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'''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. | '''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. | ||
Samus is ranked 11th on the current tier list, placing her in the B+ tier, a significant improvement from her 8th (out of 12) position in ''[[Super Smash Bros.]]'' This is mainly due to her effective projectiles, supplementing her KOing power and her approaches. She also has a good air game that is complemented by a versatile 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 decent matchups all-around in the current metagame. | Samus is ranked 11th on the current tier list, placing her in the B+ tier, a significant improvement from her 8th (out of 12) position in ''[[Super Smash Bros.]]''. This is mainly due to her effective projectiles, supplementing her KOing power and her approaches. She also has a good air game that is complemented by a versatile 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 decent matchups all-around in the current metagame. | ||
==Attributes== | ==Attributes== | ||
Samus is a unique character. Although a tall heavyweight, she is unusually floaty, uncharacteristic of characters in her weight class. Her high weight (only being lighter than {{SSBM|Bowser}} and {{SSBM|Donkey Kong}}) lets her have amazing horizontal survivability. 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. | Samus is a unique character. Although a tall heavyweight, she is unusually floaty, uncharacteristic of characters in her weight class. Her high weight (only being lighter than {{SSBM|Bowser}} and {{SSBM|Donkey Kong}}) lets her have amazing horizontal survivability. 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 sports one of the longest [[grab]]s in the game, and a technique | 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 sports one of the longest [[grab]]s 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. 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 also has a very good defensive game; | Samus also has a very good defensive game; Despite Samus's shield leaving her legs exposed, which can leave her vulnerable to [[shield stab]]bing, and having a poor roll, due to it's low speed, she still has very strong defensive options. For one, she has one of the best [[Crouch cancel]]s in the game, due to her high weight, and having very good options out of it, such has her down smash and down tilt. Her screw attack also offers a quick and difficult-to-punish out of shield option, due to being invincible for the first couple frames of the move which helps her when getting pressured. It can also work as a combo breaker, but this can be risky if missed. Her nair is also a good combo breaking tool, due to being decently quick (frame 5) and being powerful. Her defensive game is also complimented by her amazing horizontal survivability and great recovery, which allow Samus to frequently live to very high percents against characters without strong vertical finishers (and sometimes characters with them). | ||
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. | 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. | ||
{{Incomplete|Terribly short; needs heavy expansion on how power/speed/frame data have improved}} | {{Incomplete|Terribly short; needs heavy expansion on how power/speed/frame data have improved}} | ||
==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 to fare poorly in Smash 64 due to her poor approach and lack of reliable combos. She is often considered the most buffed character from ''Smash 64'' to ''Melee'' along with {{SSBM|Jigglypuff}}. Most of her attacks have received significantly better frame data, such as a faster neutral attack and forward tilt. | Samus has been significantly [[buff]]ed from ''Smash 64'' to ''Melee'', as she was considered to fare poorly in Smash 64 due to her poor approach and lack of reliable combos. She is often considered the most buffed character from ''Smash 64'' to ''Melee'' along with {{SSBM|Jigglypuff}}. Most of her attacks have received significantly better frame data, such as a faster neutral attack and forward tilt. | ||
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*{{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.}} | ||
*{{change|Samus's blue team costume is now available for selection in regular gameplay instead of being locked to team battles.}} | *{{change|Samus's blue team costume is now available for selection in regular gameplay instead of being locked to team battles.}} | ||
===Attributes=== | ===Attributes=== | ||
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**{{change|Samus's [[short hop]] is drastically lower (33.2267 (996.8) → 22.75). Compared with the returning veterans, however, her short hop is much higher, going from the 3rd highest out of 12 characters to the highest out of 26.}} | **{{change|Samus's [[short hop]] is drastically lower (33.2267 (996.8) → 22.75). Compared with the returning veterans, however, her short hop is much higher, going from the 3rd highest out of 12 characters to the highest out of 26.}} | ||
*{{change|Samus' [[gravity]] is slightly higher (0.0633 (1.9) → 0.066), going from the lowest to the second lowest.}} | *{{change|Samus' [[gravity]] is slightly higher (0.0633 (1.9) → 0.066), going from the lowest to the second lowest.}} | ||
*{{buff|Samus' [[fast fall]]ing speed is faster (2.233 (67) → 2.3). The difference between her falling speed and fast falling speed is higher (increase: 59.5% → 64.3%) | *{{buff|Samus' [[fast fall]]ing speed is faster (2.233 (67) → 2.3). The difference between her falling speed and fast falling speed is higher (increase: 59.5% → 64.3%).}} | ||
*{{nerf|Samus is significantly [[weight|lighter]] (117.391304 (0.92) → 110), hindering her endurance.}} | *{{nerf|Samus is significantly [[weight|lighter]] (117.391304 (0.92) → 110), hindering her endurance.}} | ||
*{{change|Samus is smaller (model size multiplier: 1x → 0.88x). This makes her harder to hit but reduces the range of her attacks.}} | *{{change|Samus is smaller (model size multiplier: 1x → 0.88x). This makes her harder to hit but reduces the range of her attacks.}} | ||
