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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
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'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. | '''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was suggested to appear in the then-unnamed ''Ultimate''{{'}}s announcement trailer, and was officially confirmed in the gameplay trailer on June 12, 2018 during E3 2018. Samus retains her modified ''{{iw|metroidwiki|Metroid: Other M}}'' design from ''Smash 4'' and is classified as [[Fighter number|Fighter #04]]. | ||
==Attributes== | ==Attributes== | ||
Samus is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below | Samus is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]], above average air acceleration, high jump height and slow [[falling speed]]. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage. | ||
Samus' moveset consists of playing defensively, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves when fully charged, due to its speed and power. | Samus' moveset consists of playing defensively, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves when fully charged, due to its speed and power. [[Missile]] is mostly used for spacing, due to both its Homing and Super variants being extremely inefficient at KOing, while {{b|Bomb|Samus}} grants Samus various mix-ups and can aid her recovery. However, Missile and Bomb also possess valuable utility, in that they can guarantee a shield break when used in conjunction with a sufficiently charged Charge Shot or a sweetspotted back aerial. Lastly, {{b|Screw Attack|move}} is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. | ||
In addition, Samus has a strong air game. The changes to air dodges have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as forward aerial or her | In addition, Samus has a strong air game. The changes to air dodges have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as forward aerial or her renowed Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall mid-air using her Bombs, and her Grapple Beam tether recovery's long range. All of Samus' aerials have no more than 20 frames of landing lag, and her back aerial is one of her best moves courtesy of its power, damage output, speed and range. Her down aerial can be a powerful meteor smash, forward aerial is a good pressuring tool due to its long duration, and up aerial is an excellent combo option. Lastly, her neutral aerial is a viable KOing option. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts. | ||
Samus' grab game is also useful | Samus' grab game is also somewhat useful, as her [[Grapple Beam]] has impressive range, doubles as a [[tether recovery]] and has very little landing lag. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Many of her combos can rack up more than 30% and when using platforms to her advantage, or string together multiple times and then be finished with Screw Attack, leading to a KO or dealing 40%-50% at the very least. Up throw has decent to good KO power, becoming Samus' strongest throw. Lastly, forward and back throw can KO earlier at the ledge. | ||
However, Samus has noticeable flaws. Samus' ground game is mediocre overall as her smash attacks are punishable, with only her forward smash being a fairly reliable KOing option due to its quick start-up lag. Her neutral attack is very mediocre, which is noticeably exemplified in its inability to connect at high percentages and thus limits Samus' anti-pressuring ability. Due to this and her average dashing speed, most Samus players will often find themselves in the air, where her strengths lie. | However, Samus has noticeable flaws. Samus' ground game is mediocre overall as her smash attacks are punishable, with only her forward smash being a fairly reliable KOing option due to its quick start-up lag. Her neutral attack is very mediocre, which is noticeably exemplified in its inability to connect at high percentages and thus limits Samus' anti-pressuring ability. Due to this and her average dashing speed, most Samus players will often find themselves in the air, where her strengths lie. | ||
Samus also has issues with her recovery. Her grab aerial has very long range, her jumps are among the highest in the game, Screw Attack is fast and hard to punish, and Bomb jumping provides infinite horizontal recovery, but they are all offset by Screw Attack's only average distance, Bomb's high ending lag in the air and Samus' only average air speed and reliance on her grab aerial to grab | Samus also has issues with her recovery. Her grab aerial has very long range, her jumps are among the highest in the game, Screw Attack is fast and hard to punish, and Bomb jumping provides infinite horizontal recovery, but they are all offset by Screw Attack's only average distance, Bomb's high ending lag in the air and Samus' only average air speed and reliance on her grab aerial to grab ledges from a distance. Altogether, this results in her recovery being slightly slow, linear and predictable. | ||
Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful and strategic use of her various tools to keep momentum in her favor. As such, she is a character that is hard to master, but greatly rewards patient and calculated play. | Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful and strategic use of her various tools to keep momentum in her favor. As such, she is a character that is hard to master, but greatly rewards patient and calculated play. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Samus has historically been a lower-ranking character in the ''Smash Bros.'' series, with most of her incarnations (except ''Melee'' and post-patch ''SSB4'') infamously considered low tier in their respective games. Even after being heavily buffed via patches, at the end of ''SSB4''{{'}}s metagame, Samus ended up as a mid tier character (tied with Robin for 37th out of 55). Likely as a result of this, Samus has been significantly buffed 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 | 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 on top of dealing more damage and knockback; [[up throw]] is now her strongest throw and a viable KO option at high percents, [[down throw]] has increased combo potential due to its lower ending lag, and both [[forward throw|forward]] and [[back throw]]s can KO easier when close to an edge. Adding to this, {{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; and 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. Other buffs to Samus also include many of her up-close moves dealing more knockback, most notably her [[down tilt]], [[dash attack]] and [[down smash]], improving her KO ability; and her previously slow and punishable [[roll]] was also notably increased in speed, making it more usable as an escape option. | ||
Samus also benefits considerably from the universal changes to the engine. The reduced [[landing lag]] and weakening of [[shield]]s makes her aerials safer to use for approaching despite their lower [[shieldstun]]. As with most other veterans, her mobility has been improved, which coupled with the ability to [[dash-canceling|the ability to use any attack out of a run]], the miscellaneous buffs to her standard moves and their relatively fast frame data, and the increased shieldstun, grants her a much safer close quarters game. The changes to [[air dodge]]s have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as [[forward aerial]] or her renowed Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall mid-air using her Bombs, and her [[Grapple Beam]] [[tether recovery]]'s long range. Finally, the universal changes to grabs have beneffited her likely the most of any character, as not only do her grabs now have less ending lag relative to the rest of the cast, but her standing and pivot grabs now have less ending lag as well, which further improves her grab game. | |||
However, Samus has received nerfs that, while fewer in comparison to her buffs, have drastically affected her playstyle. The most notable is her dash attack; previously an excellent combo tool and often considered her best move, it has received higher ending lag and a more horizontal angle that prevent it from comboing, in lieu of its significantly increased power, thus repurposing it into a generic KO move with more situational use and removing her best close quarters offensive option. Furthermore, her [[neutral attack]], infamous for its inability to connect both hits at most percents, has been made even worse by the lower knockback on the first hit and its slower transition into the second hit, removing its most reliable setups at higher percents and rendering the second hit nearly useless. Her [[up smash]], infamous for its usual inability to connect all hits reliably, has less range, higher [[SDI]] multipliers, and no longer has set knockback, making it more inconsistent. Finally, her [[up aerial]] has increased landing lag and its looping hits inflict lower hitstun, almost completely removing the move's combo and setup potential. | |||
In terms of indirect changes, Samus is one of the characters to be hindered the most by the nerfs to [[rage]]; not only does the lower total multiplier make it slightly harder for Samus to close out a stock if she is able to endure a hit, the fact rage doesn't apply to set knockback removes her ability to KO at very early percents by setting up a {{b|Screw Attack|move}} with high rage (which was a commonly exploitable tactic in conjunction with her dash attack). Lastly, of further note is that some of Samus' most noticeable weaknesses from previous games remain, such as a lackluster close quarters game in comparison to her spacing and zoning games, her moveset's high ending lag leaving her prone to punishment, her susceptibility to being juggled, and a vulnerable recovery despite her access to a tether option. | |||
