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==Attributes== | ==Attributes== | ||
Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is | Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is an unusually [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]], above average air acceleration, high jump height and slow [[falling speed]]. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and, in some cases, getting punished after landing a move despite her being visually out of range of the opponent's counterattack. Furthermore, some of the hitboxes on her moves, most notably up smash, forward smash and up aerial, have the issue of failing to connect properly or even completely whiffing. | ||
Samus' moveset is defensive, 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, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] 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, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO | Samus' moveset is defensive, 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, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] 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, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO ludicrously early. | ||
In addition, Samus has a strong air game. 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 as of update 1.1.5. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts. | In addition, Samus has a strong air game. 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 as of update 1.1.5. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts. | ||
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Samus' grab game is also somewhat useful, as her [[Grapple Beam]] has impressive range, doubles as a [[tether recovery]] and has very little landing lag. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Many of her combos can rack up more than 30% and when using platforms to her advantage, or string together multiple times and then be finished with Screw Attack, leading to a KO or dealing 40%-50% at the very least. Lastly, her pummel is tied with {{SSB4|Lucario}}'s as the fastest in the game, although it is also the least damaging one. | Samus' grab game is also somewhat useful, as her [[Grapple Beam]] has impressive range, doubles as a [[tether recovery]] and has very little landing lag. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Many of her combos can rack up more than 30% and when using platforms to her advantage, or string together multiple times and then be finished with Screw Attack, leading to a KO or dealing 40%-50% at the very least. Lastly, her pummel is tied with {{SSB4|Lucario}}'s as the fastest in the game, although it is also the least damaging one. | ||
However, Samus is not | However, Samus is not without drawbacks. While her grab range is the longest in the game, the ending lag on all of Samus' grabs makes her very easy to punish if whiffed, and none of her throws can reliably KO on their own. 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. Her tilts can combo, KO, and have decent range, but suffer from her unique hurtbox issue. 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 | Samus also has some 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 indefinite horizontal recovery, but they are all offset by Screw Attack's merely average distance, Bomb's high ending lag in the air and Samus' only average air speed and reliance on her grab aerial to grab ledges from a distance. Altogether, this results in her recovery being linear and predictable. | ||
In regard to [[Character customization|custom moves]], Samus benefits from a few. Apex Screw Attack has slightly more start-up lag and the recovery it provides is slightly worse, but it deals more damage and outstanding knockback, to the point of KOing most middleweights at 75% from the stage and as low as 50% near the upper blast line. Screw Rush, while making her vertical recovery worse, grants more horizontal distance, deals more damage and KOs earlier then Screw Attack depending where it is used on-stage, making it more useful for damage racking. Relentless Missile, while traveling slower, has more accurate tracking as a homing missile while dealing less damage. Turbo Missile travels more distance and is | In regard to [[Character customization|custom moves]], Samus benefits from a few of them. Apex Screw Attack has slightly more start-up lag and the recovery it provides is slightly worse, but it deals more damage and outstanding knockback, to the point of KOing most middleweights at 75% from the stage and as low as 50% near the upper blast line. Screw Rush, while making her vertical recovery worse, grants more horizontal distance, deals more damage and KOs earlier then Screw Attack depending where it is used on-stage, making it more useful for damage racking. Relentless Missile, while traveling slower, has more accurate tracking as a homing missile while dealing less damage. Turbo Missile travels more distance and is much faster than both Missile and Relentless Missile, but at the cost of dealing less damage overall. | ||
