Samus (SSBU): Difference between revisions

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(April Fools Day edit that replaces Samus with Dread Samus)
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{{ArticleIcons|ultimate=y}}
{{DISPLAYTITLE:Dread Samus (SSBU)}}
{{Disambig2|Samus's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Samus Aran}}
{{future release}}
{{Disambig2|updated Samus's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Samus Aran}}
{{Infobox Character
{{Infobox Character
|name = Samus
|name = Samus
|image = [[File:Samus SSBU.png|250px]]
|image = [[File:Samus Dread Thegameandwatch.png|250px]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSB
|ssbgame1 = SSB
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|ssbgame3 = Brawl
|ssbgame3 = Brawl
|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|ssbgame5 = Ultimate
|tier = A
|availability = [[Downloadable content|Downloadable]]
|ranking = 15
|l1=[[Final Smash]] when using the Smash Ball
|c1= [[Zero Laser|Hyper Beam]]
}}
}}
'''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]].
'''Dread Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was the last character announced in the announcement trailer in the Nintendo Direct in 2024 March 31st, and officially confirmed in the gameplay trailer on April 1st, 2024 during a a special presentation. Samus design was changed to her ''{{iw|metroidwiki|Metroid Dread}}'' appearance instead of her modified ''{{iw|metroidwiki|Metroid: Other M}}'' design from ''Smash 4'' and previous versions of Ultimate.  


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. This mainly comes as a result of Samus' dynamic moveset, improved from the previous games. Samus' main strength is her powerful far-range neutral game, combined with a decent close-range game as well. For her archetype, Samus possesses a highly sophisticated variety of attacks, ranging from [[Charge Shot]], one of the most powerful neutral specials in the game, to her quick, short and basic hard-hitting combos. She also carries the undisputed best shield pressure in the game for a zoner. Charge Shot is fast and covers wide distance when fully charged. Not only does it deal heavy shield damage, but when slightly charged, can set up for a combo, and when fully charged, can deliver a KO. [[Missile|Missiles]] is a projectile that allows her to easily force approaches, as it covers space wide enough to catch opponents in the air or spot-dodging, and it inflicts good shield damage. She provides an excellent air game as well, possessing among the strongest aerial attacks in the game, all of which are useful for combos or easy KOs. On top of that, Samus, for a zoner, has a fairly admirable close-range neutral. Her forward aerial is one of the best anti-aerial attacks in the game, as it covers a lot of distance and also inflicts heavy damage and KOs at fairly high percents. She also possesses the longest tether grab of any character in the game in the form of [[Grapple Beam]], which allows her to easily punish opponents that are quick to approach her on the ground. Should opponents reach Samus up closer, she can quickly punish and reset neutral with [[Screw Attack]], which has very high hitsun and knockback, allowing for an easy [[out of shield]] KO option at higher percents. Furthermore, Samus has an excellent recovery, with her slow falling speed, Grapple Beam, the great vertical and horizontal distance of Screw Attack, as well as [[Bomb (Samus)|Bombs]] providing minor boosts to her recovery and serving as a tool for recovery mixups as well. Finally, Samus boasts an amazing survivability, with a very heavy weight and amazing recovery allowing her to survive until higher percents, which could sometimes give her [[Rage|rage]] for an extended period of time and allow her to eliminate opponents first.  
She her moveset is made to be more accurate to Metroid Dread and her other appearances while also retaining her previous moveset. The disadvantage is that she has more ending lag to many of her moves. She also gains the Ice Beam which is activated by using the taint button which is seemingly inspired by Project M which is one of the few times that a mod is referenced in Smash.


