition from ''Melee'' to ''Brawl'', Samus has received a mix of buffs and nerfs but was nerfed overall. She had inherited good buffs with the most obvious of these being the fact that she is now tied to {{SSBB|Zero Suit Samus}}. She can either start of the match as Zero Suit Samus or the player can quickly input up and down taunt to transform mid match which allows the player to easily adapt to different matchups as Zero Suit Samus is superior to her regular counterpart in almost every way. As for Samus' more direct buffs, her mobility has improved especially in the air (although the removal of [[wavedashing]] does hinder her ground movement despite its improvements). Her multi hit moves are also more reliable and her [[grab aerial]] has been significantly improved. While it is less useful for recovering as with all grab aerials, this does not hurt her as much as {{SSBB|Link}}. In addition, it now travels in a straight consistent arc, it has a stronger sweetspot, it has more favorable knockback and it now has minimal landing lag making it an excellent spacing and combo tool. | ||
However | However she has received some significant nerfs to both her overall damage output and more importantly, her KO power. Her projectiles are considerably weaker (especially her Super Missiles which are no longer a viable KO option at all) making her overall zoning game weaker. Many of her moves have also seen drastic nerfs to their power to the point where they are no longer a viable kill option at all such as her aforementioned Super Missiles as well as her neutral aerial. One of Samus' strongest KO options is her back aerial (and even it is weaker than in ''Melee'' and it still requires the sweetspot to hit in order to reliably KO). Samus' frame data is also worse and she lost many of her more useful [[advanced technique]]s mainly her [[Extended grapple]] and [[Super Wavedash]]. | ||
As such, her buffs do not make up for the more severe nerfs she received, making her a significantly less effective character than in ''Melee''. | As such, her buffs do not make up for the more severe nerfs she received, making her a significantly less effective character than in ''Melee''. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Samus's design is more detailed due to the game's graphical improvements. It still | *{{change|Samus's design is more detailed due to the game's graphical improvements. It still resembles how she appears in ''Super Metroid'', but with embellishments taken from other installments, such as ''Prime'' and ''Zero Mission''.}} | ||
*{{change|Samus's Super Missiles now use their design from ''Super Metroid'' and ''Zero Mission''.}} | *{{change|Samus's Super Missiles now use their design from ''Super Metroid'' and ''Zero Mission''.}} | ||
*{{change|Samus has a new [[tumbling]] animation.}} | *{{change|Samus has a new [[tumbling]] animation.}} | ||
*{{change|Samus has a new [[teetering]] animation based on how it appeared in ''Smash 64''.}} | *{{change|Samus has a new [[teetering]] animation based on how it appeared in ''Smash 64''.}} | ||
*{{change|Most of her moves now have updated sound effects.}} | *{{change|Most of her moves now have updated sound effects.}} | ||
*{{change|Samus | *{{change|Samus can change into {{SSBB|Zero Suit Samus}} by inputting her up and down taunt rapidly, using her [[Final Smash]], or by holding the L/R button (Gamecube/Classic controller), Z button (Nunchuk), or the - button while selecting Samus on the character select screen.}} | ||
**{{buff|The taunt method can be performed anytime during a match allowing Samus to adapt to different matchups. This immensely helps her as her Zero Suit character is a far superior character who overall has a much better matchup spread.}} | |||
===Attributes=== | ===Attributes=== | ||
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*{{buff|Samus [[walk]]s slightly faster (1 → 1.05).}} | *{{buff|Samus [[walk]]s slightly faster (1 → 1.05).}} | ||
*{{buff|Samus [[dash]]es slightly faster (1.4 → 1.445).}} | *{{buff|Samus [[dash]]es slightly faster (1.4 → 1.445).}} | ||
*{{buff|Samus' [[air speed]] | *{{buff|Samus' [[air speed]] has been improved (0.89 → 0.987), going from 15th out of 26 characters in ''Melee'' to being tied for 14th out of 39 characters in ''Brawl''.}} | ||
*{{buff|Samus' [[air acceleration]] is much higher (0.0325 → 0.09) going from the lowest in ''Melee'' to the 19th highest in ''Brawl''.}} | *{{buff|Samus' [[air acceleration]] is much higher (0.0325 → 0.09) going from the lowest in ''Melee'' to the 19th highest in ''Brawl''.}} | ||