Overall, Samus' changes and buffs have improved her playstyle's most noticeable attributes in her zoning and long-ranged options, and her heightened offensive power and the changes to gameplay mechanics give her more opportunities to take advantage of this playstyle, though because of the nerfs to her more polarized offensive options, Samus now relies on a more patient playstyle than before. Regardless, her changes have allowed her to veer closer to a balanced, long range-based "mighty glacier" similar to {{SSBU|Link}}, with potent KO ability, generally well-rounded attributes with a high endurance but below-average mobility overall, and a focus on hard-hitting punishes and combos at both long and mid-range while having difficulty dealing with rushdown and disjoints, which evokes her very projectile-heavy fighting style in [[Metroid (universe)|her home series]]. Additionally, she is even stronger in doubles, where a teammate can take advantage of her projectiles and trapping. Together with her [[Echo Fighter]] {{SSBU|Dark Samus}}, Samus's results have developed more rapidly than they did in ''SSB4'', with players such as {{Sm|Joker}}, {{Sm|Parme}} and {{Sm|quiK}} achieving respectable results with her at the high and top levels of competitive play. Samus is therefore considered to be better relative to the cast than in ''SSB4'', and is near-universally considered to be a high-mid or high-tier character, much like [[Samus (SSBM)|her incarnation in]] ''[[Melee]]''. | |||
Overall, Samus' changes and buffs have improved her playstyle's most noticeable attributes in her zoning and long-ranged options, and her heightened offensive power and the changes to gameplay mechanics give her more opportunities to take advantage of this playstyle, though because of the nerfs to her more polarized offensive options, Samus | |||
{{SSB4 to SSBU changelist|char=Samus}} | {{SSB4 to SSBU changelist|char=Samus}} | ||
==Update history== | ==Update history== | ||
Samus received a mix of buffs | Aside from glitch fixes, Samus has received a mix of buffs and nerfs via game updates, but has been buffed overall. | ||
However, update 3.0.0's near-universal nerf to projectiles' shield damage outputs hindered Samus | Update 2.0.0 increased [[Missile]]'s range, which allows her to space better and deal damage at safer ranges. However, it also received more ending lag when used in the air, which standardized it with {{SSBU|Dark Samus}}' version. Additionally, grounded [[Bomb (Samus)|Bomb]] is less laggy, which allows her to act out of it more effectively and reduces her chances of getting punished. | ||
However, update 3.0.0's near-universal nerf to projectiles' shield damage outputs hindered Samus more so than most other characters, as it noticeably worsened [[Charge Shot]]'s shield pressuring potential. Following this, update 3.1.0 improved up smash's linking hits as part of a near-universal buff. | |||
Update 7.0.0 would later provide Samus with substantial buffs. Up smash, down smash and up throw each gained considerable increases to their knockback, which noticeably improved their KO potentials. On a similar note, early dash attack deals 3% more damage: this makes it functionally identical to the clean hit, and thus improved dash attack's consistency as a situational, yet viable KO option. Aside from these improved KO options, aerial [[Grapple Beam]]'s damage output and hitbox duration were increased, which slightly improved her spacing game. Lastly, Samus' shield was enlarged as part of a near-universal buff. | Update 7.0.0 would later provide Samus with substantial buffs. Up smash, down smash and up throw each gained considerable increases to their knockback, which noticeably improved their KO potentials. On a similar note, early dash attack deals 3% more damage: this makes it functionally identical to the clean hit, and thus improved dash attack's consistency as a situational, yet viable KO option. Aside from these improved KO options, aerial [[Grapple Beam]]'s damage output and hitbox duration were increased, which slightly improved her spacing game. Lastly, Samus' shield was enlarged as part of a near-universal buff. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=8% | |neutral2dmg=8% | ||
|neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{ | |neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{s|metroidwiki|Arm Cannon}}. Despite dealing above-average damage for a neutral attack, it is poor overall, as opponents can usually act out before the second hit connects by shielding or using a fast attack, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo at high percents, but only if the first hit connects relatively close to the arm and not at the fist. The second hit does have KO potential at very high percentages, however, and the first hit is very fast, coming out on frame 3, making it a decent interrupt tool. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}}) | |ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}}) | ||