However, Samus has weaknesses, the most significant ones being her slow mobility and frame data. Samus has rather poor air speed and mobility, largely hindering her defensive options, and giving her a harder time against opponents who can catch up to her quickly. Samus' projectiles being the most useful part of her gameplan especially, are burdened with significant startup and endlag. Aside from Charge Shot, which takes time and calculation to land successfully, all of her special attacks, especially Screw Attack, have a high amount of cooldown lag and often leave Samus vulnerable to a sharp punish. This, combined with her low traction relative to the cast, gives her a rather mediocre out of shield game, and with Grapple Beam coming out at frame 15, it gives opponents enough time to spot dodge and punish Samus accordingly. Samus relies on spacing with her special attacks and out of shield options to succeed against her opponents, but with most of her defensive options being risky, she would have a difficult time handling opponents that avoid her projectiles and defensive options. Therefore, Samus is often forced to refrain from using her special attacks carelessly, despite their amazing strength, and it gives her somewhat difficult match-ups against characters that have better frame data and/or mobility and defense options, such as [[Mario]], [[Fox]], and [[Bayonetta]]. Furthermore, the relatively high ending lag on her attacks plagues even her stronger attacks, that being her KO options. Her up-smash, while serving as an effective out of shield punish option, is escapable via [[SDI]], struggles to hit short characters on the ground and has a lot of ending lag, while her forward-smash, while quick, is burdened with a large and weak sourspot at close range that takes precedence over the [[Sweet spot (hitbox)|sweetspot]] hitbox. Furthermore, Samus has a rather poor ground game, with a forward tilt that loses a lot of power at point-blank range, a slow up-tilt and a down tilt with dangerously high ending lag. Her [[jab]], while often used for mixups, is notorious for its slow speed and inability to connect consistently. This causes Samus to seriously struggle when the opponent is too close to her. Being tall and surprisingly floaty for her weight is only beneficial to a limited degree, as it also makes her relatively easier to punish when in the air and juggle. Finally, her recovery, while amazing, is rather slow, linear, and predictable, so opponents with an effective offstage game will often give Samus a hard time recovering.
Overall, Samus is an effective zoner that can quickly and easily deal massive amounts of damage, shield pressure, and secure stocks, while surviving to very high percents. Samus is also a rather popular character in competitive play, mostly because she has a rather low learning curve, with basic combos and neutral gameplay that is highly effective. From the early until the current metagame, Samus has had consistent growth in successful representation, and has seen strong results from players such as {{Sm|Yaura}}, {{Sm|Sisqui}} and {{Sm|quiK}}.
==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' 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. Missiles 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 very high knockback and hitstun, 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.
Samus' grab game is also useful thanks to a variety of perks. Her [[Grapple Beam]] has impressive overall range and is useful in the air as either a [[tether recovery]] or a [[grab aerial]], the latter of which is potent for zoning thanks to its aforementioned range and very minimal 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 is Samus' strongest throw and, unlike in ''SSB4'', it is capable of KOing quite reliably (especially on platforms), thanks to its redistributed damage output and increased knockback. Although forward throw and back throw have decent damage outputs, their only utility is creating space and setting up edge-guards, and both are mediocre at best in doing so.
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 edges 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.
==Changes from ''[[Super Smash Bros. 4]]''==
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; her new [[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.
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 previously inconsistent KO potential; and her previously slow and punishable [[roll]] was also notably increased in speed, making it more usable as an escape option. She also benefits considerably from the universal changes to the engine, as 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 and, when coupled with the [[dash-cancel]], 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, particularly, have benefitted Samus overall, as they notably improve her ability to edge-guard (especially with moves such as [[forward aerial]] or her renowned Charge Shot), while she has one of the longest horizontal distances of any air dodge, giving her a situational recovery option; she also isn't hindered as much by them due to her fast air speed, the ability to stall midair using her Bombs, and her [[Grapple Beam]]'s long range as a [[tether recovery]]. Finally, the universal changes to grabs have benefitted 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. Her dash attack, previously a notorious combo starter and often considered her best close-quarters option (and her best move overall), it has been repurposed into a somewhat strong yet situational KO option due to its now-horizontal launching angle and significantly higher power and ending lag. Her infamously inconsistent [[neutral attack]] has worsened even further, as its first hit's lower knockback and slower transition into its second hit have removed its most reliable setups at higher percents and rendered the second hit nearly useless. [[Up smash]] has less range, higher [[SDI]] multipliers, and no longer has set knockback, which collectively result in it becoming more inconsistent than before. Finally, Samus' [[up aerial]] has increased landing lag and its looping hits inflict lower hitstun, reducing its combo and setup potential, especially on landing.
In terms of indirect changes, Samus is one of the characters to be hindered the most by the nerfs to [[rage]]: while 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 no longer applies 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 still relies on a patient playstyle. Regardless, her changes have allowed her to veer closer to a balanced, long range-based "mighty glacier", with potent KO power, generally well-rounded attributes (with particularly high endurance yet below-average overall mobility), 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-oriented fighting style in [[Metroid (universe)|her home series]]. Her plentiful buffs have allowed Samus to perform significantly better relative to the cast than in ''SSB4'', with this being her strongest incarnation yet and a solid contender in competitive play.
{{SSB4 to SSBU changelist|char=Samus}}
==Update history==
Samus received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. 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]]'s ending lag was decreased, which made it safer and allows her to act out of it more effectively.
However, update 3.0.0's near-universal nerf to projectiles' shield damage outputs hindered Samus (and Dark Samus by extension) 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.
Overall, Samus fares better than she did at the launch of ''Ultimate''.
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
{{UpdateList (SSBU)/9.0.1|char=Samus}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.2}}'''
{{UpdateList (SSBU)/9.0.2|char=Samus}}