*{{buff|Samus's traction is lower (0.06 → 0.0585), going from the 15th highest in Melee to the 18th highest. Compared with the returning veterans, however, Samus' traction is higher, allowing her to punish out of shield easier.}} | *{{buff|Samus's traction is lower (0.06 → 0.0585), going from the 15th highest in Melee to the 18th highest. Compared with the returning veterans, however, Samus' traction is higher, allowing her to punish out of shield easier.}} | ||
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*{{nerf|Spot dodge has more ending lag (frame 23 → 26).}} | *{{nerf|Spot dodge has more ending lag (frame 23 → 26).}} | ||
*{{nerf|[[Roll]]s have a shorter duration (frames 4-30 → 4-23) and their ending lag was not decreased making them the slowest and most punishable rolls in the game.}} | *{{nerf|[[Roll]]s have a shorter duration (frames 4-30 → 4-23) and their ending lag was not decreased making them the slowest and most punishable rolls in the game.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{nerf|Dash attack deals less damage (13% → 10%) and knockback (22 (base), 105 (scaling) → 30/80), no longer being the most powerful dash attack ({{SSBB|King Dedede}}'s is now the strongest). It has slightly more startup lag with a shorter duration (frames 7-16 → 8-16).}} | **{{nerf|Dash attack deals less damage (13% → 10%) and knockback (22 (base), 105 (scaling) → 30/80), no longer being the most powerful dash attack ({{SSBB|King Dedede}}'s is now the strongest). It has slightly more startup lag with a shorter duration (frames 7-16 → 8-16).}} | ||
**{{buff|Dash attack launches opponents at a more favorable angle (60° → 75°) improving its followup potential.}} | **{{buff|Dash attack launches opponents at a more favorable angle (60° → 75°) improving its followup potential.}} | ||
*{{nerf|[[Forward smash]] deals less damage (15%/14%/13% → 14%/13%/12%) and knockback (30 (base), 104 (scaling) → 20/100), no longer being a viable finisher at high percents. It also has smaller hitboxes and a shorter duration (frames 10-13 → 10-11).}} | *{{nerf|[[Forward smash]] deals less damage (15%/14%/13% → 14%/13%/12%) and knockback (30 (base), 104 (scaling) → 20/100), no longer being a viable finisher at high percents. It also has smaller hitboxes and a shorter duration (frames 10-13 → 10-11), and it deals slightly less damage (15%/14%/13% → 14%/13%/12%).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's hits connect together better (though still not too reliable).}} | **{{buff|Up smash's hits connect together better (though still not too reliable).}} | ||
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**{{buff|Down aerial's lower strength improves its followup potential when used against grounded opponents especially since it can now cause [[tripping]].}} | **{{buff|Down aerial's lower strength improves its followup potential when used against grounded opponents especially since it can now cause [[tripping]].}} | ||
*[[Grab aerial|Grapple Beam]]: | *[[Grab aerial|Grapple Beam]]: | ||
**{{buff|Grapple Beam has more range, and now has almost no landing lag, making it an extremely strong spacing tool. It also deals more knockback (15 (base), 40 (scaling) → 60/30) and it now has a sweetspot which deals more damage (4% → 7%) and knockback (15 (base), 40 (scaling) → 60/60) further improving its spacing and edgeguarding potential. Additionally, it no longer renders Samus helpless.}} | **{{buff|Grapple Beam has more range, and now has almost no landing lag, making it an extremely strong spacing tool. It also deals more knockback (15 (base), 40 (scaling) → 60/30) and it now has a sweetspot which deals more damage (4% → 7%) and knockback (15 (base), 40 (scaling) → 60/60) further improving its spacing and edgeguarding potential. Additionally, it no longer renders Samus helpless.}} | ||
**{{change|Grapple Beam now always travels in a straight arc making it more consistent but giving it less vertical range.}} | **{{change|Grapple Beam now always travels in a straight arc making it more consistent but giving it less vertical range.}} | ||
**{{nerf|Grapple Beam can no longer wall grapple and can be [[edgehogging|ledgehogged]], harming its utility as a recovery option. It also has a shorter duration (frames 9-28 → 9-18).}} | **{{nerf|Grapple Beam can no longer wall grapple and can be [[edgehogging|ledgehogged]], harming its utility as a recovery option. It also has a shorter duration (frames 9-28 → 9-18).}} | ||
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*[[Grab]]s: | *[[Grab]]s: | ||
**{{buff|Grabs have less startup lag (frame 18 → 17) although they are still the slowest grabs in the game.}} | **{{buff|Grabs have less startup lag (frame 18 → 17) although they are still the slowest grabs in the game.}} | ||
**{{change|Samus can no longer perform the [[Extended grapple]] technique.}} | |||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff|Pummel has less ending lag (frame 25 → 9).}} | **{{buff|Pummel has less ending lag (frame 25 → 9).}} | ||
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===Special moves=== | ===Special moves=== | ||