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|ftiltsidedmg=10% (foot), 9% (leg), 8% (body) | |ftiltsidedmg=10% (foot), 9% (leg), 8% (body) | ||
|ftiltdowndmg=11% (foot), 10% (leg), 9% (body) | |ftiltdowndmg=11% (foot), 10% (leg), 9% (body) | ||
|ftiltdesc= | |ftiltdesc=Does a roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be [[angle]]d, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed [[Charge Shot]], as regardless of [[tech]]ing, Charge Shot can catch the opponent's option in time if they are knocked down. | ||
|utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}}) | |utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}}) | ||
|utiltdmg=13% (grounded), 12% (aerial) | |utiltdmg=13% (grounded), 12% (aerial) | ||
|utiltdesc= | |utiltdesc=Does an axe kick, which is similar to {{SSBU|Captain Falcon}}'s up tilt. It behaves unusually as it [[meteor smash]]es grounded opponents, but launches aerial opponents at a horizontal angle. This allows it to set up combos against the former at a wide range of percents, while still being a reliable edgeguard tool, due to its wide coverage and powerful enough knockback to KO aerial opponents at around 95% at the edge. At high percents, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has noticeable startup, due to coming out on frame 15, making it Samus's slowest normal attack on the ground. | ||
|dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}}) | |dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}}) | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
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|dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}}) | |dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}}) | ||
|dashdmg=10% (clean), 6% (late) | |dashdmg=10% (clean), 6% (late) | ||
|dashdesc=A shoulder tackle. Deals more damage and knockback | |dashdesc=A shoulder tackle with a white aura around Samus, similar to the Shinespark technique from her home series. Deals more damage and knockback at the start and the middle of the attack, KOing opponents at around 150% from the center of {{SSBU|Final Destination}}, and earlier near edges. However, the late hit is noticeably weaker, and the move lacks combo potential, especially compared to its previous appearance. This move originates from the {{iw|metroidwiki|Shinespark}} technique, first becoming available in ''Super Metroid''. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname=Arm Cannon Knuckle ({{ja|アームキャノンナックル|Āmu Kyanon Nakkuru}}) | |fsmashname=Arm Cannon Knuckle ({{ja|アームキャノンナックル|Āmu Kyanon Nakkuru}}) | ||
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|fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast) | |fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast) | ||
|fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast) | |fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast) | ||
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to {{SSBU|Mario}}'s forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sourspot taking priority over the sweetspot | |fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to {{SSBU|Mario}}'s forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sourspot taking priority over the sweetspot. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit ledge hanging opponents, but deals slightly less damage and knockback. | ||
|usmashname=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'') | |usmashname=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'') | ||
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5) | |usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5) | ||
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|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | |dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back) | ||
|dsmashdesc= | |dsmashdesc=Does a spinning legsweep. A [[semi-spike]] with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. The front hit can KO middleweights center stage around 150%, with the back hit KOing even earlier at around 135%. | ||
|nairname=Turning Kick ({{ja|ターニングキック|Tāningu Kikku}}) | |nairname=Turning Kick ({{ja|ターニングキック|Tāningu Kikku}}) | ||
|nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late) | |nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late) | ||