==Moveset==
==Moveset==
*Samus can [[wall jump]].
*Samus can [[wall jump]] and [[wall cling]]
*Samus can use her Ice Beam and Missiles after using her Side Taunt like Project M.
*Samus possesses a [[tether]] attack and grab.
*Samus possesses a [[tether]] attack and grab.
''For a gallery of Samus' hitboxes, see [[Samus (SSBU)/Hitboxes|here]].''
''For a gallery of Samus' hitboxes, see [[Samus (SSBU)/Hitboxes|here]].''
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{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=1
|neutralname=Straight ({{ja|ストレート|Sutorēto}}) / Cannon Hammer ({{ja|アームキャノンハンマー|Āmu Kyanon Hanmā}}, ''Arm Cannon Hammer'')
|neutralname=Power Beam
|neutral1dmg=3%
|neutral1dmg=6%
|neutral2dmg=8%
|neutraldesc= Shoots small projectiles. Deals moderate damage and knockback but doesn't kill. The Power Beam can be angled like in the Metroid games unlike her Charge Beam. Like with Megaman and Steve, it can be used while she is walking or when she is using her neutral aerial but are separate moves that can only activate if he is already using her Power Beam.
|neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{iw|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= 
|ftiltupdmg=11% (foot), 10% (leg), 9% (body)
|ftiltupdmg=11% (foot), 10% (leg), 9% (body)
|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=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=Melee Counter
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdmg=13% (ground),<br>12 (aerial)<br>1.4× (counter)
|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.
|utiltdesc=[https://metroid.fandom.com/wiki/Melee_Counter Swings her Arm Cannon upwards then counterattacks]. Its a [[counterattack]] that deals 1.4 times the damage back to the opponent. Its surprisingly fast for a counter but that's because it can be used as standard attack.
|dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}})
|dtiltname=Silde
|dtiltdmg=12%
|dtiltdmg=15%
|dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded or missed.
|dtiltdesc=Quickly slides to the ground. Her legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick startup, propels Samus a good distance forward, launches opponents vertically, and significantly lowers her hurtbox.  Based on the [https://metroid.fandom.com/wiki/Slide Slide] ability in Metroid Dread
|dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}})
|dashname=Shinespark
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=A shoulder tackle. Deals more damage and knockback during the first half of the move, KOing opponents at around 140% from the center of {{SSBU|Final Destination}}, and earlier near edges. However, the late hit is significantly weaker, not being capable of KOing until around 200% under the same circumstances, and the move lacks any combo potential. It resembles the {{iw|metroidwiki|Shinespark}}, a {{iw|metroidwiki|Speed Booster}}-related technique that debuted in [[Super Metroid]].
|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=Wave Beam
|fsmashupdmg={{ChargedSmashDmgSSBU|13}} (Arm Cannon), {{ChargedSmashDmgSSBU|15}} (blast)
|fsmashdmg=18%
|fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast)
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire three green lazers. Functions similarly to {{SSBU|Mega Man}}'s forward smash. It is one of the fastest forward smashes in the game, coming out on frame 9, it's a great spacing tool and it can be angled like her Power Beam. However, it is rather weak otherwise, with the lasers only KOing at around 135%.
|fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast)
|usmashname=Cover Fire
|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'')
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5)
|usmashdesc=Fires five fiery blasts in an overhead arcing motion. True to its name, this move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are close enough to Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Samus, it can fail to fully connect if the opponent is hit from too far. If all 5 hits connect, it can KO middleweights at around 100% from ground level.
|usmashdesc=Fires five fiery blasts in an overhead arcing motion. True to its name, this move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are close enough to Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Samus, it can fail to fully connect if the opponent is hit from too far. If all 5 hits connect, it can KO middleweights at around 100% from ground level.
|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|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%.
|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=&nbsp;
|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. It resembles the aerial version of the Counter Attack from ''{{iw|metroidwiki|Metroid: Other M}}''.
|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 Fire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}, ''Aerial Hellfire'')
|fairname=&nbsp;
|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. Due to it coming out on frame 6, it has the second lowest start-up lag of Samus' 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 autocancel in a short hop. It can KO middleweights at around 155% from center-stage if all hits connect.
|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=&nbsp;
|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'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.
|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=&nbsp;
|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=A diagonal corkscrew flying kick. It hits multiple times and is her fastest aerial, due to it 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.
|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=&nbsp;
|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 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=Midair Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'')
|zairname=[[Grapple Beam]]
|zairdmg=2.5% (early), 4% (full length)
|zairdmg=2.5% (hit 1), 4% (hit 2)
|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 {{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
|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.
|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=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A palm strike. Has moderate damage and speed relative to other pummels.
|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=&nbsp;
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has [[rage]] and is at the edge of the stage.
|fthrowdesc=Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has [[rage]] and is at the edge of the stage.
|bthrowname=Grappling Throw Back ({{ja|グラップリングスルーバック|Gurappuringu Surū Bakku}})
|bthrowname=&nbsp;
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.
|bthrowdesc=Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.
|uthrowname=Grappling Cannon ({{ja|グラップリングキャノン|Gurappuringu Kyanon}})
|uthrowname=&nbsp;
|uthrowdmg=5% (hit 1), 7% (throw)
|uthrowdmg=5% (hit 1), 7% (throw)
|uthrowdesc=Hoists the opponent above herself and blasts them with a point-blank shot from her {{iw|metroidwiki|Power Beam}}. Samus' most damaging and strongest throw, possessing enough knockback to KO middleweights around 150% from ground level and without rage. At low percentages, 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.
|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=&nbsp;
|dthrowdmg=8%
|dthrowdmg=8%
|dthrowdesc=Swings the opponent overhead and then slams them onto the ground. A reliable combo starter, with its follow-ups including dash attack, [[small step forward smash]] and dashing up smash at low percentages, as well as neutral, forward, back and up aerials up to mid percentages.
|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=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Performs a low-level roundhouse kick.
|floorfdesc=Swings her Arm Cannon in front of herself and then fires a blast behind herself.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Swings her Arm Cannon forwards before firing a blast backwards.
|floorbdesc=Performs a low-level roundhouse kick.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
Line 174: Line 104:
|edgedmg=9%
|edgedmg=9%
|edgedesc=Performs a legsweep while climbing up.
|edgedesc=Performs a legsweep while climbing up.
|nsname=Charge Shot
|nspage=Charge Shot
|nsdmg=5% (uncharged), 28% (fully charged)
|nsname=Charge Beam/Ice Beam
|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 ending lag than its fully charged counterpart, allowing for follow-ups and combos at various percentages at the cost of less power.
|nsdmg=5% (uncharged), 28% (fully charged), 2% (Ice uncharged), 22% (Ice fully charged)
|nsdesc=[[metroidwiki:Charge Beam|Charges a ball of energy and fires it]]. The Regular version 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 other moves. When using her forward tilt to launch the opponent into [[tumbling]], it can set up a guaranteed combo into Charge Beam, regardless of the opponent's tech option, as Charge Beam will always catch their tech direction. The Ice Beam freezes opponent similars to PK Freeze but while it still kills its less than the Charge Beam.
|ssname=Missile
|ssname=Missile
|ssdmg=8% (Homing), 12% (Super)
|ssdmg=8% (Homing), 12% (Super),10% (Ice Homing), 18% (Ice Super)
|ssdesc=Fires a {{iw|metroidwiki|Missile}}, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a {{iw|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.
|ssdesc=Deploys a plasma or ice missile depending on whether the player is in Plasma or Ice Mode (can be toggled via side-taunt). The missile can either be a homing missile (when B is pressed while tilting the [[control stick]]) or a Super Missile (when B is pressed while smashing the control stick forward). Super Missiles travel straight forward instead of homing in the opponent, and are faster and stronger than homing missiles. Super Ice Missiles have a shorter range than its plasma counterpart. Homing Ice Missiles do not explode after a certain distance, they keep on going until they either hit their target, terrain, or go offscreen. the Ice Missiles have decent knockback but more damage while the Regular Missiles have average knockback but less damage .
|uspage=Screw Attack (move)
|uspage=Screw Attack (move)
|usname=Screw Attack
|usname=Screw Attack
Line 185: Line 116:
|usdesc=[[metroidwiki:Screw Attack|Leaps upward to perform a high-speed somersault while discharging energy]]. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.
|usdesc=[[metroidwiki:Screw Attack|Leaps upward to perform a high-speed somersault while discharging energy]]. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.
|dspage=Bomb (Samus)
|dspage=Bomb (Samus)
|dsname=Bomb
|dsname=Morph Ball
|dsdmg=4% (contact), 5% (explosion)
|dsdmg=4% (contact), 5% (explosion)
|dsdesc=Rolls into her {{iw|metroidwiki|Morph Ball}} form and drops a {{iw|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.
|dsdesc=Rolls into her {{s|metroidwiki|Morph Ball}} form and drops a {{s|metroidwiki|Bomb}}, which explodes after a set time. The Morph Ball can be used to decrease her hurtbox and avoid many attacks. The Bombs are 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 Beam.
|fsname=Zero Laser
|fsname=Hyper Beam
|fspage=Zero Laser (Samus)
|fspage=Zero Laser (Samus)
|fsdmg= 1% (charge loop), 0.5% (fringe loop), 1.5% (thruster, main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast)
|fsdmg= 1% (charge loop), 0.5% (fringe loop), 1.5% (thruster, main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast)
|fsdesc=Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.
|fsdesc=Fires a very large, rainbow color energy beam. The beam can be angled vertically during the Final Smash.
}}
}}