*[[Charge Shot]]: | *[[Charge Shot]]: | ||
**{{nerf|[[Charge Shot]] has significantly decreased knockback (32 (base), 70 (scaling) → 30/56), making it KO significantly later than it could in ''Melee''.}} | |||
**{{nerf|Charge Shot has | |||
*[[Missile]]: | *[[Missile]]: | ||
**{{buff|Homing Missiles have increased homing precision.}} | **{{buff|Homing Missiles have increased homing precision.}} | ||
**{{nerf|Super Missiles have greater start-up and ending lag, travel slower, deal 2% | **{{nerf|Super Missiles have greater start-up and ending lag, travel slower, deal 2% (12% → 10%) and have significantly decreased knockback (30 (base), 100 (scaling) → 40/65), making it incapable of KO'ing at realistic percentages. They could KO under 150% in ''Melee'', but can't KO at 300% in ''Brawl''.}} | ||
**{{change|The start-up for the aerial version of her Missiles have switched; the Super Missiles come out on frame 24 instead of 15 and vice versa for the homing Missiles.}} | **{{change|The start-up for the aerial version of her Missiles have switched; the Super Missiles come out on frame 24 instead of 15 and vice versa for the homing Missiles.}} | ||
*[[Screw Attack]]: | *[[Screw Attack]]: | ||
**{{buff|The grounded version of Screw Attack has decreased SDI multipliers (1x → 0.5x/0.2x/0.4x) regaining its trapping abilities from ''Smash 64'', improving its damage-racking capabilities. Its final hit also no longer has weak set knockback (80 (set), 100 (scaling) → 50/175 (grounded), 50/160 (aerial).}} | **{{buff|The grounded version of Screw Attack has decreased SDI multipliers (1x → 0.5x/0.2x/0.4x) regaining its trapping abilities from ''Smash 64'', improving its damage-racking capabilities. Its final hit also no longer has weak set knockback (80 (set), 100 (scaling) → 50/175 (grounded), 50/160 (aerial).}} | ||
**{{nerf|Screw Attack has more startup lag (frame 4 → 5) and has decreased [[intangibility]] (frames 1-5 → 3-6 (grounded), 1-3 → 3-4 (aerial)). It also has increased landing lag.}} | **{{nerf|Screw Attack has more startup lag (frame 4 → 5) and has decreased [[intangibility]] (frames 1-5 → 3-6 (grounded), 1-3 → 3-4 (aerial)). It also has increased landing lag.}} | ||
**{{change|Screw Attack makes a different sound effect.}} | **{{change|Screw Attack makes a different sound effect.}} | ||
*{{ | *{{nerf|[[Bomb (Samus)|Bombs]] no longer explode upon enemy contact, and are less effective for recovery. Additionally, they no longer allow Samus to Super Wavedash.}} | ||
*[[Final Smash]]: | *[[Final Smash]]: | ||
**{{change|Samus has a Final Smash: {{b|Zero Laser|Samus}}. She charges up a powerful beam that is controllable and hits full screen. After she finishes firing the beam, her Power Suit breaks apart and she now becomes {{SSBB|Zero Suit Samus}}. Additionally, three pieces of her Power Suit lay where Samus used her Final Smash and can be picked up and thrown by anyone.}} | **{{change|Samus has a Final Smash: {{b|Zero Laser|Samus}}. She charges up a powerful beam that is controllable and hits full screen. After she finishes firing the beam, her Power Suit breaks apart and she now becomes {{SSBB|Zero Suit Samus}}. Additionally, three pieces of her Power Suit lay where Samus used her Final Smash and can be picked up and thrown by anyone.}} | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Straight | |neutralname=Straight and Cannon Hammer | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=7% | |neutral2dmg=7% | ||
|neutraldesc=Samus punches and then smacks the opponent with her cannon. Good on short-hopping opponents close-up, otherwise the second hit can be easily shielded or shield grabbed. | |neutraldesc=Samus punches and then smacks the opponent with her cannon. Good on short-hopping opponents close-up, otherwise the second hit can be easily shielded or shield grabbed. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=10% | |ftiltupdmg=10% | ||
|ftiltsidedmg=8% (foot), 7% (leg) | |ftiltsidedmg=8% (foot), 7% (leg) | ||
|ftiltdowndmg=10% | |ftiltdowndmg=10% | ||
|ftiltdesc=Samus does a roundhouse kick. | |ftiltdesc=Samus does a roundhouse kick. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=13% (grounded), 12% (aerial) | |utiltdmg=13% (grounded), 12% (aerial) | ||
|utiltdesc=Samus does an axe kick. Very similar animation to {{SSBB|Captain Falcon}}'s up tilt. Meteor smashes grounded opponents, making it an [[unconventional meteor smash]]. | |utiltdesc=Samus does an axe kick. Very similar animation to {{SSBB|Captain Falcon}}'s up tilt. Meteor smashes grounded opponents, making it an [[unconventional meteor smash]]. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=14% | |dtiltdmg=14% | ||
