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|ssbgame4 = Ultimate | |ssbgame4 = Ultimate | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = | |tier = C | ||
|tierPAL = D | |tierPAL = D | ||
|ranking = | |ranking = 10 | ||
|rankingPAL = 9 | |rankingPAL = 9 | ||
}} | }} | ||
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a [[starter]] character in ''[[Super Smash Bros. Melee]]''. Returning as a veteran from the previous game, Samus, similarly to {{SSBM|Link}}, reprises her role as a short-ranged fighter with numerous ranged options. | {{cquote|''A space warrior with an arsenal of long-range projectile weapons.''|cite=Melee's instruction manual}} | ||
'''Samus Aran''' ({{ja|サムス|Samusu}}, ''Samus'') is a [[starter]] character in ''[[Super Smash Bros. Melee]]''. Returning as a veteran from the previous game, Samus, similarly to {{SSBM|Link}}, reprises her role as a short-ranged fighter with numerous ranged options. In addition, she received some powerful buffs, causing her to improve from a bottom-tiered character in ''Super Smash Bros.'' to a high-mid tiered character in ''Melee''. | |||
Samus is ranked | Samus is ranked 10th on the current tier list, placing her in high-mid tier, a significant improvement from her 8th (out of 12) position in ''[[Super Smash Bros.]]'' and her best placement in the series. This is mainly due to her numerous and effective projectiles, which adds to her KOing power and her approach on the ground. She also has a good air game, complimented with a powerful back aerial. Samus' recovery is among the best in the game; her bomb jumps, ability to wall jump, grappling beam, and heavy weight all contribute to making her among the toughest characters to KO horizontally. She also possesses techniques exclusive to her, such as the [[Super Wavedash]] and [[Samus's extended grapple|Extended Grapple]], that aid her approach on opponents. However, she is floaty, allowing her to be easily juggled and KO'd vertically. She is also highly susceptible to combos in general, due to being floaty, heavy, and tall in stature. Her primary combo starter, her grab, is also very laggy if it misses, though it can be extended in the NTSC version. Regardless, Samus has a large amount of advantageous matchups, two of which are close to un-loseable (against {{SSBM|Roy}} and {{SSBM|Pichu}}). | ||
==Attributes== | ==Attributes== | ||
Samus is a unique character. Although a tall heavyweight, she is unusually floaty, uncharacteristic of characters in her weight class | Samus is a unique character. Although a tall heavyweight, she is unusually floaty, uncharacteristic of characters in her weight class. Her slow falling speed (the second slowest in the game, tied with {{SSBM|Zelda}}) allows her recovery to travel more distance and gives her better potential combo game. However, it also makes her more susceptible to vertical KOs, even with her high weight, and it also gives her a poor SHFFL. | ||
Arguably Samus's most valuable asset is her high range. While lacking a disjointed hitbox, Samus has a variety of long-reaching attacks and long-ranged projectiles that can assist with her ground-based approach. [[Charge Shot]] can quickly become one of her most powerful attacks, while her Missiles can act as both an approach option when non-tapped and as a powerful finisher when tapped. Samus's average traction and low falling speed also grant her a long wavedash that can mesh well with her long-ranged smash attacks, as well as her modestly-ranged tilts; assuming the player has particularly good timing, Samus also has access to the longest wavedash in the game, the [[Super Wavedash]], which can also potentially surprise enemies due to its speed. While laggy, Samus | Arguably Samus's most valuable asset is her high range. While lacking a disjointed hitbox, Samus has a variety of long-reaching attacks and long-ranged projectiles that can assist with her ground-based approach. [[Charge Shot]] can quickly become one of her most powerful attacks, while her Missiles can act as both an approach option when non-tapped and as a powerful finisher when tapped. Samus's average traction and low falling speed also grant her a long wavedash that can mesh well with her long-ranged smash attacks, as well as her modestly-ranged tilts; assuming the player has particularly good timing, Samus also has access to the longest wavedash in the game, the [[Super Wavedash]], which can also potentially surprise enemies due to its speed. While laggy, Samus is also owner of the longest [[grab]] in the game, and a technique unique to the [[NTSC]] release of the game can allow her to extend its reach by three, in addition to allowing it to home in on enemies. | ||
Samus's recovery is also among the longest and most flexible in all the game. While [[Screw Attack]] grants relatively little horizontal and vertical distance, its multiple hitboxes can potentially frustrate edgeguarders. Samus, however, owns arguably more options for her recovery than any other character in the game. Her average air speed and low falling speed aid her approach toward ledges, while her natural ability to [[wall-jump]] can aid her recovery on stages with walls underneath the ledge, such as [[Fountain of Dreams]] or {{SSB|Dream Land}}. Samus's down special, her [[Bomb (Samus)|bombs]], can allow her to bomb-jump onto the stage without the loss of jumps, and her grab air can allow her to enter "safe zones" underneath the stage, as well as acting another long recovery technique. Owing to these variety of options, edgeguarding against Samus can be extremely difficult, especially for characters with poor recoveries. For Samus herself, this long recovery also grants her a powerful edgeguarding game of her own, aided by her fast and powerful neutral and back aerial attacks. | Samus's recovery is also among the longest and most flexible in all the game. While [[Screw Attack]] grants relatively little horizontal and vertical distance, its multiple hitboxes can potentially frustrate edgeguarders, especially due to its final blow. Samus, however, owns arguably more options for her recovery than any other character in the game. Her average air speed and low falling speed aid her approach toward ledges, while her natural ability to [[wall-jump]] can aid her recovery on stages with walls underneath the ledge, such as [[Fountain of Dreams]] or {{SSB|Dream Land}}. Samus's down special, her [[Bomb (Samus)|bombs]], can allow her to bomb-jump onto the stage without the loss of jumps, and her grab air can allow her to enter "safe zones" underneath the stage, as well as acting another long recovery technique. Owing to these variety of options, edgeguarding against Samus can be extremely difficult, especially for characters with poor recoveries. For Samus herself, this long recovery also grants her a powerful edgeguarding game of her own, aided by her fast and powerful neutral and back aerial attacks. | ||