===Stats===
===[[On-screen appearance]]===
Samus' gravity and falling speed are set to 0.078288 and 1.8, respectively, during [[hitstun]] when launched at angles between 70°-110°.
*Arrives from a {{s|metroidwiki|Save Station}}.


{{Attributes
|weight    = 108
|rweight    = 10-13
|cast      = 89
|dash      = 1.87
|rdash      = 50-51
|run        = 1.654
|rrun      = 50-51
|walk      = 1.115
|rwalk      = 44-45
|trac      = 0.082
|rtrac      = 83-84
|airfric    = 0.0075
|rairfric  = 67-75
|air        = 1.103
|rair      = 73-76
|baseaccel  = 0.04
|rbaseaccel = 29-30
|addaccel  = 0.05
|raddaccel  = 29-30
|gravity    = 0.075
|rgravity  = 77-78
|fall      = 1.33
|rfall      = 75-76
|ff        = 2.128
|rff        = 75-76
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 37
|rjumpheight= 13-14
|shorthop  = 18
|rshorthop  = 10-13
|djump      = 37
|rdjump    = 19-21
}}


===[[Announcer]] call===
===[[Taunt]]s===
{{audio|Needs announcer calls from other languages.}}
*'''Up taunt''': Holds her arm cannon upright. Taken from Melee
<gallery>
*'''Side taunt''': Faces the screen and changes her Arm Cannon to its Zero Laser configuration. Also allows her change between Regular or Ice Missiles or Beams.
Samus English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
*'''Down taunt''': Crouches down while holding her arm cannon upright. Based on her pose on the box art of ''Metroid 2: Return of Samus''.
</gallery>


===[[On-screen appearance]]===
*Arrives from a {{iw|metroidwiki|Save Station}}.
<gallery>
SamusOnScreenAppearanceSSBU.gif|Samus' on-screen appearance
</gallery>
===[[Taunt]]s===
*'''Up taunt''': Salutes vigorously with her left arm as her thrusters activate.
*'''Side taunt''': Faces the screen and demonstrates her Arm Cannon's Zero Laser configuration.
*'''Down taunt''': Aims her Arm Cannon behind her, then kneels while aiming it in front of herself.
<gallery>
SSBUSamusTaunt1.gif|Samus' up taunt.
SSBUSamusTaunt2.gif|Samus' side taunt.
SSBUSamusTaunt3.gif|Samus' down taunt.
</gallery>


===[[Idle pose]]s===
===[[Idle pose]]s===
*Rubs her Arm Cannon with one finger.
*Rubs her Arm Cannon with one finger.
*Brings her Arm Cannon down and then pulls it back up.
*Brings her Arm Cannon down and then pulls it back up.
<gallery>
 
SSBUSamusIdle1.gif|Samus' first idle pose.
SSBUSamusIdle2.gif|Samus' second idle pose.
</gallery>