|nairdesc=A spinning roundhouse kick. Comes out in frame 8. Hits on both sides quickly and can autocancel with a short hop fast fall. Its front hit and sweetspotted back hit also deal powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher and one of the strongest aerials of its type | |nairdesc=A spinning roundhouse kick, similar to the aerial version of the Counter Attack from ''Metroid: Other M''. Comes out in frame 8. Hits on both sides quickly and can autocancel with a short hop fast fall. Its front hit and sweetspotted back hit also deal powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher and one of the strongest aerials of its type. | ||
|fairname=Aerial | |fairname=Aerial Hellfire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}) | ||
|fairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.6}} (hits 2-4), {{ShortHopDmgSSBU|5}} (hit 5) | |fairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.6}} (hits 2-4), {{ShortHopDmgSSBU|5}} (hit 5) | ||
|fairdesc=Fires five fiery blasts in a slow, downward arcing motion. | |fairdesc=Fires five fiery blasts in a slow, downward arcing motion. Fast, coming out on frame 6, thus having the second lowest startup lag of Samus's aerials. The first four hits drag opponents into the rest of the move using the [[autolink angle]], with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again. It's her only aerial that does not autocancels In a short hop. It can KO middleweights at around 155% from center-stage if all hits connect. | ||
|bairname=Sobat ({{ja|ソバット|Sobatto}}) | |bairname=Sobat ({{ja|ソバット|Sobatto}}) | ||
|bairdmg={{ShortHopDmgSSBU|14}} (clean foot), {{ShortHopDmgSSBU|12}} (clean leg), {{ShortHopDmgSSBU|9}} (late) | |bairdmg={{ShortHopDmgSSBU|14}} (clean foot), {{ShortHopDmgSSBU|12}} (clean leg), {{ShortHopDmgSSBU|9}} (late) | ||
|bairdesc=A back kick. It | |bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding. When sweetspotted, it is among the strongest back aerials in the game, KOing {{SSBU|Mario}} at 100% from center stage. | ||
|uairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | |uairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | ||
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.3}} (hits 2-5), {{ShortHopDmgSSBU|4}} (hit 5) | |uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.3}} (hits 2-5), {{ShortHopDmgSSBU|4}} (hit 5) | ||
|uairdesc= | |uairdesc=Does a upward corkscrew kick, hitting multiple times. It is her fastest aerial, due to coming out on frame 5. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so, and risky due to the move's high landing lag. It can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a {{b|Screw Attack|move}}. On stages with platforms, it even has potential for a [[zero-to-death]] when using a platform to extend the combo. Can KO if used high enough and close to the blast line. | ||
|dairname=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}}) | |dairname=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}}) | ||
|dairdmg={{ShortHopDmgSSBU|10}} (early, late), {{ShortHopDmgSSBU|14}} (clean) | |dairdmg={{ShortHopDmgSSBU|10}} (early, late), {{ShortHopDmgSSBU|14}} (clean) | ||
|dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting | |dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail [[meteor smash]]es opponents, while the edges of the move at the very start and end deal decent horizontal knockback. Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt. | ||
|zairname= | |zairname=Aerial Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'') | ||
|zairdmg=2.5% ( | |zairdmg=2.5% (hit 1), 4% (hit 2) | ||
|zairdesc=Fires the {{ | |zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting an opponents causes the Grapple Beam to retract earlier, while not reducing the move's ending lag. | ||
|grabname=Grapple Beam ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling Beam'') | |grabname=[[Grapple Beam]] ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling Beam'') | ||
|grabdesc=Fires the Grapple Beam from ''Super Metroid''. It has impressive range and is the longest tether grab in the game. However, it is tied with [[Zero Suit Samus ( | |grabdesc=Fires the Grapple Beam from ''Super Metroid''. It has impressive range and is the longest tether grab in the game. However, it is tied with [[Zero Suit Samus (SSB4)|her Zero Suited form]]'s grab as the second slowest in terms of ending lag, making it very punishable if missed. | ||
|pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}}) | |pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=A palm strike. Has moderate damage and speed relative to other pummels. | ||
|fthrowname=Grappling Throw Front ({{ja|グラップリングスルーフロント|Gurappuringu Surū Furonto}}) | |fthrowname=Grappling Throw Front ({{ja|グラップリングスルーフロント|Gurappuringu Surū Furonto}}) | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
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|uthrowname=Grappling Cannon ({{ja|グラップリングキャノン|Gurappuringu Kyanon}}) | |uthrowname=Grappling Cannon ({{ja|グラップリングキャノン|Gurappuringu Kyanon}}) | ||
