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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'''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 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 11th 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; despite having a decent combo game thanks to the low knockback of her aerials, most of her attacks deal low to mediocre damage, and she has rather slow attacking speed (combination of slow movement and her attacks being ending lag heavy). 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. She is a heavyweight and possesses average dashing speed. Her tall height, however, is both | Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations. She is a heavyweight and possesses average dashing speed. Her tall height, however, is both a blessing and a curse: while this grants her more range in some of her moves, this also makes Samus easier to hit (a common problem amongst most heavyweights). For a heavyweight, she has very low KO power and high floatiness. This also applies to her falling speed, which is the third-slowest in the game, behind {{SSBB|Peach}} and {{SSBB|Jigglypuff}}. 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 a versatile amount of low-to-moderate percentage attacks while bolstering her above-average recovery. On the downside, her slow fall speed also makes her recovery predictable and fairly easily edgeguarded, while also being vulnerable to being juggled. Her floatiness additionally renders her [[momentum canceling]] to be poor and makes her survivability merely above average vertically despite being one of the heaviest characters in the game. | ||
Her ground moves, while weak in terms of knockback, can deal decent damage. Her jab is quite fast and can lock on opponents, which can enable follow ups. Her forward tilt is a flexible move, especially at higher percentages, which can be angled to suit how she can approach the opponent. Up tilt can juggle certain opponents and be a threatening KO move at higher percentages, capable of KOing heavyweights at around 120%. Down tilt is her slowest but strongest tilt, being threatening against floaty characters while still offering decent setup opportunities against heavyweights. | Her ground moves, while weak in terms of knockback, can deal decent damage. Her jab is quite fast and can lock on opponents, which can enable follow ups. Her forward tilt is a flexible move, especially at higher percentages, which can be angled to suit how she can approach the opponent. Up tilt can juggle certain opponents and be a threatening KO move at higher percentages, capable of KOing heavyweights at around 120%. Down tilt is her slowest but strongest tilt, being threatening against floaty characters while still offering decent setup opportunities against heavyweights. | ||
Samus can evade foes with projectiles like Bombs, or she can take a more aggressive approach by using her surprisingly long Grapple Beam to keep away opponents. 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]] in the game. 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 can evade foes with projectiles like Bombs, or she can take a more aggressive approach by using her surprisingly long Grapple Beam to keep away opponents. 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]] in the game. 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 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 ("[[Grab aerial|zair]]") actually acts as a move to complement this strategy, stunning opponents from far away with high speed; the move also [[Grapple canceling|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 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 ("[[Grab aerial|zair]]") actually acts as a move to complement this strategy, stunning opponents from far away with high speed; the move also [[Grapple canceling|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, though with its small hitbox and lack of stronger KO options, she 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]]. Her forward smash is quick and deals high damage, but | Samus' major problem lies in her extreme lack of finishing abilities. Her quickest KO move is her down tilt, though with its small hitbox and lack of stronger KO options, she 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]]. Her forward smash is quick and deals high damage, but doesn't KO properly before around 130%. Her only way to KO at lower damage percentages is through [[edgeguarding]]. Unfortunately, her primary options, 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. While her weight and height aids in her staying power and reach in her attacks, this also means that she is very susceptible to being [[chain grab]]bed, which is especially problematic given how popular characters like {{SSBB|Falco}} and {{SSBB|Ice Climbers}} are in executing this technique. Finally, given Samus' problem with KOing and opponents' difficulty in KOing her, high-level matches involving Samus tend to last longer, making time limitations a detriment with her difficulty in approaching mixed with her lack of viable and fast options to turn matches around. | ||
All in all, Samus capitalizes a zoning playstyle with her wide array of projectiles and good longevity. However, to avoid being overwhelmed, she must play as conservatively as possible, and capitalizing on aggressive approaches. Samus also has to diversify her utility options as optimal as possible, as excessive dependence on her more powerful moves will render her moves to be weaker and her playstyle to be predictable. | All in all, Samus capitalizes a zoning playstyle with her wide array of projectiles and good longevity. However, to avoid being overwhelmed, she must play as conservatively as possible, and capitalizing on aggressive approaches. Samus also has to diversify her utility options as optimal as possible, as excessive dependence on her more powerful moves will render her moves to be weaker and her playstyle to be predictable. | ||