|dtiltdesc=Samus blasts the opponent's feet. Deals high knockback. | |dtiltdesc=Samus blasts the opponent's feet. Deals high knockback. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 6% (late) | |dashdmg=10% (clean), 6% (late) | ||
|dashdesc=Samus shoulder rams the opponent. | |dashdesc=Samus shoulder rams the opponent. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname= | ||
|fsmashupdmg={{ChargedSmashDmgSSBB|14}} | |fsmashupdmg={{ChargedSmashDmgSSBB|14}} | ||
|fsmashsidedmg={{ChargedSmashDmgSSBB|13}} | |fsmashsidedmg={{ChargedSmashDmgSSBB|13}} | ||
|fsmashdowndmg={{ChargedSmashDmgSSBB|12}} | |fsmashdowndmg={{ChargedSmashDmgSSBB|12}} | ||
|fsmashdesc=Samus thrusts her arm cannon in front of herself. Has high knockback scaling but has below-average knockback. | |fsmashdesc=Samus thrusts her arm cannon in front of herself. Has high knockback scaling but has below-average knockback. | ||
|usmashname=Cover Fire | |usmashname=Cover Fire | ||
|usmashdmg={{ | |usmashdmg={{ChargedSmashDmgSSB4|4}} (hits 1-3), {{ChargedSmashDmgSSB4|5}} (hit 4), {{ChargedSmashDmgSSB4|6}} (hit 5). | ||
|usmashdesc=Samus fires 5 bursts in an arc above herself. Moderately fast start-up lag, but has punishable ending lag with poor horizontal reach. The move is easy to escape out of with DI, especially at high percentages. | |usmashdesc=Samus fires 5 bursts in an arc above herself. Moderately fast start-up lag, but has punishable ending lag with poor horizontal reach. The move is easy to escape out of with DI, especially at high percentages. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ | |dsmashdmg={{ChargedSmashDmgSSB4|15}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2) | ||
|dsmashdesc=Samus does a 360° legsweep. The move deals good knockback, which is good for spacing. | |dsmashdesc=Samus does a 360° legsweep. The move deals good knockback, which is good for spacing. | ||
|nairname= | |nairname= | ||
|nairdmg=9% (clean), 6% (late) | |nairdmg=9% (clean), 6% (late) | ||
|nairdesc=Samus does a [[sex kick]] that deals good horizontal knockback. | |nairdesc=Samus does a [[sex kick]] that deals good horizontal knockback. | ||
|fairname= | |fairname= | ||
|fairdmg=4% (hit 1), 3% (hits 2-4), 5% (hit 5), 18% total. | |fairdmg=4% (hit 1), 3% (hits 2-4), 5% (hit 5), 18% total. | ||
|fairdesc=Samus shoots five blasts forwards. | |fairdesc=Samus shoots five blasts forwards. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (foot), 10% (leg) | |bairdmg=14% (foot), 10% (leg) | ||
|bairdesc=Samus kicks backwards. A good move for [[edgeguarding]]. | |bairdesc=Samus kicks backwards. A good move for [[edgeguarding]]. | ||
|uairname= | |uairname= | ||
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total. | |uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total. | ||
|uairdesc=Samus does a drill kick upwards. Great for horizontal [[momentum canceling]] when used in conjunction with a jump. | |uairdesc=Samus does a drill kick upwards. Great for horizontal [[momentum canceling]] when used in conjunction with a jump. | ||
|dairname= | |dairname= | ||
|dairdmg=15% | |dairdmg=15% | ||
|dairdesc=Samus swings her cannon downwards. Can [[meteor smash]] opponents. | |dairdesc=Samus swings her cannon downwards. Can [[meteor smash]] opponents. | ||
|zairname= | |zairname= | ||
|zairdmg=4% (early), 7% (tip) | |zairdmg=4% (early), 7% (tip) | ||
|zairdesc=Samus fires the [[Grapple Beam]] forwards. | |zairdesc=Samus fires the [[Grapple Beam]] forwards. | ||
|grabname= | |grabname= | ||
|grabdesc=Samus sends out her Grapple Beam to catch the opponent. Has remarkable range. | |grabdesc=Samus sends out her Grapple Beam to catch the opponent. Has remarkable range. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=Samus chops the opponent with her free hand. Moderately fast pummel with very low startup frames. This pummel can sometimes miss {{SSBB|Bowser}} due to his struggling animation. | |pummeldesc=Samus chops the opponent with her free hand. Moderately fast pummel with very low startup frames. This pummel can sometimes miss {{SSBB|Bowser}} due to his struggling animation. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Samus twirls the enemy over her head, then flings them forward. | |fthrowdesc=Samus twirls the enemy over her head, then flings them forward. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Samus flings the opponent behind her. | |bthrowdesc=Samus flings the opponent behind her. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=1% (hits 1-5), 4% (throw), 9% total | |uthrowdmg=1% (hits 1-5), 4% (throw), 9% total | ||