Despite having a good approach on the ground, Samus's aerial approach suffers due to her strange variety of attributes. Her below average falling speed and high jumps give her a poor SHFFL, despite the presence of low ending lag for her aerials when L-canceled. Her low falling speed also can prevent her from quickly pursuing enemies that have been knocked into the ground; as such, Samus can have particular difficulty in comboing fast-fallers, even with her variety of throws. Tying into this, Samus's grab is extremely laggy and can easily be punished if she fails to grab an opponent with it; | |||
Samus also has a very poor defensive game; Samus's shield cannot easily cover her body and thus invites [[shield stab]]bing. While boasting an average sidestep dodge, Samus's rolling dodge is among the worst in the game, due to its low speed. While Screw Attack can potentially act as a decent out of shield option, Samus's other options are slow and laggy, such as her up smash and grab. | |||
==Changes from ''[[Super Smash Bros | ==Changes from ''[[Super Smash Bros]]''.== | ||
Samus has been significantly [[buff]]ed from ''Smash 64'' to ''Melee'', as she was considered | Samus has been significantly [[buff]]ed from ''Smash 64'' to ''Melee'', as she was considered among, if not the worst character in Smash 64 due to a poor approach and lack of combos. She is often considered the most buffed character from ''Smash 64'' to ''Melee'' along with {{SSBM|Jigglypuff}}, due to increased power, attack speed, range, combo ability, and recovery, and by going from a low tier to a semi-viable tournament contender. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The graphical upgrades of the Nintendo GameCube give Samus a more proportionate build. Her power suit is more detailed and she has a more glossy visor.}} | *{{change|The graphical upgrades of the Nintendo GameCube give Samus a more proportionate build. Her power suit is more detailed and she has a more glossy visor.}} | ||
*{{change|Samus has a new taunt. While Samus still lifts her arm cannon up, she performs a more elaborate pose and she no longer shakes her arm cannon while it is up.}} | *{{change|Samus has a new taunt. While Samus still lifts her arm cannon up, she performs a more elaborate pose and she no longer shakes her arm cannon while it is up.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{ | *{{nerf|Samus walks slower (0.34 → 1).}} | ||
*{{nerf|Samus [[ | *{{nerf|Samus [[dashing|dashes]] slower (54 → 1.4), going from the 4th fastest out of 12 characters to the 16th fastest out of 26 characters.}} | ||
*{{ | *{{buff|Samus' [[air speed]] is faster (28 → 0.89).}} | ||
*{{nerf|Samus is significantly lighter (117 → 110).}} | |||
*{{nerf|Samus | *{{change|Samus' [[falling speed]] is higher (42 → 1.4) although it is still the second lowest in the game.}} | ||
*{{change|Samus' [[gravity]] is higher (1.9 → 0.066) going from the lowest to the second lowest.}} | |||
**{{nerf|As a result, Samus' jumps are lower.}} | |||
*{{change|Samus' [[gravity]] is | *{{buff|[[Roll]]s have a longer duration (frames 4-23 → 4-30) and slightly reduced ending lag (FAF 46 → 45).}} | ||
* | |||
*{{nerf| | |||
*{{buff|[[Roll]]s have a longer duration (frames 4-23 → 4-30) | |||
*{{nerf|The removal of [[Teleport (SSB)|teleporting]] slightly hinders Samus' grounded approach.}} | *{{nerf|The removal of [[Teleport (SSB)|teleporting]] slightly hinders Samus' grounded approach.}} | ||
*{{buff|The introduction of [[air dodging]] greatly benefits Samus as it improves her recovery and it allows her to [[wavedash]] improving her grounded mobility and making up for her slower ground speed.}} | *{{buff|The introduction of [[air dodging]] greatly benefits Samus as it improves her recovery and it allows her to [[wavedash]] improving her grounded mobility and making up for her slower ground speed.}} | ||
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*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack has less startup lag (frame 4 (hit 1)/7 (hit 2) → 3/5).}} | **{{buff|Neutral attack has less startup lag (frame 4 (hit 1)/7 (hit 2) → 3/5).}} | ||
**{{buff|The first hit has less ending lag (FAF 22 → 18) | **{{buff|The first hit has less ending lag (FAF 22 → 18).}} | ||
**{{buff|The second hit has higher base knockback (10 → 15).}} | **{{buff|The second hit has higher base knockback (10 → 15).}} | ||
**{{nerf|The second hit has a shorter duration (frames 7-11 → 5-7).}} | **{{nerf|The second hit has a shorter duration (frames 7-11 → 5-7).}} | ||
**{{nerf|The second hit has slightly more ending lag (FAF 30 → 31).}} | **{{nerf|The second hit has slightly more ending lag (FAF 30 → 31).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has less startup (frame 7 → 6) and ending lag (FAF 32 → 30) | **{{buff|Forward tilt has less startup (frame 7 → 6) and ending lag due to being [[interruptible]] (FAF 32 → 30).}} | ||
**{{nerf|Forward tilt has a shorter duration (frames 7-11 → 6-8).}} | **{{nerf|Forward tilt has a shorter duration (frames 7-11 → 6-8).}} | ||
**{{nerf|Up-angled forward tilt deals less damage (12% → 11%).}} | **{{nerf|Up-angled forward tilt deals less damage (12% → 11%).}} | ||
**{{nerf|Forward tilt can no longer be angled slightly up or down.}} | **{{nerf|Forward tilt can no longer be angled slightly up or down.