===[[Crowd cheer]]===
===[[Crowd cheer]]===
Line 302: Line 179:
===[[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 {{iw|metroidwiki|Power Beam}} shots from her Arm Cannon while kneeling, then strikes a pose. The pose is based on her appearance on the covers of ''{{iw|metroidwiki|Metroid II: Return of Samus}}'' and ''{{iw|metroidwiki|Metroid: Samus Returns}}''.
*'''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 resembling her render from ''{{iw|metroidwiki|Metroid: Other M}}'', and by extension, her official artwork in ''Ultimate'', as well as her character select animation in ''[[Super Smash Bros.]]''
*'''Right:''' Fires a Super Missile and does a thumbs up.
[[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 {{iw|metroidwiki|Power Suit}}. It would also play when Samus defeated [[Ridley]] or [[Kraid]].]]
[[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>
SamusVictoryPose1SSBU.gif
SamusVictoryPose2SSBU.gif
SamusVictoryPose3SSBU.gif
</gallery>
 
==In [[competitive play]]==
{{Samus and Dark Samus in competitive play (SSBU)}}
 
=={{SSBU|Classic Mode}}: Another Planet, Another Bounty==
[[File:SSBU Congratulations Samus.png|thumb|Samus' congratulations screen.]]
The opponents Samus faces are akin to the battles that she has faced throughout the ''Metroid'' series. In addition, all of the battles take place on stages from the ''Metroid'' universe.
 
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
|-
|1||{{CharHead|Wolf|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Title Theme - Metroid}}''||
|-
|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.
|-
|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}}''||Charizard's {{SSBU|Pokémon Trainer}} is absent. 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}}.
|-
|colspan="5"|[[Bonus Stage]]
|-
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(7.0 or higher intensity)</small>||On Intensity 7.0 or higher, {{SSBU|Crazy Hand}} teams up with Master Hand.
|}


[[Credits]] roll after completing Classic Mode. Completing it as Samus has ''{{SSBUMusicLink|Metroid|Ending - Metroid}}'' accompany the credits.
{{clr}}
===Character unlock tree===
Samus' Classic Mode character unlock tree includes the following characters in order:
#{{SSBU|Inkling}}
#{{SSBU|Wii Fit Trainer}}
#{{SSBU|Pit}}
#{{SSBU|Incineroar}}
#{{SSBU|Dark Samus}}
#{{SSBU|Cloud}}
#{{SSBU|Wario}}
#{{SSBU|Dark Pit}}
Each character can be unlocked by clearing Samus' Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to {{SSBU|Mario}}'s character unlock tree, starting with {{SSBU|Sonic}}.


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-04Samus.jpg|thumb|Finding Samus in World of Light|left]]
Due to her status as downloadable content, Dread Samus does not have a legitimate role in World of Light. Instead, she is unlocked for use in the mode after freeing ten fighters from [[Galeem]]'s control. If loading an existing save file that meets this condition before downloading Samus, she is immediately unlocked.
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 {{iw|metroidwiki|Power Beam}}, 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.
 
Samus can be found blocking the path of the bridge once engulfed in light and a location reminiscent of [[Pac-Maze]]. Defeating her is necessary to progress through the story, making her an obligatory unlock.
 
Samus is later seen among several other fighters, making their last stand against Galeem and [[Dharkon]]. She also shows up in the ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
{{clrl}}
{{clrl}}


===Fighter Battle===
==Fighter Showcase Video==
{|class="wikitable" style="width:100%;"
{{#widget:YouTube|id=AOvefm5U250}}
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|04
|[[File:Samus SSBU.png|center|108x108px]]
|Samus
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
|7,500
|[[Brinstar]] ([[Ω form]])
|''{{SSBUMusicLink|Metroid|Title Theme - Metroid}}''
|}
{{clr}}
 
==[[Spirit]]s==
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).
 
<center>
<gallery>
SSBU spirit Samus.png|264. '''''Samus Aran'''''
SSBU spirit Gravity Suit.png|269. Gravity Suit
SSBU spirit Fusion Suit.png|270. Fusion Suit
SSBU spirit Phazon Suit.png|271. Phazon Suit
SSBU spirit Dark Suit.png|272. Dark Suit
SSBU spirit Light Suit.png|273. Light Suit
SSBU spirit Young Samus.png|274. Young Samus
SSBU spirit Samus (Metroid Dread).png|1,497. Samus (Metroid Dread)
</gallery>
</center>
 