|uthrowdesc=Samus holds the foe above her, then blasts them upwards with the Grapple Beam. | |uthrowdesc=Samus holds the foe above her, then blasts them upwards with the Grapple Beam. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Samus pulls the victim up, them whips them into the ground. Can be followed up with aerials. | |dthrowdesc=Samus pulls the victim up, them whips them into the ground. Can be followed up with aerials. | ||
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|fsdesc=Samus fires a bluish white large beam of energy in front of her that traps opponents caught in the blast before blasting them away. Move lasts about 5 seconds and passes through terrain. After firing the beam, Samus's Power Suit is "damaged" and falls off of Samus's body, transforming her into {{SSBB|Zero Suit Samus}}. | |fsdesc=Samus fires a bluish white large beam of energy in front of her that traps opponents caught in the blast before blasting them away. Move lasts about 5 seconds and passes through terrain. After firing the beam, Samus's Power Suit is "damaged" and falls off of Samus's body, transforming her into {{SSBB|Zero Suit Samus}}. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|pitch-us=Group chants | |pitch-us=Group chants | ||
|pitch-jp=Group chants}} | |pitch-jp=Group chants}} | ||
===[[Wii Remote selection sound]]=== | |||
{{SelectSound|char=Samus|desc=Makes a blasting noise followed by her double jump noise from ''Melee''.}} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|samus=yes}} | |||
Samus has a poor matchup spread overall. She only hard counters {{SSBB|Ganondorf}}, counters 2 characters, soft counters 3 characters, has 8 even matchups, gets soft countered by 6 characters, countered by 11, and hard countered by 5. Samus does well against characters she can zone out with her projectiles, such as {{SSBB|Bowser}} and Ganondorf, and has decent matchups against some mid tier characters, such as {{SSBB|Peach}}, {{SSBB|Toon Link}} and {{SSBB|R.O.B.}} However, Samus struggles against characters who can reflect her projectiles, like {{SSBB|Fox}} and {{SSBB|Falco}}; and characters who can chain grab her, like {{SSBB|King Dedede}} and the {{SSBB|Ice Climbers}}. | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Samus professionals (SSBB)]]'' | |||
:''See also: [[:Category:Samus | *{{Sm|Dicks|USA}} | ||
*{{Sm|Dicks|USA}} | *{{Sm|ESAM|USA}} | ||
*{{Sm|NOID|USA}} | *{{Sm|NOID|USA}} | ||
*{{Sm|quiKsilver|Germany}} | *{{Sm|quiKsilver|Germany}} | ||
*{{Sm|Xyro|USA}} | *{{Sm|Xyro|USA}} | ||
*{{Sm|YB|Japan}} | *{{Sm|YB|Japan}} | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Samus's significant nerfs severely compromised her ability to viably compete since the very beginning of ''Brawl''; her inability to rack up damage quickly and effectively finish off stocks proved to be a fatal combination. As such, Samus has perpetually been a low tier character, who has sometimes even dropped into the bottom tiers. Throughout ''Brawl'''s time as a competitive game, Samus never made any significant rises on the tier list due to her lack of any successful tournament results or significant metagame advancement. | Samus's significant nerfs severely compromised her ability to viably compete since the very beginning of ''Brawl''; her inability to rack up damage quickly and effectively finish off stocks proved to be a fatal combination. As such, Samus has perpetually been a low tier character, who has sometimes even dropped into the bottom tiers. Throughout ''Brawl'''s time as a competitive game, Samus never made any significant rises on the tier list due to her lack of any successful tournament results or significant metagame advancement. | ||
Despite this, Samus's competitive prospects are slightly better than other low tier characters. Unlike them, she can camp to some degree and keep opponents zoned away, which has favored her as ''Brawl'' has turned more defensively based. She also has better survivability | Despite this, Samus's competitive prospects are slightly better than other low tier characters. Unlike them, she can camp to some degree and keep opponents zoned away, which has favored her as ''Brawl'' has turned more defensively based. She also has better survivability than other low tier characters, being a heavyweight with a good and not easily gimpable recovery. Finally, while her overall tournament representation is very poor, she still has a handful of renowned players dedicated to developing her, while many former players of other low tier characters have since dropped them. However, while this will secure Samus against ever returning to the bottom tiers, it's very unlikely she will rise out of low tier, as while she competes well with other low tier characters and many lower middle tier characters, she still fares poorly against any characters above said point, and it is extremely unlikely that there will ever be a breakthrough that would allow her to viably compete with such characters. | ||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:Subspace samus.PNG|thumb|250px|Samus in ''[[SSE]]'' | [[File:Subspace samus.PNG|thumb|250px|Samus in ''[[SSE]]'']] | ||