}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{nerf|Up tilt | **{{nerf|Up tilt only hits once which in turn:}} | ||
***{{nerf| | ***{{nerf|Increases its startup lag and shortens its duration (frames 8-23 (hit 1)/24-28 (hit 2) → 14-17).}} | ||
***{{buff|However, the | ***{{nerf|Makes it deal 10% less damage (8% (hit 1)/13% (hit 2)/21% (total) → 13% (ground)/12% (air)).}} | ||
***{{buff|Additionally, the move has much less startup lag compared to the previous second hit (frame | ***{{buff|However, this also removes the chances of Samus' opponents being able to SDI out of the stronger hit.}} | ||
***{{buff|Additionally, the move has much less startup lag compared to the previous second hit (frame 24 → 14).}} | |||
**{{buff|Up tilt now [[meteor smash]]es grounded opponents (361° → 270°), significantly improving its [[combo]] potential.}} | **{{buff|Up tilt now [[meteor smash]]es grounded opponents (361° → 270°), significantly improving its [[combo]] potential.}} | ||
**{{buff|Up tilt has less ending lag (FAF 44 → 35).}} | |||
**{{buff|Up tilt has | **{{buff|Up tilt has increased base knockback (5 → 40).}} | ||
**{{nerf|Up tilt deals less damage against aerial opponents (13% → 12%).}} | **{{nerf|Up tilt deals less damage against aerial opponents (13% → 12%).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{ | **{{buff|Samus has a new down tilt: a quick downwards cannon strike that fires a small explosion at the opponent's feet. It has less startup lag (frame 8 → 6).}} | ||
**{{buff|Down tilt deals more damage (13% → 14%).}} | **{{buff|Down tilt deals more damage (13% → 14%).}} | ||
**{{change|Down tilt has more base knockback but less knockback scaling (10 (base), 100 (scaling) → 80/60).}} | **{{change|Down tilt has more base knockback but less knockback scaling (10 (base), 100 (scaling) → 80/60).}} | ||
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***{{buff|This grants it combo potential; especially with its altered knockback.}} | ***{{buff|This grants it combo potential; especially with its altered knockback.}} | ||
***{{nerf|However, this significantly hinders its edgeguarding potential.}} | ***{{nerf|However, this significantly hinders its edgeguarding potential.}} | ||
**{{ | **{{nerf|Down tilt has less range.}} | ||
**{{nerf|Down tilt has a shorter duration (frames 8-12 → 6-8).}} | **{{nerf|Down tilt has a shorter duration (frames 8-12 → 6-8).}} | ||
***{{nerf|When combined with its unchanged total duration, this gives down tilt more ending lag.}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has less ending lag (FAF 41 → 38).}} | **{{buff|Dash attack has less ending lag (FAF 41 → 38).}} | ||
**{{buff|Dash attack deals more knockback (0 (base), 100 (scaling) → 22/105).}} | **{{buff|Dash attack deals more knockback (0 (base), 100 (scaling) → 22/105).}} | ||
**{{buff|The clean hit deals more damage (12% → 13%) which along with the previous change, significantly improves its KO potential.}} | **{{buff|The clean hit deals more damage (12% → 13%) which along with the previous change, significantly improves its KO potential.}} | ||
**{{ | **{{change|Dash attack's angle has been altered (361° → 60°).}} | ||
**{{ | **{{nerf|The late hit deals less damage (10% → 9%).}} | ||
**{{nerf|Dash attack no longer deals extra shield damage (1 → 0).}} | |||
**{{nerf|Dash attack has a shorter duration (frames 7-10 (clean)/11-26 (late) → 7-9/10-16).}} | **{{nerf|Dash attack has a shorter duration (frames 7-10 (clean)/11-26 (late) → 7-9/10-16).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash has less startup lag (frame 12 → 10).}} | **{{buff|Forward smash has less startup lag (frame 12 → 10).}} | ||
**{{nerf|Forward Smash deals much less damage (20%/18%/16% → 15%/14%/13%) without full compensation on its knockback (15 (base), 100 (scaling) → 30/104). This hinders its KO potential; especially the up angled version.}} | **{{nerf|Forward Smash deals much less damage (20%/18%/16% → 15%/14%/13%) without full compensation on its knockback (15 (base), 100 (scaling) → 30/104). This hinders its KO potential; especially the up angled version.}} | ||
**{{nerf|Forward smash no longer has a sweetspot which [[semi-spike]]s opponents (361°/40° → 361°).}} | |||
**{{nerf|Forward smash has more ending lag (FAF 42 → 44).}} | **{{nerf|Forward smash has more ending lag (FAF 42 → 44).}} | ||
***{{nerf|When combined with the changes to [[shieldstun]], | ***{{nerf|When combined with the changes to [[shieldstun]], this drastically hinders the move's safety on shield; going from leaving Samus at a frame advantage on shield to leaving her at a rather significant disadvantage.}} | ||
**{{nerf|Forward smash can no longer be angled slightly up or down.}} | **{{nerf|Forward smash can no longer be angled slightly up or down.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
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**{{buff|Back aerial has less ending lag (FAF 40 → 37).}} | **{{buff|Back aerial has less ending lag (FAF 40 → 37).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has less startup (frame 6 → 5) and ending lag (FAF 40 → 39).}} | **{{buff|Up aerial has less startup (frame 6 → 5) and ending lag (FAF 40 → 39).}} | ||
**{{buff|The first hit deals more damage (2% → 3%).}} | **{{buff|The first hit deals more damage (2% → 3%).}} | ||
**{{change|The first hit's angle has been altered (80° → 90°).}} | **{{change|The first hit's angle has been altered (80° → 90°).}} | ||
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===Throws/other attacks=== | ===Throws/other attacks=== | ||
*[[Grab]]s: | *[[Grab]]s: | ||
**{{buff|Samus has been given an [[pummel]], [[up throw|up]], and [[down throw]], giving her more options out of a grab | **{{buff|Samus has been given an [[pummel]], [[up throw|up]], and [[down throw]], giving her more options out of a grab and combo potential.}} | ||
**{{buff|Grabs have less startup | **{{buff|Grabs have less startup (frame 20 → 18) and ending lag (FAF 100 → 95 (standing), 75 (dash)).}} | ||
**{{buff| | **{{buff|Samus can perform the [[Extended grapple]] technique, allowing her to greatly increase the range of her Grapple Beam.}} | ||
**{{change|Samus' throws are now weight dependent.}} | |||
* | |||