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When making the transition from ''Melee'' to ''Brawl'', Samus has received a mix of buffs and nerfs but was heavily nerfed overall. Her most useful benefit is being able to transform into {{SSBB|Zero Suit Samus}}, allowing her to pivot out of difficult matchups as Zero Suit Samus is a much more competitively viable character. As for Samus' more direct buffs, her mobility has improved in the air, although the removal of [[wavedashing]] does hinder her ground movement. Her multi-hit moves are also more reliable and her [[grab aerial]] has been significantly improved. 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. | When making the transition from ''Melee'' to ''Brawl'', Samus has received a mix of buffs and nerfs but was heavily nerfed overall. Her most useful benefit is being able to transform into {{SSBB|Zero Suit Samus}}, allowing her to pivot out of difficult matchups as Zero Suit Samus is a much more competitively viable character. As for Samus' more direct buffs, her mobility has improved in the air, although the removal of [[wavedashing]] does hinder her ground movement. Her multi-hit moves are also more reliable and her [[grab aerial]] has been significantly improved. 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, she has received some significant nerfs to both her overall damage output and knockback. Her projectiles, such as her Super Missiles, are significantly weaker, making her overall zoning game less effective. Many of her other moves, such as her neutral aerial, have been nerfed to the point where they are largely unviable KOing tools outside of extremely high percents. 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 has been toned down, with many of her useful [[advanced technique]]s such as her [[Super Wavedash]] being no longer applicable in ''Brawl''. | However, she has received some significant nerfs to both her overall damage output and knockback. Her projectiles, such as her Super Missiles, are significantly weaker, making her overall zoning game less effective. Many of her other moves, such as her neutral aerial, have been nerfed to the point where they are largely unviable KOing tools outside of extremely high percents. 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 has been toned down, with many of her useful [[advanced technique]]s such as her [[Super Wavedash]] being no longer applicable in ''Brawl''. | ||
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 | *{{change|Samus's design is more detailed due to the game's graphical improvements. It still based how she appears in ''Super Metroid'', but with embellishments taken from the Legendary Power Suit from ''Zero Mission'' and her design in Metroid Prime.}} | ||
*{{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.}} | ||
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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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===Special moves=== | ===Special moves=== | ||
*[[Charge Shot]]: | *[[Charge Shot]]: | ||
**{{buff|Charge Shot has larger hitboxes (1.17u (uncharged)/1.56u (level 1)/1.95u (level 2)/2.34u (level 3)/2.73u (level 4)/3.12u (level 5)/3.52u (level 6)/4.69u (fully charged) → 1.44u/1.9u/2.4u/2.88u/3.4u/3.9u/4.5u/6u).}} | **{{buff|Charge Shot has larger hitboxes (1.17u (uncharged)/1.56u (level 1)/1.95u (level 2)/2.34u (level 3)/2.73u (level 4)/3.12u (level 5)/3.52u (level 6)/4.69u (fully charged) → 1.44u/1.9u/2.4u/2.88u/3.4u/3.9u/4.5u/6u).}} | ||
**{{buff|The charge animation can now be cancelled immediately, rather than Samus having to go through 8 frames of lag.}} | **{{buff|The charge animation can now be cancelled immediately, rather than Samus having to go through 8 frames of lag.}} | ||
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***{{nerf|32 (base), 62 (scaling) → 32/58 (level 5).}} | ***{{nerf|32 (base), 62 (scaling) → 32/58 (level 5).}} | ||
***{{nerf|36 (base), 66 (scaling) → 32/60 (level 6).}} | ***{{nerf|36 (base), 66 (scaling) → 32/60 (level 6).}} | ||
***{{nerf|50 (base), 72 (scaling) → 30/56 (fully charged).}} | ***{{nerf|50 (base), 72 (scaling) → 30/56 (fully charged).}} | ||
**{{nerf|Fully charged charge shot's projectile travels slower (3 → 2.65).}} | **{{nerf|Fully charged charge shot's projectile travels slower (3 → 2.65).}} | ||
*[[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={{ChargedSmashDmgSSBB|4}} (hits 1-3), {{ChargedSmashDmgSSBB|5}} (hit 4), {{ChargedSmashDmgSSBB|6}} (hit 5). | |usmashdmg={{ChargedSmashDmgSSBB|4}} (hits 1-3), {{ChargedSmashDmgSSBB|5}} (hit 4), {{ChargedSmashDmgSSBB|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={{ChargedSmashDmgSSBB|15}} (hit 1), {{ChargedSmashDmgSSBB|14}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBB|15}} (hit 1), {{ChargedSmashDmgSSBB|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}} - A top Samus main in the United States, known for his flashy combo playstyle with the character. | ||
*{{Sm|Dicks|USA}} - A top Samus main in the United States, known for his flashy combo playstyle with the character. | *{{Sm|ESAM|USA}} - Had a strong Samus secondary. | ||
*{{Sm|NOID|USA}} - Among the two best Samus players in the USA alongside {{Sm|Xyro}}. Placed 33rd at {{Trn|Pound V}} and {{Trn|WHOBO 3}} | *{{Sm|NOID|USA}} - Among the two best Samus players in the USA alongside {{Sm|Xyro}}. Placed 33rd at {{Trn|Pound V}} and {{Trn|WHOBO 3}}. | ||
*{{Sm|quiKsilver|Germany}} - Although much better known | *{{Sm|quiKsilver|Germany}} - Although much better known in ''[[Ultimate]]'', quiKsilver was considered the best Samus player in Europe there. | ||
*{{Sm|Xyro|USA}} Among the two best Samus players in the USA alongside {{Sm|NOID}} | *{{Sm|Xyro|USA}} Among the two best Samus players in the USA alongside {{Sm|NOID}}. | ||