Samus begins The Subspace Emissary in her [[Zero Suit Samus (SSBB)|Zero Suit]], infiltrating a [[Research Facility (Part I)| | Samus begins the [[Adventure Mode: The Subspace Emissary|Subspace Emissary]] in her [[Zero Suit Samus (SSBB)|Zero Suit]], infiltrating a [[Research Facility (Part I)|trap-riddled laboratory]]. After making her way through it, she encounters {{SSBB|Pikachu}} trapped within a strange device that harnesses its electrical energy to provide power to the complex. Seeing that the device causes Pikachu pain, Samus breaks the machine. In thanks, Pikachu helps Samus continue through the lab. The pair eventually find Samus' Power Suit within a tank, guarded by two [[False character|clones]] of Samus, wearing the purple Gravity Suit, prompting Samus and Pikachu to battle. When they are defeated, an alarm begins to wail, and the [[R.O.B. Squad]] approaches. Samus regains her Power Suit and blasts her way through them along with Pikachu. | ||
As they attempt to escape the complex, [[Ridley]] strikes without warning, snatching up Samus and grinding her viciously against the wall. Pikachu [[Thunder (Pokémon)| | As they attempt to escape the complex, [[Ridley]] strikes without warning, snatching up Samus and grinding her viciously against the wall. Pikachu [[Thunder (Pokémon)|electrocutes]] Ridley to free Samus and the two face off against Ridley. | ||
After escaping from the facility, Samus and Pikachu come upon a [[Subspace Bomb Factory (Part II)|factory]] mass-producing [[Subspace Bomb]]s. The two enter it, and after fighting their way through, discover the [[Ancient Minister]] in a room filled with Subspace Bombs. The allies prepare to battle, but the Ancient Minister does not seem to want to fight them. {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, and {{SSBB|Olimar}} then break into the room, and all of them, including Samus, witness the Ancient Minister defy the holographic {{SSBB|Ganondorf}}'s commands. As a result, the R.O.B. Squad fires upon him, burning off his robe and revealing him as a {{SSBB|R.O.B.}} as well. It turns out that all of the R.O.B.s had been forced to work with the Subspace Army, with the main R.O.B., the Master Robot, as their leader. The rest of the R.O.B.s activate all the Subspace Bombs in the room, prompted by Ganondorf's override, forcing our heroes to escape. As they rush to the exit aboard Captain Falcon's [[Falcon Flyer]], [[Meta Ridley]] races after them, furiously seeking revenge on Samus and Pikachu. The group defeats the space dragon once more, and escapes just before the [[Isle of the Ancients]] is engulfed in [[Subspace]]. | After escaping from the facility, Samus and Pikachu come upon a [[Subspace Bomb Factory (Part II)|factory]] mass-producing [[Subspace Bomb]]s. The two enter it, and after fighting their way through, discover the [[Ancient Minister]] in a room filled with Subspace Bombs. The allies prepare to battle, but the Ancient Minister does not seem to want to fight them. {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, and {{SSBB|Olimar}} then break into the room, and all of them, including Samus, witness the Ancient Minister defy the holographic {{SSBB|Ganondorf}}'s commands. As a result, the R.O.B. Squad fires upon him, burning off his robe and revealing him as a {{SSBB|R.O.B.}} as well. It turns out that all of the R.O.B.s had been forced to work with the Subspace Army, with the main R.O.B., the Master Robot, as their leader. The rest of the R.O.B.s activate all the Subspace Bombs in the room, prompted by Ganondorf's override, forcing our heroes to escape. As they rush to the exit aboard Captain Falcon's [[Falcon Flyer]], [[Meta Ridley]] races after them, furiously seeking revenge on Samus and Pikachu. The group defeats the space dragon once more, and escapes just before the [[Isle of the Ancients]] is engulfed in [[Subspace]]. | ||
Samus and | Samus and posse meet up with the rest of the Smash Bros. heroes aboard the [[Halberd]]. The Halberd is destroyed by the [[Subspace Gunship]], but Samus boards her own [[Gunship]] and continues the assault on Subspace. [[Entrance to Subspace|Upon entry to the Subspace]], Samus and friends are unfortunately reduced to [[trophy]] form by [[Tabuu|Tabuu's]] [[Off Waves]]. | ||
{{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}} and {{SSBB|Kirby}} are revived by the [[Dedede Brooch]]es and collect their friends' trophies. Samus and party venture through [[the Great Maze]] and defeat Tabuu. | {{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}} and {{SSBB|Kirby}} are revived by the [[Dedede Brooch]]es and collect their friends' trophies. Samus and party venture through [[the Great Maze]] and defeat Tabuu. | ||