*{{change|Samus' throws are now weight dependent | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{change|Samus releases opponents later from forward throw (frame 9 → 15).}} | **{{change|Samus releases opponents later from forward throw (frame 9 → 15).}} | ||
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===Special Moves=== | ===Special Moves=== | ||
*[[Charge Shot]]: | *[[Charge Shot]]: | ||
**{{buff|Charge Shot has less startup lag | **{{buff|Charge Shot has less startup lag (frame 17 (uncharged)/21 (fully charged) → 15 (both)).}} | ||
***{{buff|Because of this, Charge Shot's total duration has been subsequently reduced (FAF 46 (uncharged)/50 (fully charged) → 44 (both)).}} | ***{{buff|Because of this, Charge Shot's total duration has been subsequently reduced (FAF 46 (uncharged)/50 (fully charged) → 44 (both)).}} | ||
**{{buff|Charge Shot takes less time to fully charge (155 frames → | **{{buff|Charge Shot takes less time to fully charge (155 frames → 140).}} | ||
**{{buff|Fully charged Charge Shot deals more shield damage (1 → 3).}} | **{{buff|Fully charged Charge Shot deals more shield damage (1 → 3).}} | ||
**{{nerf|Charge Shot's projectile now only lasts 70 frames as opposed to having an infinite duration until it hits something or goes off screen.}} | **{{nerf|Charge Shot's projectile now only lasts 70 frames as opposed to having an infinite duration until it hits something or goes off screen.}} | ||
**{{nerf|Charge Shot deals less damage from levels 1-4 and when it is fully charged (6% (level 1)/9% (level 2)/12% (level 3)/15% (level 4)/26% (fully charged) → 5%/8%/11%/14%/25%).}} | **{{nerf|Charge Shot deals less damage from levels 1-4 and when it is fully charged (6% (level 1)/9% (level 2)/12% (level 3)/15% (level 4)/26% (fully charged) → 5%/8%/11%/14%/25%).}} | ||
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***{{nerf|0 (base), 100 (scaling) → 14/42 (uncharged).}} | ***{{nerf|0 (base), 100 (scaling) → 14/42 (uncharged).}} | ||
***{{nerf|0 (base), 100 (scaling) → 16/46 (level 1).}} | ***{{nerf|0 (base), 100 (scaling) → 16/46 (level 1).}} | ||
***{{nerf|0 (base), 100 (scaling) → | ***{{nerf|0 (base), 100 (scaling) → 18/50 (level 2).}} | ||
***{{nerf|0 (base), 100 (scaling) → 24/54 (level 3).}} | ***{{nerf|0 (base), 100 (scaling) → 24/54 (level 3).}} | ||
***{{nerf|0 (base), 100 (scaling) → 28/58 (level 4).}} | ***{{nerf|0 (base), 100 (scaling) → 28/58 (level 4).}} | ||
***{{nerf|0 (base), 100 (scaling) → 32/62 (level 5).}} | ***{{nerf|0 (base), 100 (scaling) → 32/62 (level 5).}} | ||
***{{nerf|0 (base), 100 (scaling) → 36/66 (level 6).}} | ***{{nerf|0 (base), 100 (scaling) → 36/66 (level 6).}} | ||
***{{nerf|0 (base), 100 (scaling) → | ***{{nerf|0 (base), 100 (scaling) → 32/70 (fully charged).}} | ||
**{{nerf|All charge levels except for a fully charged Charge Shot no longer deal extra shield damage (1 → 0).}} | **{{nerf|All charge levels except for a fully charged Charge Shot no longer deal extra shield damage (1 → 0).}} | ||
***{{nerf|In general, the changes to shields have significantly hindered Charge Shot's shield pressuring potential; with a fully charged Charge Shot going from giving Samus a huge frame advantage (enough to give her a guaranteed grab or easy shield pressure) to leaving her at a frame disadvantage (although it is still safe on shield).}} | ***{{nerf|In general, the changes to shields have significantly hindered Charge Shot's shield pressuring potential; with a fully charged Charge Shot going from giving Samus a huge frame advantage (enough to give her a guaranteed grab or easy shield pressure) to leaving her at a frame disadvantage (although it is still safe on shield).}} | ||
*[[Missile]]: | *[[Missile]]: | ||
**{{change|Like all characters, Samus now has a side special. In her case, Missile. Holding the button releases a Homing Missile, which slowly follows the opponent for a short while and then explodes when it either makes contact or when it reaches it maximum duration. Tapping the button releases a Super Missile, which flies in a straight line and is much faster and stronger than the Homing Missile. The move auto-cancels on landing. As a result, Samus has an additional projectile, improving her camping potential.}} | **{{change|Like all characters, Samus now has a side special. In her case, Missile. Holding the button releases a Homing Missile, which slowly follows the opponent for a short while and then explodes when it either makes contact or when it reaches it maximum duration. Tapping the button releases a Super Missile, which flies in a straight line and is much faster and stronger than the Homing Missile. This missile flies in a straight line and is much faster and stronger than the Homing Missile. The move auto-cancels on landing. As a result, Samus has an additional projectile, improving her camping potential.}} | ||
*[[Screw Attack]]: | *[[Screw Attack]]: | ||
**{{buff|Aerial [[Screw Attack]] grants much more height, improving its recovery potential.}} | **{{buff|Aerial [[Screw Attack]] grants much more height, improving its recovery potential.}} | ||
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***{{buff|However, the latter point improves Bomb's utility on stage.}} | ***{{buff|However, the latter point improves Bomb's utility on stage.}} | ||
== | ===PAL differences=== | ||
Like some other characters, Samus has received some changes in the [[PAL]] version of ''Melee'', which nerfed her overall, as she can no longer use the [[Extended grapple]] or bomb out of a grapple. | Like some other characters, Samus has received some changes in the [[PAL]] version of ''Melee'', which nerfed her overall, as she can no longer use the [[Extended grapple]] or bomb out of a grapple. | ||
*{{nerf|Extended grapple is no longer possible.}} | *{{nerf|Extended grapple is no longer possible.}} | ||
*{{nerf|Can no longer bomb out of a grapple.}} | *{{nerf|Can no longer bomb out of a grapple.}} | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Straight | |neutralname=Straight and Cannon Hammer | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=7% | |neutral2dmg=7% | ||