Dense Charge Shot is dependent on the matchup and the player's playstyle. As one of the strongest projectiles in the game, it takes a bit longer to charge, and has much less speed and range. However, it gives Samus multiple set-ups due to the length of time the Charge Shot stays in the air and with the increased damage, can force shield breaks much easier and KO much easier. Slip Bomb, while dealing less damage, has the useful property of tripping grounded opponents and meteor smashing airborne opponents, making it useful as a set up for a grab or a punish and an edge-guarding option to spike the opponent. Mega Bomb can be used to stall opponents, since Samus can stay next to the Mega Bomb itself while waiting until it explodes, allowing Samus to either retreat, launch Missiles, charge her Charge Shot, or force an approach. Melee Charge Shot has a shorter charge time than both Charge Shot and Dense Charge | Dense Charge Shot is dependent on the matchup and the player's playstyle. As one of the strongest projectiles in the game, it takes a bit longer to charge, and has much less speed and range. However, it gives Samus multiple set-ups due to the length of time the Charge Shot stays in the air and with the increased damage, can force shield breaks much easier and KO much easier. Slip Bomb, while dealing less damage, has the useful property of tripping grounded opponents and meteor smashing airborne opponents, making it useful as a set up for a grab or a punish and an edge-guarding option to spike the opponent. Mega Bomb can be used to stall opponents, since Samus can stay next to the Mega Bomb itself while waiting until it explodes, allowing Samus to either retreat, launch Missiles, charge her Charge Shot, or force an approach. Melee Charge Shot has a shorter charge time than both Charge Shot and Dense Charge Shot at the cost of limited range, while also having considerably more [[hitstun]] and shieldstun with the inclusion of extra pushback after its use, making it extremely safe if shielded or even whiffed. | ||
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, calculated use of her various tools to keep momentum in her favor, much like in [[Metroid (universe)|her home series]]. As such, she is like {{SSB4|Shulk}} in that she is a character that is hard to master, but greatly rewards patient and calculated play. | Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful, calculated use of her various tools to keep momentum in her favor, much like in [[Metroid (universe)|her home series]]. As such, she is like {{SSB4|Shulk}} in that she is a character that is hard to master, but greatly rewards patient and calculated play. | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Straight ({{ja|ストレート|Sutorēto}}) | |neutralname=Straight ({{ja|ストレート|Sutorēto}})<br>Cannon Hammer ({{ja|アームキャノンハンマー|Āmu Kyanon Hanmā}}, ''Arm Cannon Hammer'') | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=8% | |neutral2dmg=8% | ||
|neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{s|metroidwiki|Arm Cannon}}. The first hit can [[jab reset]] and [[jab cancel]], but the attack is mediocre overall. Opponents can usually act out before the second hit connects by shielding or counterattacking, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo ranging from 35%-75%, but only if the first hit connects relatively close to the arm and not at the fist. First hit comes out on frame 3, while the second hit comes out 6 frames later, meaning it is a much safer option overall to land the first hit and retreat. The second hit does have KO potential at very high percentages, however. | |neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{s|metroidwiki|Arm Cannon}}. The first hit can [[jab reset]] and [[jab cancel]], but the attack is mediocre overall. Opponents can usually act out before the second hit connects by shielding or counterattacking, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo ranging from 35%-75%, but only if the first hit connects relatively close to the arm and not at the fist. First hit comes out on frame 3, while the second hit comes out 6 frames later, meaning it is a much safer option overall to land the first hit and retreat. The second hit does have KO potential at very high percentages, however. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}}) | ||
|ftiltupdmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) | |ftiltupdmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) | ||
|ftiltsidedmg=10% (foot), 9% (lower leg), 7% (upper leg), 8% (body) | |ftiltsidedmg=10% (foot), 9% (lower leg), 7% (upper leg), 8% (body) | ||
|ftiltdowndmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) | |ftiltdowndmg=11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) | ||
|ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback at her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can actually miss medium-sized characters like {{SSB4|Mario}}. Comes out on frame 8. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO near the edge at around 150%. At varying percentages, such as from 30%-40% when sweetspotted and 100%-120% when sourspotted, it can lead into a guaranteed [[Charge Shot]]. This is because, regardless of [[tech]]ing, Charge Shot will catch their option in time. | |ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback at her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can actually miss medium-sized characters like {{SSB4|Mario}}. Comes out on frame 8. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO near the edge at around 150%. At varying percentages, such as from 30%-40% when sweetspotted and 100%-120% when sourspotted, it can lead into a guaranteed [[Charge Shot]]. This is because, regardless of [[tech]]ing, Charge Shot will catch their option in time. | ||
|utiltname= | |utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}}) | ||
|utiltdmg=13% (grounded), 12% (aerial) | |utiltdmg=13% (grounded), 12% (aerial) | ||
|utiltdesc=An axe kick, which is identical to {{SSB4|Captain Falcon}}'s up tilt. If an opponent is hit directly by her heel as it comes down, they are dealt extra damage. While the move can [[meteor smash]], it oddly only does so on grounded targets, making it ineffective as an edge-guard. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage. However, it has noticeable start-up, due to coming out on frame 15. KOs aerial opponents at the edge around 90% or earlier depending on the opponent's weight. If the opponent misses their grounded tech, it is a good combo starter for her aerials at low to medium percentages, while it functions as a true combo into Charge Shot at high percentages. | |utiltdesc=An axe kick, which is identical to {{SSB4|Captain Falcon}}'s up tilt. If an opponent is hit directly by her heel as it comes down, they are dealt extra damage. While the move can [[meteor smash]], it oddly only does so on grounded targets, making it ineffective as an edge-guard. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage. However, it has noticeable start-up, due to coming out on frame 15. KOs aerial opponents at the edge around 90% or earlier depending on the opponent's weight. If the opponent misses their grounded tech, it is a good combo starter for her aerials at low to medium percentages, while it functions as a true combo into Charge Shot at high percentages. | ||
|dtiltname= | |dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}}) | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|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 for a tilt attack. However, it has high ending lag and cannot KO until extremely high percentages. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. With maximum [[rage]], it can KO middleweights at 150%. | |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 for a tilt attack. However, it has high ending lag and cannot KO until extremely high percentages. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. With maximum [[rage]], it can KO middleweights at 150%. | ||
|dashname= | |dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}}) | ||
|dashdmg=7% (early), 10% (clean), 6% (late) | |dashdmg=7% (early), 10% (clean), 6% (late) | ||
|dashdesc=A shoulder tackle. Deals less damage at its beginning and end. An excellent combo starter as of update 1.1.5, as it can lead into neutral, forward and up aerial or [[Screw Attack]] at a variety of percentages, depending on which hitbox connects. With high amounts of rage, this move forms the start of a two-hit KO combo into Screw Attack, which KOs due to only the first couple of hits of Screw Attack connecting. This combo can KO floaty characters beginning at 0%, and the heaviest characters beginning around 30%. | |dashdesc=A shoulder tackle. Deals less damage at its beginning and end. An excellent combo starter as of update 1.1.5, as it can lead into neutral, forward and up aerial or [[Screw Attack]] at a variety of percentages, depending on which hitbox connects. With high amounts of rage, this move forms the start of a two-hit KO combo into Screw Attack, which KOs due to only the first couple of hits of Screw Attack connecting. This combo can KO floaty characters beginning at 0%, and the heaviest characters beginning around 30%. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname= | |fsmashname=Arm Cannon Knuckle ({{ja|アームキャノンナックル|Āmu Kyanon Nakkuru}}) | ||
|fsmashupdmg={{ChargedSmashDmgSSB4|15}} (blast), {{ChargedSmashDmgSSB4|13}} (Arm Cannon) | |fsmashupdmg={{ChargedSmashDmgSSB4|15}} (blast), {{ChargedSmashDmgSSB4|13}} (Arm Cannon) | ||
|fsmashsidedmg={{ChargedSmashDmgSSB4|14}} (blast), {{ChargedSmashDmgSSB4|12}} (Arm Cannon) | |fsmashsidedmg={{ChargedSmashDmgSSB4|14}} (blast), {{ChargedSmashDmgSSB4|12}} (Arm Cannon) | ||
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|usmashdmg={{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|18}} (all hits connect) | |usmashdmg={{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|18}} (all hits connect) | ||
