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'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Initially teased in the then-unnamed ''Ultimate''{{'}}s announcement trailer, Samus was officially confirmed in the gameplay trailer on June 12, 2018 during E3 2018. Samus is classified as [[Fighter number|Fighter #04]]. | '''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Initially teased in the then-unnamed ''Ultimate''{{'}}s announcement trailer, Samus was officially confirmed in the gameplay trailer on June 12, 2018 during E3 2018. Samus is classified as [[Fighter number|Fighter #04]]. | ||
Samus, alongside her [[Echo Fighter]] {{SSBU|Dark Samus}}, is ranked 15th out of 82 on the current [[tier list]], placing her | Samus, alongside her [[Echo Fighter]] {{SSBU|Dark Samus}}, is ranked 15th out of 82 on the current [[tier list]], placing her in the A tier. This is a drastic improvement over ''[[Super Smash Bros. 4]]'', where she was tied with {{SSB4|Robin}} at 36th/37th out of 54, and is her best placement in the series to date. Samus possesses several moves that are generally quite strong, allowing her to easily [[KO]] her opponent up close and from afar. Her aerials are all strong and can be used to either rack up damage in combos or to KO opponents. Her specials all have their uses, especially [[Charge Shot]]: the weak variant is used to set up combos or a KO, while it can act as a viable KO option when fully charged. Finally, Samus has some of the highest endurance out of anyone in the roster due to her high weight and extremely flexible recovery, and she can easily return to the [[stage]] due to her variety of recovery options. | ||
Despite all these positives, Samus has some weaknesses that can hold her back. Samus relies on spacing to succeed, and often struggles against those who can either get into her space quickly or avoid her projectiles. Samus has poor grounded options if an opponent is close to her, as her tilts are too slow to alleviate her opponent's pressure. Finally, her best KO moves all have their own issues, such as her forward smash having a weak [[sourspot]] that takes precedence over her [[Sweet spot (hitbox)|sweetspot]] and her [[up smash]] being escapable via [[SDI]]. | |||
Overall, Samus is an effective zoner that can | Overall, her strengths outweigh most of her weaknesses. Samus is an effective zoner that can deal massive amounts of damage and pressure while surviving to high percents. Though initially perceived to be unviable, this iteration of Samus is now considered to be her strongest since ''[[Super Smash Bros. Melee]]'', and as such has seen strong results from players such as {{Sm|Yaura}}, {{Sm|Sisqui}} and {{Sm|quiK}} | ||
==Attributes== | ==Attributes== | ||
Samus is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below-average [[walk]]ing and [[dash]]ing speeds, average [[air speed]], above-average [[air acceleration]], high [[jump]]s 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 is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below-average [[walk]]ing and [[dash]]ing speeds, average [[air speed]], above-average [[air acceleration]], high [[jump]]s 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 very useful out of shield option thanks to it’s large hitboxes and intangibility on startup, 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 renowned Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall midair 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. | 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 renowned Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall midair 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. | ||
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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. | ||
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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=A roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. It can be [[angle]]d, which causes it to deal more damage, but it 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 | |ftiltdesc=A roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. It can be [[angle]]d, which causes it to deal more damage, but it 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=An axe kick. It is almost identical to {{SSBU|Captain Falcon}}'s up tilt in both appearance and functionality. Like Falcon's, it [[meteor smash]]es grounded opponents, but unlike his, it launches aerial opponents at a horizontal angle. This allows it to set up combos against grounded opponents at a wide range of percentages while also being a reliable tool | |utiltdesc=An axe kick. It is almost identical to {{SSBU|Captain Falcon}}'s up tilt in both appearance and functionality. Like Falcon's, it [[meteor smash]]es grounded opponents, but unlike his, it launches aerial opponents at a horizontal angle. This allows it to set up combos against grounded opponents at a wide range of percentages while also being a reliable edgeguard tool, due to its wide coverage and powerful knockback enabling it to KO aerial opponents at around 95% at the edge. At high percentages, 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' slowest normal attack on the ground. Oddly, the very first frame of the hitbox will send opponent backwards instead of in front of Samus, which could make the move kill even earlier should they DI wrong. | ||
|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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|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 directly below Samus [[meteor smash]]es opponents, while the edges of the move at the very start and end deal decent horizontal knockback. It has slow startup at frame 17, but it 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. | |dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting directly below Samus [[meteor smash]]es opponents, while the edges of the move at the very start and end deal decent horizontal knockback. It has slow startup at frame 17, but it 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=Midair | |zairname=Midair Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'') | ||
|zairdmg=2.5% (early), 4% (full length) | |zairdmg=2.5% (early), 4% (full length) | ||
|zairdesc=Fires the {{iw|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. It deals more damage when fully extended and, with precise spacing, it is possible to get both hits to connect. The late hit can KO {{SSBU|Mario}} on {{SSBU|Final Destination}} around 365% from the center and around 270% at the edge, while the early hit is unable to KO {{SSBU|Pichu}} at the edge at any percent. | |zairdesc=Fires the {{iw|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. It deals more damage when fully extended and, with precise spacing, it is possible to get both hits to connect. The late hit can KO {{SSBU|Mario}} on {{SSBU|Final Destination}} around 365% from the center and around 270% at the edge, while the early hit is unable to KO {{SSBU|Pichu}} at the edge at any percent. | ||
|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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|rairfric = 67-75 | |rairfric = 67-75 | ||
|air = 1.103 | |air = 1.103 | ||
|rair = | |rair = 73-76 | ||
|baseaccel = 0.04 | |baseaccel = 0.04 | ||
|rbaseaccel = 29-30 | |rbaseaccel = 29-30 | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Samus Cheer English | |[[File:Samus Cheer English SSBU.ogg|center]]||[[File:Samus Cheer Japanese SSBU.ogg|center]]||[[File:Samus Cheer Italian SSBU.ogg|center]]||[[File:Samus Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Samus Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Samus Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Samus Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Samus Cheer Spanish NTSC | |[[File:Samus Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Samus Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Samus Cheer Spanish PAL SSBU.ogg|center]]||[[File:Samus Cheer Russian SSBU.ogg|center]]||[[File:Samus Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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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}}. | ||
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==[[Spirit]]s== | ==[[Spirit]]s== | ||
Samus's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Samus's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Samus in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in ''Ultimate''. | ||
Additionally, Samus makes an appearance in various primary and support spirits. Note that {{SSBU|Zero Suit Samus}}' fighter spirit is not listed here due to her status as a separate playable character (despite the fact that she is the puppet/possessed fighter who represents Young Samus). | Additionally, Samus makes an appearance in various primary and support spirits. Note that {{SSBU|Zero Suit Samus}}' fighter spirit is not listed here due to her status as a separate playable character (despite the fact that she is the puppet/possessed fighter who represents Young Samus). |