|uthrowdmg=5% (hit 1), 7% (throw) | |uthrowdmg=5% (hit 1), 7% (throw) | ||
|uthrowdesc= | |uthrowdesc=Puts the opponent above herself and blasts them upward with her Arm Cannon. Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights around 150% from ground level and without rage. At low percents, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters, though the latter will only connect its hits reliably on a few characters. | ||
|dthrowname=Grappling Throw Down ({{ja|グラップリングスルーダウン|Gurappuringu Surū Daun}}) | |dthrowname=Grappling Throw Down ({{ja|グラップリングスルーダウン|Gurappuringu Surū Daun}}) | ||
|dthrowdmg=8% | |dthrowdmg=8% | ||
|dthrowdesc=Swings the opponent | |dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack, [[small step forward smash]] or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc= | |floorfdesc=Swings her Arm Cannon in front of herself and then fires a blast behind herself. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Performs a low-level roundhouse kick. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
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|nsname=Charge Shot | |nsname=Charge Shot | ||
|nsdmg=5% (uncharged), 28% (fully charged) | |nsdmg=5% (uncharged), 28% (fully charged) | ||
|nsdesc=[[metroidwiki:Charge Beam|Charges a ball of energy and fires it]]. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into [[tumbling]], it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction. A non-fully charged Charge Shot has way less | |nsdesc=[[metroidwiki:Charge Beam|Charges a ball of energy and fires it]]. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into [[tumbling]], it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction. A non-fully charged Charge Shot has way less endlag than its fully charged counterpart, allowing for followups and combos at various percentages at the cost of less power. | ||
|ssname=Missile | |ssname=Missile | ||
|ssdmg=8% (Homing), 12% (Super) | |ssdmg=8% (Homing), 12% (Super) | ||
|ssdesc=Fires a {{ | |ssdesc=Fires a {{s|metroidwiki|Missile}}, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a {{s|metroidwiki|Super Missile}}, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities. | ||
|uspage=Screw Attack (move) | |uspage=Screw Attack (move) | ||
|usname=Screw Attack | |usname=Screw Attack | ||
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|dsname=Bomb | |dsname=Bomb | ||
|dsdmg=4% (contact), 5% (explosion) | |dsdmg=4% (contact), 5% (explosion) | ||
|dsdesc=Rolls into her {{ | |dsdesc=Rolls into her {{s|metroidwiki|Morph Ball}} form and drops a {{s|metroidwiki|Bomb}}, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding, being capable of [[2 frame punish]]es if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Shot. | ||
|fsname=Zero Laser | |fsname=Zero Laser | ||
|fspage=Zero Laser (Samus) | |fspage=Zero Laser (Samus) | ||
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|fsdesc=Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash. | |fsdesc=Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Arrives from a {{ | *Arrives from a {{s|metroidwiki|Save Station}}. | ||
<gallery> | <gallery> | ||
SamusOnScreenAppearanceSSBU.gif|Samus' on-screen appearance | SamusOnScreenAppearanceSSBU.gif|Samus's on-screen appearance | ||
</gallery> | </gallery> | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Salutes vigorously with her left arm as her thrusters activate. | *'''Up taunt''': Salutes vigorously with her left arm as her thrusters activate. | ||
*'''Side taunt''': Faces the screen and | *'''Side taunt''': Faces the screen and changes her Arm Cannon to its Zero Laser configuration. | ||
*'''Down taunt''': Aims her Arm Cannon behind | *'''Down taunt''': Aims her Arm Cannon behind herself, then kneels while aiming it in front of herself. | ||
<gallery> | <gallery> | ||
SSBUSamusTaunt1.gif|Samus' up taunt. | SSBUSamusTaunt1.gif|Samus's up taunt. | ||
SSBUSamusTaunt2.gif|Samus' side taunt. | SSBUSamusTaunt2.gif|Samus's side taunt. | ||
SSBUSamusTaunt3.gif|Samus' down taunt. | SSBUSamusTaunt3.gif|Samus's down taunt. | ||
</gallery> | </gallery> | ||
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*Brings her Arm Cannon down and then pulls it back up. | *Brings her Arm Cannon down and then pulls it back up. | ||
<gallery> | <gallery> | ||
SSBUSamusIdle1.gif|Samus' first idle pose | SSBUSamusIdle1.gif|Samus's first idle pose | ||
SSBUSamusIdle2.gif|Samus' second idle pose | SSBUSamusIdle2.gif|Samus's second idle pose | ||
</gallery> | </gallery> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Lands on the ground and readies her Arm Cannon. | *'''Left:''' Lands on the ground and readies her Arm Cannon. | ||
*'''Up:''' Fires multiple | *'''Up:''' Fires multiple Power Beams from her Arm Cannon while kneeling, then strikes a pose. The pose is based on her appearance on the cover of ''{{s|metroidwiki|Metroid II: Return of Samus}}''. | ||