|neutraldesc=A quick jab followed by an axe-like jab with her arm cannon. The second hit can be easily [[ | |neutraldesc=A quick jab followed by an axe-like jab with her arm cannon. The second hit can be easily [[Shield|shielded]] or [[Shield grab|shield grabbed]], making it difficult to connect both hits. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=11% | |ftiltupdmg=11% | ||
|ftiltsidedmg=10% | |ftiltsidedmg=10% | ||
|ftiltdowndmg=9% | |ftiltdowndmg=9% | ||
|ftiltdesc=Does a spinning horizontal kick forward. Excellent in stopping close-up foes, useful [[spacing]] move. | |ftiltdesc=Does a spinning horizontal kick forward. Excellent in stopping close-up foes, useful [[spacing]] move. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=13% (grounded), 12% (aerial) | |utiltdmg=13% (grounded), 12% (aerial) | ||
|utiltdesc=Raises her leg and brings it down. Very similar animation to {{SSBM|Captain Falcon}}'s up tilt. It is a [[meteor smash]] according to the game, but it only works on grounded opponents, making it an [[unconventional meteor smash]]. The meteor can KO grounded opponents at high percentages, and can combo into a back aerial at moderate percentages. Hits aerial opponents horizontally. | |utiltdesc=Raises her leg and brings it down. Very similar animation to {{SSBM|Captain Falcon}}'s up tilt. It is a [[meteor smash]] according to the game, but it only works on grounded opponents, making it an [[unconventional meteor smash]]. The meteor can KO grounded opponents at high percentages, and can combo into a back aerial at moderate percentages. Hits aerial opponents horizontally. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=14% | |dtiltdmg=14% | ||
|dtiltdesc=Brings her arm cannon down and fires a small explosion. Powerful, excellent option out of a [[crouch cancel]]. Can KO under 150%. | |dtiltdesc=Brings her arm cannon down and fires a small explosion. Powerful, excellent option out of a [[crouch cancel]]. Can KO under 150%. | ||
|dashname= | |dashname= | ||
|dashdmg=13% (clean), 9% (late) | |dashdmg=13% (clean), 9% (late) | ||
|dashdesc=Does a shoulder tackle. This is the most powerful dash attack in ''Melee'', being able to KO under 150%. It is also suitable for combos at low percentages, especially if the sourspot connects. | |dashdesc=Does a shoulder tackle. This is the most powerful dash attack in ''Melee'', being able to KO under 150%. It is also suitable for combos at low percentages, especially if the sourspot connects. | ||
|fsmashname= | |fsmashname= | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashupdmg={{ChargedSmashDmgSSBM|15}} | |fsmashupdmg={{ChargedSmashDmgSSBM|15}} | ||
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|fsmashdowndmg={{ChargedSmashDmgSSBM|13}} | |fsmashdowndmg={{ChargedSmashDmgSSBM|13}} | ||
|fsmashdesc=Thrusts her arm cannon in forward. Somewhat fast (fastest forward smash in ''Melee'', hitting on frame 10, along with {{SSBM|Marth}}, but Samus's f-smash has much lower ending lag), great knockback for a low damaging attack (30 base knockback, 108 knockback growth). | |fsmashdesc=Thrusts her arm cannon in forward. Somewhat fast (fastest forward smash in ''Melee'', hitting on frame 10, along with {{SSBM|Marth}}, but Samus's f-smash has much lower ending lag), great knockback for a low damaging attack (30 base knockback, 108 knockback growth). | ||
|usmashname=Cover Fire | |usmashname=Cover Fire | ||
|usmashdmg={{ChargedSmashDmgSSBM|4}} (hits 1-3), {{ChargedSmashDmgSSBM|5}} (hit 4), {{ChargedSmashDmgSSBM|6}} (hit 5) (≈{{ChargedSmashDmgSSBM|21.29}} total) | |usmashdmg={{ChargedSmashDmgSSBM|4}} (hits 1-3), {{ChargedSmashDmgSSBM|5}} (hit 4), {{ChargedSmashDmgSSBM|6}} (hit 5) (≈{{ChargedSmashDmgSSBM|21.29}} total) | ||
|usmashdesc=Fires five bursts in an arc above herself | |usmashdesc=Fires five bursts in an arc above herself. Below-average knockback. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|15}} (back) | |dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|15}} (back) | ||
|dsmashdesc=Does a low 360° sweep kick. Fast and has good knockback, hitting opponents up and behind Samus (110 base knockback, 50 knockback growth). | |dsmashdesc=Does a low 360° sweep kick. Fast and has good knockback, hitting opponents up and behind Samus (110 base knockback, 50 knockback growth). | ||
|nairname= | |nairname= | ||
|nairdmg=14% (clean), 10% (late) | |nairdmg=14% (clean), 10% (late) | ||
|nairdesc=Does a [[sex kick]]. Good horizontal knockback and useful for [[edgeguarding]]. | |nairdesc=Does a [[sex kick]]. Good horizontal knockback and useful for [[edgeguarding]]. | ||
|fairname= | |fairname= | ||
|fairdmg=5% (hits 1-5) (≈23.2% total) | |fairdmg=5% (hits 1-5) (≈23.2% total) | ||
|fairdesc=Fires several explosions in front of her with her arm cannon. | |fairdesc=Fires several explosions in front of her with her arm cannon. | ||
|bairname= | |bairname= | ||
|bairdmg=14% (foot), 10% (leg) | |bairdmg=14% (foot), 10% (leg) | ||
|bairdesc=Kicks her foot behind her. The [[sweetspot]] is at her foot, which deals more damage and knockback. A useful move for edgeguarding. This is the third most powerful back aerial in the game, beaten by {{SSBM|Zelda}} and {{SSBM|Ganondorf}}. | |bairdesc=Kicks her foot behind her. The [[sweetspot]] is at her foot, which deals more damage and knockback. A useful move for edgeguarding. This is the third most powerful back aerial in the game, beaten by {{SSBM|Zelda}} and {{SSBM|Ganondorf}}. | ||
|uairname= | |uairname= | ||
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6) (≈10.28% total) | |uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6) (≈10.28% total) | ||
|uairdesc=Brings her legs above her body and does a drill kick spin. Leads into a [[Missile]] well. | |uairdesc=Brings her legs above her body and does a drill kick spin. Leads into a [[Missile]] well. | ||
|dairname= | |dairname= | ||
|dairdmg=16% | |dairdmg=16% | ||
|dairdesc=Swings her arm cannon in an arc below her. It is the fifth most powerful [[meteor smash]] in ''Melee'' and has a wide [[hitbox]]. A commonly used attack due to its strong power, ease of landing, and low risk. The meteor can KO grounded opponents at 115%. | |dairdesc=Swings her arm cannon in an arc below her. It is the fifth most powerful [[meteor smash]] in ''Melee'' and has a wide [[hitbox]]. A commonly used attack due to its strong power, ease of landing, and low risk. The meteor can KO grounded opponents at 115%. | ||
