Samus (SSBU): Difference between revisions
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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. | |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) | ||
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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. 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 edge hanging opponents, but deals slightly less damage and knockback. | |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. Due to its 37 frames of ending lag, it's also punishable if it doesn't hit. 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 edge 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=A 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%. | |dsmashdesc=A legsweep. It comes out of frame 9 and it's Samus's fastest smash attack. 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) | ||
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|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's fast, can autocancel in a short hop and deals powerful knockback when connecting the sweetspot on Samus' foot, 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) | ||
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|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 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 Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'') | |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) |