*'''Right:''' Fires a Super Missile and strikes a pose | *'''Right:''' Fires a Super Missile and strikes a pose similar to her official artwork and her character select animation in [[Super Smash Bros]]. | ||
[[File:MetroidUniverseTheme.ogg|thumb|A flourished remix of the theme that would play when [[Samus Aran]] obtained a new power-up or addition to her {{ | [[File:MetroidUniverseTheme.ogg|thumb|A flourished remix of the theme that would play when [[Samus Aran]] obtained a new power-up or addition to her {{s|metroidwiki|Power Suit}}. It would also play when Samus defeated [[Ridley]] or [[Kraid]].]] | ||
<gallery> | <gallery> | ||
SamusVictoryPose1SSBU.gif | SamusVictoryPose1SSBU.gif | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
{{Samus and Dark Samus in competitive play (SSBU)}} | {{Samus and Dark Samus in competitive play (SSBU)}} | ||
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|2||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}} ||Brinstar ([[Ω form]])||''{{SSBUMusicLink|Metroid|Brinstar Depths}}''||References Samus' battles with {{s|metroidwiki|Kraid}}. | |2||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}} ||Brinstar ([[Ω form]])||''{{SSBUMusicLink|Metroid|Brinstar Depths}}''||References Samus' battles with {{s|metroidwiki|Kraid}}. | ||
|- | |- | ||
|3||{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} {{SSBU|R.O.B.}} (x6)||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Brinstar (Melee)}}''||Horde Battle | |3||{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Yellow}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Blue}}{{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} {{SSBU|R.O.B.}} (x6)||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Brinstar (Melee)}}''||Horde Battle. | ||
|- | |- | ||
|4||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley}}''||References Samus' battles with {{s|metroidwiki|Ridley}}. | |4||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley}}''||References Samus' battles with {{s|metroidwiki|Ridley}}. | ||
|- | |- | ||
|5||{{CharHead|Mewtwo|SSBU|hsize=20px}}, {{CharHead|Bowser|SSBU|hsize=20px}}, and {{CharHead|Charizard|SSBU|hsize=20px}}||Norfair (Ω form)||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''|| | |5||{{CharHead|Mewtwo|SSBU|hsize=20px}}, {{CharHead|Bowser|SSBU|hsize=20px}}, and {{CharHead|Charizard|SSBU|hsize=20px}}||Norfair (Ω form)||''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}''||Items do not appear. | ||
|- | |- | ||
|6||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Vs. Parasite Queen}}''||References Samus' battles with {{s|metroidwiki|Dark Samus}}. | |6||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Vs. Parasite Queen}}''||References Samus' battles with {{s|metroidwiki|Dark Samus}}. | ||
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Samus was among the fighters summoned to the cliffside to fight an army of [[Master Hand]]s. | Samus was among the fighters summoned to the cliffside to fight an army of [[Master Hand]]s. | ||
During the opening cutscene, Samus was present when [[Galeem]] unleashed his beams of light. Samus attempted to fight back against the beams by shooting them with her | During the opening cutscene, Samus was present when [[Galeem]] unleashed his beams of light. Samus attempted to fight back against the beams by shooting them with her arm cannon, but to no avail. Samus was vaporized and placed under Galeem's imprisonment alongside the rest of the fighters (except for {{SSBU|Kirby}}). | ||
In gameplay, {{SSBU|Zero Suit Samus}} has a separate awakening battle from Samus. | In gameplay, {{SSBU|Zero Suit Samus}} has a separate awakening battle from Samus. | ||
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|''{{SSBUMusicLink|Metroid|Title Theme - Metroid}}'' | |''{{SSBUMusicLink|Metroid|Title Theme - Metroid}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
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<gallery> | <gallery> | ||
SSBU Samus Number.png|Samus' fighter card. | SSBU Samus Number.png|Samus' fighter card. | ||
Samus unlock notice SSBU.jpg|Samus' unlock notice when obtaining her in [[World of Light]]. | Samus unlock notice SSBU.jpg|Samus's unlock notice when obtaining her in [[World of Light]]. | ||
SSBUWebsiteSamus1.jpg|Samus on [[The Great Cave Offensive]]. | SSBUWebsiteSamus1.jpg|Samus on [[The Great Cave Offensive]]. | ||
SSBUWebsiteSamus2.jpg|Alongside her {{b|Bomb|Samus}} in [[Onett]]. | SSBUWebsiteSamus2.jpg|Alongside her {{b|Bomb|Samus}} in [[Onett]]. | ||
SSBUWebsiteSamus3.jpg| | SSBUWebsiteSamus3.jpg|[[Back throw]]ing {{SSBU|Mega Man}} with her [[Grapple Beam]] on [[Find Mii]]. | ||
SSBUWebsiteSamus4.jpg| | SSBUWebsiteSamus4.jpg|About to fire a [[Missile]] at [[Mother Brain]] on [[Lylat Cruise]]. | ||