|zairname=[[ | |zairname=[[Grapple Beam]] | ||
|zairdmg=4% | |zairdmg=4% | ||
|zairdesc=Shoots out a long energy beam. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | |zairdesc=Shoots out a long energy beam. This attack has [[Priority#Transcendent_priority|transcendent priority]]. | ||
|grabname= | |grabname=Grapple Beam | ||
|grabdesc=Sends out her Grapple Beam to catch the opponent. It is the longest grab in the game. | |grabdesc=Sends out her Grapple Beam to catch the opponent. It is the longest grab in the game. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Chops the opponent with her free hand. Somewhat fast. | |pummeldesc=Chops the opponent with her free hand. Somewhat fast. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Brings her opponent up with her Grapple Beam and launches them forward. | |fthrowdesc=Brings her opponent up with her Grapple Beam and launches them forward. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Launches opponent behind herself. | |bthrowdesc=Launches opponent behind herself. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
|uthrowdesc=Holds opponent above herself with her Grapple Beam, then launches them upward. | |uthrowdesc=Holds opponent above herself with her Grapple Beam, then launches them upward. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Violently picks the foe up with her Grapple Beam and slams them to the ground. With its very low knockback scaling, it can combo into a [[jab reset]], up tilt, dash attack, or [[Charge Shot]] at virtually any percentage (though the latter doesn't work against {{SSBM|Young Link}}, due to his high rebound height after being thrown down). This makes it a useful combo setup move at low percentages and KO setup at high percentages. | |dthrowdesc=Violently picks the foe up with her Grapple Beam and slams them to the ground. With its very low knockback scaling, it can combo into a [[jab reset]], up tilt, dash attack, or [[Charge Shot]] at virtually any percentage (though the latter doesn't work against {{SSBM|Young Link}}, due to his high rebound height after being thrown down). This makes it a useful combo setup move at low percentages and KO setup at high percentages. | ||
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|nsname=Charge Shot | |nsname=Charge Shot | ||
|nsdmg=3-25% | |nsdmg=3-25% | ||
|nsdesc=When the [[B button]] is pressed, Samus will start charging a ball of energy that gets larger, stronger, and faster the more charged it is. Pressing the B button during the charge will cancel the charge and fire the shot, while pressing the [[L]] or [[R button]] will cancel the charge and allow Samus to store her current charge. This can be resumed by pressing B again. When fully charged, it has KO potential. If used in the air, Samus will immediately fire the shot, regardless of its charge level and how long B is held for. | |nsdesc=When the [[B button]] is pressed, Samus will start charging a ball of energy that gets larger, stronger, and faster the more charged it is. Pressing the [[B button]] during the charge will cancel the charge and fire the shot, while pressing the [[L]] or [[R button]] will cancel the charge and allow Samus to store her current charge. This can be resumed by pressing B again. When fully charged, it has KO potential. If used in the air, Samus will immediately fire the shot, regardless of its charge level and how long B is held for. | ||
|ssname=Missile | |ssname=Missile | ||
|ssdmg=5% (homing missile), 12% (Super Missile) | |ssdmg=5% (homing missile), 12% (Super Missile) | ||
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|usname=Screw Attack | |usname=Screw Attack | ||
|usdmg=Ground: 2% (hit 1), 1% (hits 2-12) (≈12.01% total)<br/>Air: 1% (hits 1-12) (≈11.01% total) | |usdmg=Ground: 2% (hit 1), 1% (hits 2-12) (≈12.01% total)<br/>Air: 1% (hits 1-12) (≈11.01% total) | ||
|usdesc=Shoots up into the air while spinning around rapidly via the "Screw Attack" ability from the ''Metroid'' series. It consists of multiple hits, though it does very little knockback, with its primary use being a [[recovery]] move, giving decent vertical distance. As with most multi-hit moves that operate similarly, it can be [[SDI]]'d out of rather easily. | |usdesc=Shoots up into the air while spinning around rapidly via the "Screw Attack" ability from the ''Metroid'' series. It consists of multiple hits, though it does very little knockback, with its primary use being a [[recovery]] move, giving decent vertical distance. As with most multi-hit moves that operate similarly, it can be [[SDI]]'d out of rather easily. In the [[PAL]] version of the game, if Samus is hit during Screw Attack's animation, any charging of her Charge Shot will be cancelled. | ||
|dsname=Bomb | |dsname=Bomb | ||
|dspage=Bomb (Samus) | |dspage=Bomb (Samus) | ||
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|dsdesc=Goes into Morph Ball mode and drops a timed bomb that explodes in a few seconds. It produces little damage and knockback, though it can be used as a [[bomb jump]] to improve Samus's [[recovery]] distance horizontally. It also produces a weak [[semi-spike]], though the [[hitstun]] allows it to [[gimp]] characters with poor recoveries. | |dsdesc=Goes into Morph Ball mode and drops a timed bomb that explodes in a few seconds. It produces little damage and knockback, though it can be used as a [[bomb jump]] to improve Samus's [[recovery]] distance horizontally. It also produces a weak [[semi-spike]], though the [[hitstun]] allows it to [[gimp]] characters with poor recoveries. | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Samus | |||
|game=Melee | |||
|desc-us=Sa-mus Sa-mus! | |||
|desc-jp=Sa-mu-s! | |||
| | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |||
| | |||
|- | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|victory-desc=An orchestrated flourish originating from ''Metroid'' that played whenever Samus got a new power-up, obtained a {{s|metroidwiki|Power Suit}} upgrade, or defeated [[Ridley]] and [[Kraid]]. | |victory-desc=An orchestrated flourish originating from ''Metroid'' that played whenever Samus got a new power-up, obtained a {{s|metroidwiki|Power Suit}} upgrade, or defeated [[Ridley]] and [[Kraid]]. | ||