==In Spirits Battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
|-
|269
|{{SpiritTableName|Gravity Suit|size=64}}
|''Metroid'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Shield}}
|3,800
|[[Castle Siege]] (Underground Cavern)
|•Hazard: High Gravity
|•Your jumping power decreases
|{{SSBUMusicLink|Metroid|Sector 1}}
|-
|276
|{{SpiritTableName|Chozo Statue|size=64}}
|''Metroid'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Brown}}
|{{SpiritType|Grab}}
|3,600
|[[Brinstar]]
|•Item: {{b|Screw Attack|item}}
|•The enemy starts the battle with a Screw Attack
|{{SSBUMusicLink|Metroid|Brinstar Depths (Melee)}}
|-
|293
|{{SpiritTableName|Kanden|size=64}}
|''Metroid Prime'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|1,700
|[[Brinstar]]
|•Item: [[Motion-Sensor Bomb]]
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Metroid|Psycho Bits}}
|-
|294
|{{SpiritTableName|Trace|size=64}}
|''Metroid Prime'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Attack}}
|1,900
|[[Norfair]] ([[Battlefield form]])
|•Invisibility
|•The enemy is invisible
|{{SSBUMusicLink|Metroid|Psycho Bits}}
|-
|896
|{{SpiritTableName|Skull Man|size=64}}
|''Mega Man'' Series
|•Reflect {{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=White}} (140 HP)
|{{SpiritType|Shield}}
|3,900
|[[Wily Castle]] ([[Ω form]])
|•Reflect-Damage Buffed
|•The enemy reflects projectiles<br>•[[Stamina battle]]<br>•All fighters' reflected projectiles have increased power
|{{SSBUMusicLink|Mega Man|Mega Man 4 Medley}}
|-
|1,093
|{{SpiritTableName|Sandbag|link=y|size=64}}
|''Super Smash Bros.'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|2,000
|[[Pokémon Stadium 2]] ([[Ω form]])
|•Item: [[Home-Run Bat]]
|•Timed battle (0:10)<br>•The enemy prefers not to move
|{{SSBUMusicLink|Super Smash Bros.|Online Practice Stage - Super Smash Bros. for 3DS / Wii U}}
|-
|1,150
|{{SpiritTableName|ST Falcon|size=64}}
|''Battle Clash''
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|1,900
|[[Port Town Aero Dive]]
|•Item: [[Super Scope]]
|•The enemy starts the battle with a Super Scope
|{{SSBUMusicLink|Other|Marionation Gear}}
|-
|1,162
|{{SpiritTableName|Flare|size=64}}
|''Custom Robo'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Pink}} (120 HP)
|{{SpiritType|Neutral}}
|1,800
|[[Pokémon Stadium]]
|N/A
|•[[Stamina battle]]<br>•The enemy starts the battle with a [[Ray Gun]]<br>•The enemy starts the battle with a [[Rocket Belt]]
|{{SSBUMusicLink|Other|Marionation Gear}}
|-
|1,497
|{{SpiritTableName|Samus (Metroid Dread)|size=64}}
|''Metroid'' Series
|•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|9,500
|[[Frigate Orpheon]]
|•Assist Trophy Enemies ({{b|Metroid|creature}})
|•Hostile assist trophies will appear when the enemy's at high damage
|{{SSBUMusicLink|Metroid|Sector 1}}
|}
 
===As a minion===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|899
|{{SpiritTableName|Dark Man 4|size=64}}
|''Mega Man'' Series
|•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Brown}} (100 HP)<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Brown}}×3 (30 HP)
|{{SpiritType|Attack}}
|1,400
|[[Wily Castle]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy's shield has extra durability<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Mega Man|Dark Man Stage}}
|[https://megaman.fandom.com/wiki/Dark_Man Dark Man] 1, Dark Man 2, Dark Man 3
|-
|1,127
|{{SpiritTableName|Diskun|size=64}}
|''Disk System''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Simon}} {{Head|Simon|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|9,100
|[[Temple]] ([[Battlefield form]])
|N/A
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Other|Famicom Medley}}
|Samus Aran (''Metroid'' for the Famicom Disk System)
|-
|1,163
|{{SpiritTableName|Bayonette|size=64}}
|''Custom Robo'' Series
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Yellow}} (70 HP)<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}} (70 HP)
|{{SpiritType|Attack}}
|1,900
|[[Mushroomy Kingdom]] ([[Battlefield form]])
|N/A
|•The enemy's side special has increased power<br>•[[Stamina battle]]<br>•The enemy favors side specials
|{{SSBUMusicLink|Other|Marionation Gear}}
|[https://customrobo.fandom.com/wiki/Spear Spear]
|-
|1,348
|{{SpiritTableName|Kloster (Grief)|size=64}}
|''DAEMON X MACHINA''
|•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}<br>•Giant {{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Black}}×2<br>•Giant {{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Neutral}}
|9,500
|[[Frigate Orpheon]] (hazards off)
|•Attack Power ↑<br>•Item: Shooting Types
|•The enemy has increased attack power after a little while<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Xenoblade Chronicles|Mechanical Rhythm}}
|[https://daemonxmachina.gamepedia.com/Antanaklasi Antanaklasi]<br>[https://daemonxmachina.gamepedia.com/Eleos Eleos]
|-
|1,353
|{{SpiritTableName|S-Tetrimino & Z-Tetrimino|size=64}}
|''Tetris'' Series
|•{{SSBU|Zero Suit Samus}} {{head|Zero Suit Samus|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Samus}} {{head|Samus|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|4,300
|[[Mushroom Kingdom U]] (Slide Lift Tower)
|•Sudden Final Smash<br>•Item: {{b|Screw Attack|item}}
|•The enemy will suddenly have a Final Smash
|{{SSBUMusicLink|Super Mario Bros.|Chill (for 3DS / Wii U)}}
|S-Tetrimino
|}
 
==[[Alternate costume (SSBU)#Samus|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Samus Palette (SSBU).png|link=Palette swap (SSBU)#Samus|1000px]]
|-
|{{Head|Samus|g=SSBU|s=50px}}
|{{Head|Samus|g=SSBU|s=50px|cl=Blue}}
|{{Head|Samus|g=SSBU|s=50px|cl=Pink}}
|{{Head|Samus|g=SSBU|s=50px|cl=Brown}}
|{{Head|Samus|g=SSBU|s=50px|cl=Purple}}
|{{Head|Samus|g=SSBU|s=50px|cl=Green}}
|{{Head|Samus|g=SSBU|s=50px|cl=White}}
|{{Head|Samus|g=SSBU|s=50px|cl=Black}}
|}
 