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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 [[shield]]ed or [[shield grab]]bed, making it difficult to connect both hits. | |neutraldesc=A quick jab followed by an axe-like jab with her arm cannon. The second hit can be easily [[shield]]ed or [[shield grab]]bed, 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, with the final hit dealing below-average knockback. Beginning hits often don't combo into the final hit. | |usmashdesc=Fires five bursts in an arc above herself, with the final hit dealing below-average knockback. Beginning hits often don't combo into the final hit. | ||
|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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|dsdmg=4% (contact & explosion) | |dsdmg=4% (contact & explosion) | ||
|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. | ||
}} | }} | ||
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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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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Samus’s large number of buffs from her transition from ''64'' to ''Melee'' was immediately noticed by players, and was reflected by her high rankings in initial tier lists, hovering around 6th and 9th. This was primarily due to her improved projectile game, additional combo options, and improved recovery. Although she has a smaller playerbase than most high-tier mains, her representation and performances from dedicated mains such as {{Sm|HugS}} allowed her to remain in the higher tiers for many years. Unfortunately, innovations in other characters's metagames have been discovered, and professionals have adapted to Samus's defensive fighting style that rendered her zoning game less effective. This has resulted Samus dropping in placements through recent Melee tier lists. In the current metagame, {{Sm|Plup}} rarely uses her in high-level tournaments, and {{sm|Duck}} has recently dropped her in favor of Sheik. As it stands, while her zoning game remains effective against the meta, her declining presence in tournaments and increasing competitive prospects towards other top-tiers has made her fare worse against the rest of the cast compared to the early metagame, and as a result she currently sits at 11th place at the bottom of B+ tier. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
<!--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 [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]]. "HM" indicates an honorable mention on the 2019 MPGR.'' | ||
:''See also: [[:Category:Samus professionals (SSBM)]]'' | |||
*{{Sm|Cyr|France}} - Known as the best Samus in France before becoming inactive. Placed 3rd at {{Trn|Avalon IV}}, 5th at {{Trn|Epita Smash Arena 5}}, 7th at {{Trn|Avalon M}}, and 17th at both {{Trn|Heir 3}} and {{Trn|Republic of Fighters 3}} with wins over {{Sm|Jah Ridin'}}, {{Sm|DancingQueen90}}, and {{Sm|Marc}}. Took {{Sm|Armada}}’s Peach to last stock. | |||
*{{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]]. Placed 17th at {{Trn|Kings of Cali 3}}, 25th at {{Trn|EVO 2013}}, 33rd at {{Trn|GENESIS 7}} with wins over {{Sm|Lucky}}, {{Sm|Rocky}}, and {{Sm|Cactuar}}. | |||
*{{Sm|Daydee|Sweden}} - The current best Samus in Europe. Placed 5th at {{Trn|Heir 5}}, 13th at {{Trn|Syndicate 2017}}, and 17th at both {{Trn|B.E.A.S.T 6}} and {{Trn|B.E.A.S.T 7}}. Has beaten {{Sm|Professor Pro}} and {{Sm|dizzkidboogie}}. | |||
*{{Sm|Duck|USA}} - One of the most influential Samus mains of all time, has multiple top 12 placements at majors/supermajors. Has beaten {{Sm|Hungrybox}}, {{Sm|Leffen}}, {{Sm|Wizzrobe}}, and {{Sm|n0ne}}. Placed 14th on the [[2018 MPGR]]. | |||
*{{Sm|HugS|USA}} - Known as one of the best Samus players in the world before becoming inactive. Placed 13th at {{Trn|GENESIS 6}}, 7th at {{Trn|GENESIS 5}}, 13th at {{Trn|Full Bloom 5}}, and 25th at {{Trn|CEO 2019}} with wins over {{Sm|Squid}}, {{Sm|Jakenshaken}}, and {{Sm|FatGoku}}. Placed 46th on the [[2019 MPGR]]. | |||
*{{Sm|Morsecode762|USA}} - The best Samus player in the midwest. Placed 17th at both {{Trn|Low Tier City 7}} and {{Trn|The Big House 9}} as well as 33rd at {{Trn|Smash 'N' Splash 5}} with wins over {{Sm|moky}}, {{Sm|Bananas}}, and {{Sm|Zamu}}. Placed 44th on the [[2019 MPGR]]. | |||
*{{Sm|Nanashi|Japan}} - Best Samus in Japan. Placed 3rd at {{Trn|KSB 2016}}, 17th at {{Trn|Kings of Cali 4}}, and 25th at {{Trn|CEO 2014}}. Previously ranked 8th on the [[Japan SSBM Rank 2018]]. | |||
*{{Sm|Plup|USA}} (#7) - Reached 6th on the [[2016 SSBMRank]] with Samus, and was formerly regarded as the world's best Samus player by many before he switched to {{SSBM|Sheik}} in early 2015. He has since switched mains to {{SSBM|Sheik}} and {{SSBM|Fox}}, but is still considered one of the best Samus players in the world, notably placing 5th at {{Trn|Shine 2017}} going solo Samus and 4th at {{Trn|Shine 2018}} going mostly Samus. | |||
*{{Sm|TheSWOOPER|USA}} (#27) - Currently the best active Samus and one of the best ''Melee'' players in New Jersey. Placed 9th at {{Trn|Pound 2022}}, 17th at both {{Trn|Get On My Level 2022}} and {{Trn|Super Smash Con 2022}}, and 25th at {{Trn|Smash 'N' Splash 5}} with wins over {{Sm|iBDW}}, {{Sm|SluG}}, and {{Sm|Aklo}}. | |||
*{{Sm|Wes|USA}} - Formerly the best Samus with HugS in the Golden Age of ''Melee''; still competes occasionally in New York. | |||
==In 1-P Mode== | ==In 1-P Mode== | ||
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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 | ||
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==[[Trophies]]== | ==[[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: | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
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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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*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}} |