|desc-1=Side kick flexes and readies her Arm Cannon. | |desc-1=Side kick flexes and readies her Arm Cannon. | ||
|desc-2=Shoots multiple shots while kneeling, and finishes with a pose | |desc-2=Punches twice, then fires from her Arm Cannon. | ||
|desc-3=Shoots multiple shots while kneeling, and finishes with a pose. | |||
|char=Samus}} | |char=Samus}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===[[Character matchup (SSBM)|Matchups]]=== | ||
{{SSBMMatchupTable|samus=yes}} | |||
Samus has a great matchup spread. She is soft countered by 7 characters, has 6 even matchups, soft counters 6 characters, counters 3, and hard counters 3. Her projectiles help her in many matchups, combined with her excellent horizontal endurance causes her to win the [[Ice Climbers (SSBM)|Ice Climbers]] matchup and making the Fox and Falco matchup even. She has a hard time against characters who are good at approaching and who can combo her, such as [[Sheik (SSBM)|Sheik]] and [[Marth (SSBM)|Marth]]. | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
''Any number following the Smasher name indicates placement on the [[Summer 2019 MPGR]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Melee]] from February 1st, 2019 to July 7th, 2019.'' | |||
*{{Sm| | |||
*{{Sm|Darrell|USA}} - | ====Active==== | ||
*{{Sm| | *{{Sm|Daydee|Sweden}} - The best Samus in Scandinavia. | ||
*{{Sm|Darrell|USA}} - The best Samus in NorCal. He is currently ranked 17th on the [[NorCal Melee Power Rankings]] and was ranked 92nd on the [[2016 SSBMRank]]. | |||
*{{Sm|HugS|USA}} (#50) - One of the best Samus players in the world. Placed 13th at {{Trn|GENESIS 6}}, 13th at {{Trn|Full Bloom 5}}, and 25th at {{Trn|CEO 2019}}. Has wins over {{Sm|Squid}}, {{Sm|Jakenshaken}}, and {{Sm|FatGoku}}. | |||
*{{Sm|Morsecode762|USA}} - | *{{Sm|Plup|USA}} (#7)- Managed to reach 6th on the SSBMRank -- making him the top non-god at that time -- with Samus, and was formerly regarded as the world's best Samus player by many before he switched to {{SSBM|Sheik}} in early 2015. While he has since switched mains to {{SSBM|Sheik}} and {{SSBM|Fox}}, he is still considered one of the best Samus players in the world, as he pulls out the character as a counterpick, notably placing 5th at [[Shine 2017]] going solo Samus and 4th at {{Trn|Shine 2018}} going mostly Samus. | ||
*{{Sm| | *{{Sm|ThePrime|USA}} - Ranked high in Washington. | ||
*{{Sm|Morsecode762|USA}} - Ranked 44th on the [[2019 MPGR]] and currently the best Samus in the world. | |||
*{{Sm| | *{{Sm|TheSWOOPER|USA}} - Ranked 99th on the [[2019 MPGR]] | ||
*{{Sm|Wes|USA}} - | *{{Sm|Wevans|USA}} - Honorable Mention on the [[2019 MPGR]]. Placed 13th at {{Trn|CEO 2019}}, 9th at {{Trn|DreamHack Atlanta 2019}}, and 9th at {{Trn|CEO Dreamland 2020}}. Has wins over {{Sm|Magi}}, {{Sm|Forrest}}, and {{Sm|bobby big ballz}}. | ||
====Inactive==== | |||
*{{Sm|Duck|USA}} (#19) - Has switched to Sheik. | |||
*{{Sm|Minty|USA}} - Ranked in New York City. | |||
*{{Sm|ESAM|USA}} - Samus in Florida/Carolina. | |||
*{{Sm|Nanashi|Japan}} - Best Samus in Japan. | |||
*{{Sm|quiKsilver|Germany}} - Best Samus in Germany. | |||
*{{Sm|Dark Mike|USA}} - One of the best Samus mains in NorCal, died in 2014. | |||
*{{Sm|DJ Nintendo|USA}} - Former Samus secondary, uses a lot of other characters. | |||
*{{Sm|Phanna|USA}} - Known for innovating the Super Wavedash. | |||
*{{Sm|Taj|USA}} - Used Samus as a counterpick. | |||
*{{Sm|Cyr|France}} - Known as the best Samus in France. | |||
*{{Sm|Wes|USA}} - Formerly the best Samus with HugS, still to Samus in New York. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Samus received a large number of buffs from her transition from ''Smash Bros 64'' to ''Melee'', and was ranked quite high in initial tier lists, hovering around the 6th and 9th places. This was largely due to her improved projectile game, combo game, and improved recovery. Although with a much smaller player base than most high-tier mains, her representation and performances from dedicated mains such as {{Sm|HugS}} saw her remain in the higher tiers for many years to come. Innovations in other character's meta-games being discovered and adaptation to Samus's defensive fighting style has seen Samus fall in placings through recent Melee tier lists. Plus, {{Sm|Plup}} barely uses her in tournament anymore, and {{sm|Duck}} has dropped her in favor of Sheik. She currently sits at 10th place, in the High-mid tier alongside {{SSBM|Pikachu}}. | |||
==In 1-P | ==In [[Solo#1-P_Mode|1-P Modes]]== | ||
==={{SSBM|Classic Mode}}=== | ==={{SSBM|Classic Mode}}=== | ||
In Classic Mode, Samus can appear as an ordinary opponent, as an ally or opponent in the team battles, alongside either {{SSBM|Captain Falcon}} or {{SSBM|Fox}}, as a giant opponent, or as a metal opponent. When alone she appears either on [[Brinstar]] or [[Brinstar Depths]], while when on a team with Captain Falcon she appears on [[Big Blue]]. | In Classic Mode, Samus can appear as an ordinary opponent, as an ally or opponent in the team battles, alongside either {{SSBM|Captain Falcon}} or {{SSBM|Fox}}, as a giant opponent, or as a metal opponent. When alone she appears either on [[Brinstar]] or [[Brinstar Depths]], while when on a team with Captain Falcon she appears on [[Big Blue]]. | ||
===[[Adventure Mode]]=== | ===[[Adventure Mode]]=== | ||
Samus is once again fought on the Brinstar stage, after Samus is beaten, the planet will start to explode and the player must evacuate to Samus's ship before the planet explodes, if not they will lose a life. | Samus is once again fought on the Brinstar stage, after Samus is beaten, the planet will start to explode and the player must evacuate to Samus's ship before the planet explodes, if not they will lose a life. | ||