==Gallery==
<gallery>
SSBU Samus Number.png|Samus' fighter card.
Samus unlock notice SSBU.jpg|Samus' unlock notice when obtaining her in [[World of Light]].
SSBUWebsiteSamus1.jpg|Samus on [[The Great Cave Offensive]].
SSBUWebsiteSamus2.jpg|Alongside her {{b|Bomb|Samus}} in [[Onett]].
SSBUWebsiteSamus3.jpg|Using her back throw on {{SSBU|Mega Man}} on [[Find Mii]].
SSBUWebsiteSamus4.jpg|Preparing to fire a [[Missile]] at [[Mother Brain]] on [[Lylat Cruise]].
SSBUWebsiteSamus5.jpg|Preparing her [[Charge Shot]] on [[Summit]].
SSBUWebsiteSamus6.jpg|[[Taunting]] on [[Coliseum]] while wearing her {{iw|metroidwiki|Gravity Suit}}.
SSBUWebsiteBayonetta5.jpg|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]].
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]].
SSBUWebsitePalutena3.jpg|Samus's Charge Shot getting reflected by {{SSBU|Palutena}} on [[Temple]].
SSBUWebsiteZeroSuitSamus4.jpg|Posing behind [[Zero Suit Samus (SSBU)|her Zero Suited self]] on Gaur Plain.
SSBUWebsiteBewear2.jpg|Getting hit by [[Bewear]]'s uppercut on [[Wuhu Island]].
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]].
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 onto the stage.
</gallery>
 
===Fighter Showcase Video===
{{#widget:YouTube|id=I9tcvSeemVo}}


==Trivia==
==Trivia==
*The notorious unreliability of Samus' neutral attack 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."
*In her official artwork, Samus's pose matches her official artwork in Metroid Dread.
*Samus is the only member of ''Super Smash Bros. Ultimate''{{'}}s starting roster to be a female by default.
*Samus is the first base character to be revamped as DLC.
**However, she is technically not the only female on the starting roster, due to ''Ultimate'' including two female Pikachu as [[Alternate costume|alternate characters]] alongside the default male {{SSBU|Pikachu}}.
*She is the first DLC since Sora to be in the game.
*Samus is the only member of the [[Original 8]] to have an [[Echo Fighter]], that being {{SSBU|Dark Samus}}.
**She is also the only fighter 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' 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}}''.
*Although Samus reuses her ''Other M'' design instead of her updated design from ''{{iw|metroidwiki|Metroid: Samus Returns}}'', her fighter spirit uses her artwork from ''Samus Returns'' instead of ''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.
**Out of all the eight fighters affiliated with either Galeem or Dharkron, Samus is the only female.
*Samus, Dark Samus, {{SSBU|Mr. Game & Watch}}, and {{SSBU|Pac-Man}} are the only fighters who do not emit red-flashing eyes in the Spirit Battle previews in World of Light.


{{SSBUCharacters}}
{{SSBUCharacters}}

Revision as of 17:02, April 1, 2024


Future.png This page documents information about or related to a future release.
All information in this article must be verifiable, and adhere to SmashWiki's new game procedure.
Potentially contentious information should be discussed on the talk page before being added.
This article is about updated Samus's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Samus Aran.
Samus
in Super Smash Bros. Ultimate
Samus Dread Thegameandwatch.png
MetroidSymbol.svg
Universe Metroid
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Downloadable
Final Smash Zero Laser
Final Smash when using the Smash Ball Hyper Beam
SamusHeadSSBU.png

Dread Samus (サムス, Samus) is a playable character in Super Smash Bros. Ultimate. She was the last character announced in the announcement trailer in the Nintendo Direct in 2024 March 31st, and officially confirmed in the gameplay trailer on April 1st, 2024 during a a special presentation. Samus design was changed to her Metroid Dread appearance instead of her modified Metroid: Other M design from Smash 4 and previous versions of Ultimate.

She her moveset is made to be more accurate to Metroid Dread and her other appearances while also retaining her previous moveset. The disadvantage is that she has more ending lag to many of her moves. She also gains the Ice Beam which is activated by using the taint button which is seemingly inspired by Project M which is one of the few times that a mod is referenced in Smash.


Moveset

  • Samus can wall jump and wall cling
  • Samus can use her Ice Beam and Missiles after using her Side Taunt like Project M.
  • Samus possesses a tether attack and grab.