SSBUWebsiteSamus5.jpg|Preparing her [[Charge Shot]] on [[Summit]]. | SSBUWebsiteSamus5.jpg|Preparing her [[Charge Shot]] on [[Summit]]. | ||
SSBUWebsiteSamus6.jpg|[[Taunting]] on [[Coliseum]] | SSBUWebsiteSamus6.jpg|[[Taunting]] on [[Coliseum]] in her {{iw|metroidwiki|Gravity Suit}}-inspired costume. | ||
SSBUWebsiteBayonetta5.jpg| | SSBUWebsiteBayonetta5.jpg|Samus getting hit by {{SSBU|Bayonetta}}'s forward smash on [[Spirit Train]]. | ||
SSBUWebsiteInkling6.jpg|[[Buried]] by {{SSBU|Inkling}}'s [[Splat Roller]] on [[Mario Circuit (SSBB)|Figure-8 Circuit]]. | SSBUWebsiteInkling6.jpg|[[Buried]] by the {{SSBU|Inkling}}'s [[Splat Roller]] on [[Mario Circuit (SSBB)|Figure-8 Circuit]]. | ||
SSBUWebsiteLucario5.jpg|Samus watching an aerial {{SSBU|Lucario}} on [[Prism Tower]]. | SSBUWebsiteLucario5.jpg|Samus watching an aerial {{SSBU|Lucario}} on [[Prism Tower]]. | ||
SSBUWebsiteShulk3.jpg|Samus getting launched by {{SSBU|Shulk}}'s dash attack on [[Gaur Plain]]. | SSBUWebsiteShulk3.jpg|Samus getting launched by {{SSBU|Shulk}}'s dash attack on [[Gaur Plain]]. | ||
SSBUWebsitePalutena3.jpg|Samus's Charge Shot getting reflected by {{SSBU|Palutena}} on [[Temple]]. | SSBUWebsitePalutena3.jpg|Samus's Charge Shot getting reflected by {{SSBU|Palutena}} on [[Temple]]. | ||
SSBUWebsiteZeroSuitSamus4.jpg|Posing behind [[Zero Suit Samus (SSBU)|her Zero | SSBUWebsiteZeroSuitSamus4.jpg|Posing behind [[Zero Suit Samus (SSBU)|her Zero Suit]] on Gaur Plain. | ||
SSBUWebsiteBewear2.jpg| | SSBUWebsiteBewear2.jpg|Struck by [[Bewear]]'s uppercut on [[Wuhu Island]]. | ||
SSBUWebsiteLunala3.jpg|Getting launched by [[Lunala]]'s Moongeist Beam along with {{SSBU|Fox}} and Palutena on Summit. | SSBUWebsiteLunala3.jpg|Getting launched by [[Lunala]]'s Moongeist Beam along with {{SSBU|Fox}} and Palutena on Summit. | ||
SSBUWebsite9.jpg|Firing a [[Missile]] on [[Wrecking Crew]]. | SSBUWebsite9.jpg|Firing a [[Missile]] on [[Wrecking Crew]]. | ||
8-PlayerSSBU 1.jpg|With {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Link}}, {{SSBU|Ice Climbers}}, {{SSBU|Pit}}, {{SSBU|Villager}} and Inkling on {{SSBU|Battlefield}}. | 8-PlayerSSBU 1.jpg|With {{SSBU|Mario}}, {{SSBU|Donkey Kong}}, {{SSBU|Link}}, {{SSBU|Ice Climbers}}, {{SSBU|Pit}}, {{SSBU|Villager}} and Inkling on {{SSBU|Battlefield}}. | ||
SSBUWebsiteMoon1.png|Samus, Palutena, Villager, and [[Shovel Knight]] fighting on [[Find Mii]] [[Ω form|Ω]] with the [[Moon]] about to crash | SSBUWebsiteMoon1.png|Samus, Palutena, Villager, and [[Shovel Knight]] fighting on [[Find Mii]] [[Ω form|Ω]] with the [[Moon]] about to crash into the stage. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
* | *Samus' neutral attack's notorious unreliability is alluded to in one of the tips, stating that "Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee." | ||
*Samus is | *Samus is the only female character on the game's starting roster (excluding {{SSBU|Pikachu}}'s female alternate costumes). | ||
*Samus is the only one of the original 8 characters from ''Smash 64'' to have an [[Echo Fighter]], that being {{SSBU|Dark Samus}}. | |||
*Samus is the only | **Samus is the only character to have an Echo Fighter that represents a separate entity in addition to [[Zero Suit Samus (SSBU)|a non-clone fighter]] representing an alternate form of herself. | ||
** | *In her official artwork, Samus's pose matches [[metroidwiki:File:Anthony and Samus Artwork.png|the image]] of her alongside {{iw|metroidwiki|Anthony Higgs}} from ''{{iw|metroidwiki|Metroid: Other M}}''. This same image was used on the official ''Other M'' website with Higgs removed, and was used as Samus' primary promotional image across various media prior to the release of ''{{iw|metroidwiki|Metroid: Samus Returns}}''. | ||
*In her official artwork, Samus' pose matches [[metroidwiki:File:Anthony and Samus Artwork.png|the image]] of her alongside {{iw|metroidwiki|Anthony Higgs}} from ''{{iw|metroidwiki|Metroid: Other M}}''. This same image was used on the official ''Other M'' website with Higgs removed, and was used as Samus' primary promotional image across various media prior to the release of ''{{iw|metroidwiki|Metroid: Samus Returns}}''. | *While Samus' playable design has not been updated to the more recent ''Metroid: Samus Returns'' and once again using her design from ''Metroid: Other M'', her fighter spirit uses her artwork from said game rather than ''Other M''. | ||
* | |||
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Samus is one of the eight fighters fought there, being affiliated with Galeem. | *When fighting off the fifty puppet fighter army as Master Hand in World of Light, Samus is one of the eight fighters fought there, being affiliated with Galeem. | ||
**Out of all the eight fighters affiliated with either Galeem or Dharkron, Samus is the only female. | **Out of all the eight fighters affiliated with either Galeem or Dharkron, Samus is the only female. |