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*'''[[Event 8: Hot Date on Brinstar]]''': The player chooses any character and must defeat Samus in a three-stock match on the [[Brinstar]]. The player starts and respawns with 102% damage, while Samus starts and respawns with 130%. | *'''[[Event 8: Hot Date on Brinstar]]''': The player chooses any character and must defeat Samus in a three-stock match on the [[Brinstar]]. The player starts and respawns with 102% damage, while Samus starts and respawns with 130%. | ||
*'''[[Event 15: Girl Power]]''': The player chooses any character and must defeat Samus, {{SSBM|Peach}}, and {{SSBM|Zelda}} in a two-stock match on [[Fountain of Dreams]]. The character the player chooses is tiny, while the female combatants are normal sized. | *'''[[Event 15: Girl Power]]''': The player chooses any character and must defeat Samus, {{SSBM|Peach}}, and {{SSBM|Zelda}} in a two-stock match on [[Fountain of Dreams]]. The character the player chooses is tiny, while the female combatants are normal sized. | ||
*'''[[Event 17: Bounty Hunters]]''': The player plays as Samus, | *'''[[Event 17: Bounty Hunters]]''': The player plays as Samus, teamed up with Captain Falcon (with Friendly Fire turned off), and must defeat {{SSBM|Bowser}} before Captain Falcon does on [[Jungle Japes]]. The event results in failure if Captain Falcon delivers the finishing blow or if Bowser [[Self-destruct|self-destructs]]. | ||
*'''[[Event 20: All-Star Match 2]]''': Samus is the first opponent the player must fight in this series of staged battles. The player battles her on [[Brinstar]], which will transition to the next stage if Samus gets defeated. With a timer of four minutes, the player must defeat her along with Link, Zelda, Captain Falcon, and {{SSBM|Fox}}. | *'''[[Event 20: All-Star Match 2]]''': Samus is the first opponent the player must fight in this series of staged battles. The player battles her on [[Brinstar]], which will transition to the next stage if Samus gets defeated. With a timer of four minutes, the player must defeat her along with Link, Zelda, Captain Falcon, and {{SSBM|Fox}}. | ||
*'''[[Event 27: Cold Armor]]''': The player uses Samus must defeat three metal Samuses on the [[Brinstar Depths]]. The player-controlled Samus has one stock, while each metal Samus have two. | *'''[[Event 27: Cold Armor]]''': The player uses Samus must defeat three metal Samuses on the [[Brinstar Depths]]. The player-controlled Samus has one stock, while each metal Samus have two. | ||
*'''[[Event 36: Space Travelers]]''': The player uses {{SSBM|Ness}} must defeat Samus, {{SSBM|Kirby}}, Fox, Captain Falcon and {{SSBM|Falco}}. The player battles the first three characters on [[Fourside]] and battles the last two on {{SSBM|Battlefield}}. | *'''[[Event 36: Space Travelers]]''': The player uses {{SSBM|Ness}} must defeat Samus, {{SSBM|Kirby}}, Fox, Captain Falcon and {{SSBM|Falco}}. The player battles the first three characters on [[Fourside]] and battles the last two on {{SSBM|Battlefield}}. | ||
===[[ | ===[[Congratulations screen#Super Smash Bros. Melee|Ending images]]=== | ||
<center><gallery> | <center><gallery> | ||
File:SamusClassicMode.jpg|Classic Mode | File:SamusClassicMode.jpg|Classic Mode | ||
Line 543: | Line 436: | ||
</gallery></center> | </gallery></center> | ||
== | ==Trophies== | ||
In addition to the normal trophy about Samus as a character | In addition to the normal trophy about Samus as a character, there are two trophies about her as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Samus on any difficulty: | ||
:'''Samus Aran''' | |||
:''This intergalactic bounty hunter's full name is Samus Aran. Clad in a Power Suit made by the Chozo race and infused with their enhanced blood, she cleared the planet Zebes of a Metroid infestation. Samus is an orphan, the sole survivor of a Space Pirate raid that destroyed an Earth colony named K-2L.'' | |||
:*Metroid 08/89 | |||
:'''Samus Aran''' [<span style="color:#FF0000">Smash</span>] | |||
:''Samus has an abundance of projectile weapons, making her a long-distance attack specialist. The most powerful weapon in her arsenal is her Charge Shot, but be warned: it can be reflected. Her missiles have homing capabilities, but when fired as Smash Attacks, they fly on a straight trajectory and have boosted power.'' | |||
:*B: Charge Shot | |||
:*Smash B: Missile | |||
:'''Samus Aran''' [<span style="color:#0000FF">Smash</span>] | |||
:''While Samus's arsenal of missile weapons is indeed formidable, her enemies are in for a rude awakening if they guard against nothing else. Her Grappling Beam captures foes and latches on to walls, and the Screw Attack drags foes upwards in a series of spins that doubles as a recovery move. Samus can also use her Bombs to perform Bomb Jumps.'' | |||
:*Up & B: Screw Attack | |||
:*Down & B: Bomb | |||
: | |||
<center> | |||
| | <gallery> | ||
File:Samus_Trophy_Melee.png|Classic | |||
| | File:Samus_Trophy_(Smash).png|[<span style="color:#FF0000">Smash</span>] | ||
File:Samus_Trophy_(Smash_2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Samus|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Samus|Alternate costumes]]== | ||
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<center> | <center> | ||
<gallery> | <gallery> | ||
SSBM Samus HQ.jpg|Official artwork of Samus | SSBM Samus HQ.jpg|Official artwork of Samus | ||
DonkeyKongAdventureMode.jpg|Standing with three {{SSBM|Donkey Kong}}s on {{SSBM|Final Destination}} | DonkeyKongAdventureMode.jpg|Standing with three {{SSBM|Donkey Kong}}s on {{SSBM|Final Destination}} | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*This is the only game where Samus is not placed in the lower tier of the [[tier list]]. | |||
*In the instruction booklet, the screenshots of Samus' special moves are on [[Corneria]], as opposed to the other characters, whose special moves are shown on one of their home stages. | *In the instruction booklet, the screenshots of Samus' special moves are on [[Corneria]], as opposed to the other characters, whose special moves are shown on one of their home stages. | ||
*Samus' render pose closely resembles the official artwork for her appearance in ''Smash 64''. | *Samus' render pose closely resembles the official artwork for her appearance in ''Smash 64''. | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} |