For a gallery of Samus' hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Power Beam 6% Shoots small projectiles. Deals moderate damage and knockback but doesn't kill. The Power Beam can be angled like in the Metroid games unlike her Charge Beam. Like with Megaman and Steve, it can be used while she is walking or when she is using her neutral aerial but are separate moves that can only activate if he is already using her Power Beam.
Forward tilt   11% (foot), 10% (leg), 9% (body) Does a roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled, 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 teching, Charge Shot can catch the opponent's option in time if they are knocked down.
10% (foot), 9% (leg), 8% (body)
11% (foot), 10% (leg), 9% (body)
Up tilt Melee Counter 13% (ground),
12 (aerial)
1.4× (counter)
Swings her Arm Cannon upwards then counterattacks. Its a counterattack that deals 1.4 times the damage back to the opponent. Its surprisingly fast for a counter but that's because it can be used as standard attack.
Down tilt Silde 15% Quickly slides to the ground. Her legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick startup, propels Samus a good distance forward, launches opponents vertically, and significantly lowers her hurtbox. Based on the Slide ability in Metroid Dread
Dash attack Shinespark 10% (clean), 6% (late) 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 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 Shinespark technique, first becoming available in Super Metroid.
Forward smash Wave Beam {{{fsmashupdmg}}} Quickly thrusts her Arm Cannon forward to fire three green lazers. Functions similarly to Mega Man's forward smash. It is one of the fastest forward smashes in the game, coming out on frame 9, it's a great spacing tool and it can be angled like her Power Beam. However, it is rather weak otherwise, with the lasers only KOing at around 135%.
{{{fsmashsidedmg}}}
{{{fsmashdowndmg}}}
Up smash Cover Fire 3% (hits 1-4), 6% (hit 5) Fires five fiery blasts in an overhead arcing motion. True to its name, this move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are close enough to Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Samus, it can fail to fully connect if the opponent is hit from too far. If all 5 hits connect, it can KO middleweights at around 100% from ground level.
Down smash   10% (front), 12% (back) 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%.
Neutral aerial   10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late) 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.
Forward aerial   3% (hit 1), 1.6% (hits 2-4), 5% (hit 5) 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.
Back aerial   14% (clean foot), 12% (clean leg), 9% (late) 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 Mario at 100% from center stage.
Up aerial   3% (hit 1), 1.3% (hits 2-5), 4% (hit 5) 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 Screw Attack. 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.
Down aerial   10% (early, late), 14% (clean) Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail meteor smashes 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.
Grab aerial Grapple Beam 2.5% (hit 1), 4% (hit 2) Fires the 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.
Grab Grapple Beam 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 her Zero Suited form's grab as the second slowest in terms of ending lag, making it very punishable if missed.
Pummel   1.3% A palm strike. Has moderate damage and speed relative to other pummels.
Forward throw   10% Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has rage and is at the edge of the stage.
Back throw   10% Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.
Up throw   5% (hit 1), 7% (throw) 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.
Down throw   8% 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings her Arm Cannon in front of herself and then fires a blast behind herself.
Floor attack (back)
Floor getups (back)
  7% Performs a low-level roundhouse kick.
Floor attack (trip)
Floor getups (trip)
  5% Performs a shin kick in front of herself and then a back kick behind herself.
Edge attack
Edge getups
  9% Performs a legsweep while climbing up.
Neutral special Charge Beam/Ice Beam 5% (uncharged), 28% (fully charged), 2% (Ice uncharged), 22% (Ice fully charged) Charges a ball of energy and fires it. The Regular version 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 other moves. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Beam, regardless of the opponent's tech option, as Charge Beam will always catch their tech direction. The Ice Beam freezes opponent similars to PK Freeze but while it still kills its less than the Charge Beam.
Side special Missile 8% (Homing), 12% (Super),10% (Ice Homing), 18% (Ice Super) Deploys a plasma or ice missile depending on whether the player is in Plasma or Ice Mode (can be toggled via side-taunt). The missile can either be a homing missile (when B is pressed while tilting the control stick) or a Super Missile (when B is pressed while smashing the control stick forward). Super Missiles travel straight forward instead of homing in the opponent, and are faster and stronger than homing missiles. Super Ice Missiles have a shorter range than its plasma counterpart. Homing Ice Missiles do not explode after a certain distance, they keep on going until they either hit their target, terrain, or go offscreen. the Ice Missiles have decent knockback but more damage while the Regular Missiles have average knockback but less damage .
Up special Screw Attack 3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12) Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.
Down special Morph Ball 4% (contact), 5% (explosion) Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. The Morph Ball can be used to decrease her hurtbox and avoid many attacks. The Bombs are useful to force an opponent to shield and for edgeguarding, being capable of 2 frame punishes 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 Beam.
Final Smash Hyper Beam 1% (charge loop), 0.5% (fringe loop), 1.5% (thruster, main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast) Fires a very large, rainbow color energy beam. The beam can be angled vertically during the Final Smash.

On-screen appearance


Taunts

  • Up taunt: Holds her arm cannon upright. Taken from Melee
  • Side taunt: Faces the screen and changes her Arm Cannon to its Zero Laser configuration. Also allows her change between Regular or Ice Missiles or Beams.
  • Down taunt: Crouches down while holding her arm cannon upright. Based on her pose on the box art of Metroid 2: Return of Samus.


Idle poses

  • Rubs her Arm Cannon with one finger.
  • Brings her Arm Cannon down and then pulls it back up.


Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Sa - mus! Sam - Su! Sa - mus! Sa - mus! Sa - mus!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Custom combination of the flags of Canada, the USA, and Mexico.

Source, tweaked to fix rendering issues
Description Sa - mus! Saaaaa - mus! Sa - mus! Sa - mus! Sa - mu - s!

Victory poses

  • Left: Lands on the ground and readies her Arm Cannon.
  • 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 Metroid II: Return of Samus.
  • Right: Fires a Super Missile and does a thumbs up.
A flourished remix of the theme that would play when Samus Aran obtained a new power-up or addition to her Power Suit. It would also play when Samus defeated Ridley or Kraid.


Role in World of Light

Due to her status as downloadable content, Dread Samus does not have a legitimate role in World of Light. Instead, she is unlocked for use in the mode after freeing ten fighters from Galeem's control. If loading an existing save file that meets this condition before downloading Samus, she is immediately unlocked.

Fighter Showcase Video

Trivia

  • In her official artwork, Samus's pose matches her official artwork in Metroid Dread.
  • Samus is the first base character to be revamped as DLC.
  • She is the first DLC since Sora to be in the game.