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*[[The Research Facility (Part II)]] (Zero Suit only until after False Samus battle) | *[[The Research Facility (Part II)]] (Zero Suit only until after False Samus battle) | ||
*[[The Subspace Bomb Factory (Part I)]] | *[[The Subspace Bomb Factory (Part I)]] | ||
*[[The Subspace Bomb Factory (Part II)]] | *[[The Subspace Bomb Factory (Part II)]] | ||
*[[Entrance to Subspace]] | *[[Entrance to Subspace]] | ||
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]] | *[[The Great Maze]] (if rescued in [[Subspace (Part I)]] | ||
==In | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[Event 10: All-Star Battle Regulars]]''': Samus is one of the opponents fought in this event. All opponents are starter characters from the original ''[[Super Smash Bros.]]'' game. | *'''[[Event 10: All-Star Battle Regulars]]''': Samus is one of the opponents fought in this event. All opponents are starter characters from the original ''[[Super Smash Bros.]]'' game. | ||
*'''[[Event 16: Power Suit ON!]]''': The player, as {{SSBB|Zero Suit Samus}}, must obtain a [[Smash Ball]] and transform into Samus while fending off against two CPUs, who are also Zero Suit Samus. | *'''[[Event 16: Power Suit ON!]]''': The player, as {{SSBB|Zero Suit Samus}}, must obtain a [[Smash Ball]] and transform into Samus while fending off against two CPUs, who are also Zero Suit Samus. | ||
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*'''[[Event 36: High-Tech Special Forces]]''': The player plays as {{SSBB|Snake}} and must defeat Samus, {{SSBB|Captain Falcon}}, and {{SSBB|Wolf}} on [[Shadow Moses Island]]. | *'''[[Event 36: High-Tech Special Forces]]''': The player plays as {{SSBB|Snake}} and must defeat Samus, {{SSBB|Captain Falcon}}, and {{SSBB|Wolf}} on [[Shadow Moses Island]]. | ||
===Co-op Events=== | |||
*'''[[Co-Op Event 7: Battle of the Dark Sides]]''': {{SSBB|Link}} and Samus, must defeat their dark forms in a 200 HP Stamina match on [[Bridge of Eldin]]. | *'''[[Co-Op Event 7: Battle of the Dark Sides]]''': {{SSBB|Link}} and Samus, must defeat their dark forms in a 200 HP Stamina match on [[Bridge of Eldin]]. | ||
*'''[[Co-Op Event 12: Come Back! Falcon Flyer]]''': Captain Falcon and {{SSBB|Olimar}} must defeat two Samuses in [[Big Blue]] within 30 seconds. | *'''[[Co-Op Event 12: Come Back! Falcon Flyer]]''': Captain Falcon and {{SSBB|Olimar}} must defeat two Samuses in [[Big Blue]] within 30 seconds. | ||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]]. | *'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]]. | ||
===[[ | ==Trophies== | ||
Samus's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Samus. | |||
:'''Samus''' | |||
::''The intergalactic bounty hunter named Samus Aran. Orphaned at an early age, she was taken in and raised by the alien race known as the Chozo. The Power Suit she wears is a product of their technology. Her unique combat skills combined with her athleticism and Arm Cannon have seen her through countless missions.'' | |||
{{Trophy games|console1=NES|game1=[[Metroid (game)|Metroid]]|console2=SNES|game2=[[Super Metroid]]}} | |||
:'''Zero Laser''' | |||
::''Samus's Final Smash. The beam emerging from her Arm Cannon is dreadfully powerful and causes great damage to enemies. The beam travels slowly but can be swept up and down. The recoil of the beam is so great that it tears off her Power Suit, revealing Zero Suit Samus. The pieces of her armor can be picked up and thrown as weapons.'' | |||
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
Samus | Samus - Brawl Trophy.png|Classic Mode trophy | ||
Zero Laser - Brawl Trophy.png|{{b|Zero Laser|Samus}} trophy | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[Alternate costume (SSBB)#Samus|Alternate costumes]]== | |||
==[[Alternate costume (SSBB)# | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
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|} | |} | ||
==Trivia== | |||
*Samus (along with {{SSBB|Olimar}}, {{SSBB|R.O.B.}}, and {{SSBB|Mr. Game and Watch}}) never talks or makes any verbal noises. The only sounds she makes are those of her attacks and [[Star KO]] cry. However, she has a voice as {{SSBB|Zero Suit Samus}}. | |||
*In ''[[Brawl]]'', if a player selects Samus using a Wii remote or classic controller, her midair jump sound from ''[[Melee]]'' will sound in the Wii Remote's speaker despite the fact that she makes completely different noises in ''Brawl''. | |||
== Trivia == | |||
*Samus (along with {{SSBB|Olimar}}, {{SSBB|R.O.B.}}, and {{SSBB|Mr. Game | |||
