Editing Samus (SSBU)
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Aside from [[Samus (SSBM)|her incarnation in]] ''[[Super Smash Bros. Melee|Melee]]'', Samus has historically been a lower-ranking character in the ''Super Smash Bros.'' series. Even her appearance in ''[[Super Smash Bros. 4|SSB4]]'' was mixed, as the significant buffs she received via game updates elevated her perception from "unviable" to "viable but outclassed". Likely as a result of her polarized viability, Samus has been buffed significantly overall in the transition to ''Ultimate''. | Aside from [[Samus (SSBM)|her incarnation in]] ''[[Super Smash Bros. Melee|Melee]]'', Samus has historically been a lower-ranking character in the ''Super Smash Bros.'' series. Even her appearance in ''[[Super Smash Bros. 4|SSB4]]'' was mixed, as the significant buffs she received via game updates elevated her perception from "unviable" to "viable but outclassed". Likely as a result of her polarized viability, Samus has been buffed significantly overall in the transition to ''Ultimate''. | ||
Samus' largest buffs come from the improvements made to her [[grab]] game and her repertoire of projectiles. Historically considered among the most lackluster grab games despite her grabs' long range and her down throw's excellent combo ability, all of Samus' [[throw]]s have increased utility, damage and knockback; | Samus' largest buffs come from the improvements made to her [[grab]] game and her repertoire of projectiles. Historically considered among the most lackluster grab games despite her grabs' long range and her down throw's excellent combo ability, all of Samus' [[throw]]s have increased utility, damage and knockback; [[up throw]] is now her strongest throw and a viable KO option at high percentages, [[down throw]]'s combo potential was further improved due to its lower ending lag, and both her [[forward throw|forward]] and [[back throw]]s have more knockback, even situationally KOing at high percentages when close to an edge. | ||
In terms of her projectile game, {{b|Bomb|Samus}}s explode earlier on contact with enemies, [[Missile]]s deal more damage and have less ending lag, while Super Missiles deal more knockback and stall for a longer time before flying forward, greatly improving their use for trapping. Most notably, [[Charge Shot]] can now be charged in the air, used as a combo tool due to Samus' improved mobility and its lower ending lag, and deals greater damage and knockback, which gives Samus more opportunities to charge up her most threatening move. In bulk, all of these changes have significantly strengthened her zoning and punish game. | In terms of her projectile game, {{b|Bomb|Samus}}s explode earlier on contact with enemies, [[Missile]]s deal more damage and have less ending lag, while Super Missiles deal more knockback and stall for a longer time before flying forward, greatly improving their use for trapping. Most notably, [[Charge Shot]] can now be charged in the air, used as a combo tool due to Samus' improved mobility and its lower ending lag, and deals greater damage and knockback, which gives Samus more opportunities to charge up her most threatening move. In bulk, all of these changes have significantly strengthened her zoning and punish game. |