*{{Sm|YB|Japan}} - The top Samus player in Japan | *{{Sm|YB|Japan}} - The top Samus player in 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 compared other low tier characters, being a heavyweight with a good and hard to intercept recovery. However, while this will secure Samus from dropping further in placements, 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 thanks to | 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 compared other low tier characters, being a heavyweight with a good and hard to intercept recovery. However, while this will secure Samus from dropping further in placements, 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 thanks to Brawl's metagame becoming highly stagnant. | ||
==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)|Reasearch Facility (Part 1)]]. 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' Power 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)|uses Thunder on]] Ridley to free Samus and the two face off against Ridley. | As they attempt to escape the complex, [[Ridley]] strikes without warning, snatching up Samus and grinding her viciously against the wall. Pikachu [[Thunder (Pokémon)|uses Thunder on]] Ridley to free Samus and the two face off against Ridley. | ||
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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 [[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 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 23: Molten Norfair]]''': Samus must survive the lava wave on [[Norfair]] by getting inside the safety capsule while fending off against both {{SSBB|Fox}} and {{SSBB|Captain Falcon}}. | |||
* | *'''[[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 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]]. | ||
* | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Samus's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Samus. | 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> | |||
| | <gallery> | ||
Samus - Brawl Trophy.png|Classic Mode trophy | |||
Zero Laser - Brawl Trophy.png|{{b|Zero Laser|Samus}} trophy | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBB)#Samus/Zero Suit Samus|Alternate costumes]]== | ==[[Alternate costume (SSBB)#Samus/Zero Suit Samus|Alternate costumes]]== | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Samus VS Link SSBB.jpg|Link fighting Samus in Skyworld. | |||
Samus FAIR SSBB.jpg|Samus using her forward aerial. | |||
Charge.jpg|Samus in the process of charging her arm cannon. | Charge.jpg|Samus in the process of charging her arm cannon. | ||
Samus Aran4.jpg|Samus's arm cannon flashes at the end, a sign that her Charged Shot is fully charged. | Samus Aran4.jpg|Samus's arm cannon flashes at the end, a sign that her Charged Shot is fully charged. | ||
FULLYchargedshot.jpg|Samus shooting a fully charged Charged Shot | |||
FULLYchargedshot.jpg|Samus shooting a fully charged | ChargebeamSamusSSBb.jpg|Fox being hit by Samus's fully charged Charged Shot. | ||
ChargebeamSamusSSBb.jpg | |||
Homing missile.jpg|The Homing Missile, which can be used when applying only slight pressure to the control stick. | Homing missile.jpg|The Homing Missile, which can be used when applying only slight pressure to the control stick. | ||
Power missile.jpg|Samus using her Super Missile | Power missile.jpg|Samus using her Super Missile | ||
Screw Attack.jpg|Samus using her Screw Attack | Screw Attack.jpg|Samus using her Screw Attack | ||
Morph Ball Bomb.jpg|Samus inside her Morph Ball | Morph Ball Bomb.jpg|Samus inside her Morph Ball | ||
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Zero Laser Brawl 2.png|Samus blasting the Zero Laser in ''Brawl''. | Zero Laser Brawl 2.png|Samus blasting the Zero Laser in ''Brawl''. | ||
Zero Laser Brawl 3.png|Once the laser is finished, her Power suit pieces fall off of her. | Zero Laser Brawl 3.png|Once the laser is finished, her Power suit pieces fall off of her. | ||
Aether.jpg | Aether.jpg|Ike starting to use [[Aether]] against Samus. | ||
BrawlAetherIke.jpg|Ike finishing Aether against Samus. | BrawlAetherIke.jpg|Ike finishing Aether against Samus. | ||
Great Aether.jpg|Samus being caught with Ike's Final Smash | Great Aether.jpg|Samus being caught with Ike's Final Smash | ||
MarthForwardSmashSSBB.jpg | File:MarthForwardSmashSSBB.jpg|Marth attacking Samus. | ||
</gallery> | </gallery> | ||
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*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. | ||
**Sakurai later would claim that this design | **Sakurai later would claim that this design were based on ''[[Super Metroid]]'',<ref>{{cite web |url=https://www.youtube.com/watch?v=vQD1yJinzeQ&t=127s |title=Wii U & Nintendo 3DS Developer Direct |accessdate=2021-07-09 |date=2014-07-11 |publisher=Official Nintendo YouTube channel |quote=Until now Samus was based off the design from Super Metroid, but she's been given a major makeover. Her design is now closer to that of Metroid: Other M. }}</ref> although it bears more similarity with to the one shown in ending screens of ''{{s|metroidwiki|Metroid: Zero Mission}}'', which in turn is very similar to ''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. | *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 teaming up with Pikachu in the Subspace Emissary might be a reference to {{s|metroidwiki|Pyonchi}}, her pet in the manga. | *Samus teaming up with Pikachu in the Subspace Emissary might be a reference to {{s|metroidwiki|Pyonchi}}, her pet in the manga. | ||
*Samus, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Ganondorf}} are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders. | *Samus, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Ganondorf}} are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders. | ||
== References == | |||
<references /> | |||
==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}} |