*In ''[[Brawl]]'', if a player selects Samus using a Wii remote or classic controller, her midair jump sound from ''[[Melee]]'' will sound in the Wii Remote's speaker despite the fact that she makes completely different noises in ''Brawl'' | |||
*Throughout normal game play, Samus' visor is opaque. The only time the player can see her face from behind her visor is in the [[Subspace Emissary]], where she looks at [[Pikachu]] after retrieving her [[Power Suit]]. | *Throughout normal game play, Samus' visor is opaque. The only time the player can see her face from behind her visor is in the [[Subspace Emissary]], where she looks at [[Pikachu]] after retrieving her [[Power Suit]]. | ||
*In the Subspace Emissary, even though Ridley damages Samus before battling her with Pikachu, Samus' damage is at 0% when the battle actually begins. | *In the Subspace Emissary, even though Ridley damages Samus before battling her with Pikachu, Samus' damage is at 0% when the battle actually begins. | ||
*Despite wearing her default color during a Team Battle while on the red team in the original ''[[Super Smash Bros.]]'' and ''[[Melee]]'', in ''[[Super Smash Bros. Brawl]]'', her red team color is switched to be her pink and red suit. This is likely to avoid confusion | *Despite wearing her default color during a Team Battle while on the red team in the original ''[[Super Smash Bros.]]'' (for both [[N64]] and [[VC]] for [[Wii]]) and ''[[Melee]]'', in ''[[Super Smash Bros. Brawl]]'', her red team color is switched to be her pink and red suit (one of her {{SSBB|alternate costume}}s). That is because the normal Samus is paired with {{SSBB|Zero Suit Samus}} (new in ''Brawl''). | ||
**''Brawl'' marks the only installment where Samus cannot use her default costume in Team Battles | **This also is likely to avoid confusion since Samus wears orange and {{SSBB|Zero Suit Samus}} (paired with said character) wears light blue while in the default costume. But both characters wear red (or something relating to red) while Samus is in her pink costume. | ||
**''Brawl'' marks the only installment where Samus cannot use her default costume (while on the red team) in Team Battles. | |||
*Samus, {{SSBB|Pikachu}}, {{SSBB|Diddy Kong}}, {{SSBB|Fox}}, and {{SSBB|Lucas}} are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Samus can be chosen to fight [[Ridley]] in [[The Research Facility Part II]], [[Meta Ridley]] in [[The Subspace Bomb Factory (Part II)]], and [[Tabuu]] in the final battle at Tabuu's Residence. | *Samus, {{SSBB|Pikachu}}, {{SSBB|Diddy Kong}}, {{SSBB|Fox}}, and {{SSBB|Lucas}} are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Samus can be chosen to fight [[Ridley]] in [[The Research Facility Part II]], [[Meta Ridley]] in [[The Subspace Bomb Factory (Part II)]], and [[Tabuu]] in the final battle at Tabuu's Residence. | ||
*Whenever Samus uses her red costume, her battle portrait will have her face zoomed in a little closer compared to the rest of her costumes. | *Whenever Samus uses her red costume, her battle portrait will have her face zoomed in a little closer compared to the rest of her costumes. | ||
*This is the only game where Samus has a unique design that is not reused in a later game. | *This is the only game where Samus has a unique design that is not reused in a later game. | ||
*Samus' render pose resembles her "Smash Red" trophy pose in ''Melee'', but with her left foot forward instead of her right foot, and with her free hand in a fist instead of on her Arm Cannon. Both poses resemble a shot from the end of Super Metroid. | *Samus' render pose resembles her "Smash Red" trophy pose in ''Melee'', but with her left foot forward instead of her right foot, and with her free hand in a fist instead of on her Arm Cannon. Both poses resemble a shot from the end of Super Metroid. | ||
==External links== | ==External links== | ||
*[http://www.smashbros.com/wii/en_us/characters/samus.html Samus's page at Smash Bros. DOJO!!.] | *[http://www.smashbros.com/wii/en_us/characters/samus.html Samus's page at Smash Bros. DOJO!!.] | ||
*[http://www.smashboards.com/showthread.php?t=196879 Samus Character Guide on SmashBoards] | *[http://www.smashboards.com/showthread.php?t=196879 Samus Character Guide on SmashBoards] | ||
*[http://www.youtube.com/watch?v=sZnDCwIkFlg Samus' hitbox size of each of her moves] | *[http://www.youtube.com/watch?v=sZnDCwIkFlg&playnext_from=TL&videos=MMQL8xvQIzY&feature=sub Samus' hitbox size of each of her moves] | ||
*[http://www.youtube.com/watch?v=JW_50Zn_JtQ Samus's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice (part 1)] | *[http://www.youtube.com/watch?v=JW_50Zn_JtQ Samus's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice (part 1)] | ||
*[http://www.youtube.com/watch?v=wuvG9_Jcevg (part 2)] | *[http://www.youtube.com/watch?v=wuvG9_Jcevg (part 2)] | ||
{{SSBBCharacters}} | {{SSBBCharacters}} |