|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 touching Samus. When reversed on the ground, it can poke and hit through shields. KOs at 115% uncharged and around 60%-70% when fully charged. | |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 touching Samus. When reversed on the ground, it can poke and hit through shields. KOs at 115% uncharged and around 60%-70% when fully charged. | ||
|dsmashname= | |dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | ||
|dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSB4|10}} (front), {{ChargedSmashDmgSSB4|12}} (back) | ||
|dsmashdesc=A legsweep. A [[semi-spike]], its speed is decent and provides protection against rolls and near edges. However, its power has been significantly toned down since ''Brawl'', as it is now one of the weakest down smashes in the game. KOs at extremely high percentages, making it unreliable. However, its back hit deals more knockback, making it possible to KO at 150% with enough rage, while the front hit can set up an edge-guard. Its ending lag is relatively quick, however, making it more useful as a decent anti-pressure move and a punishment option against rolls due to its ability to hit behind Samus. | |dsmashdesc=A legsweep. A [[semi-spike]], its speed is decent and provides protection against rolls and near edges. However, its power has been significantly toned down since ''Brawl'', as it is now one of the weakest down smashes in the game. KOs at extremely high percentages, making it unreliable. However, its back hit deals more knockback, making it possible to KO at 150% with enough rage, while the front hit can set up an edge-guard. Its ending lag is relatively quick, however, making it more useful as a decent anti-pressure move and a punishment option against rolls due to its ability to hit behind Samus. | ||
|nairname= | |nairname=Turning Kick ({{ja|ターニングキック|Tāningu Kikku}}) | ||
|nairdmg=10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late) | |nairdmg=10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late) | ||
|nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its front hit and sweetspotted back hit deal very powerful knockback, which makes it a viable KOing option off-stage or near the edge. It is also a decent combo finisher. | |nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its front hit and sweetspotted back hit deal very powerful knockback, which makes it a viable KOing option off-stage or near the edge. It is also a decent combo finisher. | ||
|fairname= | |fairname=Aerial Fire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}, ''Aerial Hellfire'') | ||
|fairdmg=3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (all hits connect) | |fairdmg=3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (all hits connect) | ||
|fairdesc=Fires five fiery blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move, 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. As of update 1.1.5, the first hitbox of the move results in all of the move's hits connecting together much better than before, to the point that it functions as a true combo from down throw up to around 70%, or chain into itself at low percentages thanks to Samus' air speed having been increased in that same update. | |fairdesc=Fires five fiery blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move, 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. As of update 1.1.5, the first hitbox of the move results in all of the move's hits connecting together much better than before, to the point that it functions as a true combo from down throw up to around 70%, or chain into itself at low percentages thanks to Samus' air speed having been increased in that same update. | ||
|bairname= | |bairname=Sobat ({{ja|ソバット|Sobatto}}) | ||
|bairdmg=14% (clean foot), 12% (clean leg), 9% (late) | |bairdmg=14% (clean foot), 12% (clean leg), 9% (late) | ||
|bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a [[Wall of Pain]]. KOs under 100% and around 80% at the edge with the clean sourspot and sweetspot respectively. | |bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a [[Wall of Pain]]. KOs under 100% and around 80% at the edge with the clean sourspot and sweetspot respectively. | ||
|uairname= | |uairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | ||
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect) | |uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect) | ||
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. 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. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. 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 can even [[zero-to-death]] the entire cast when using a platform to extend the combo. If used high enough at high percents, it can be used as a KO option. | |uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. 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. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. 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 can even [[zero-to-death]] the entire cast when using a platform to extend the combo. If used high enough at high percents, it can be used as a KO option. | ||
|dairname= | |dairname=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}}) | ||
|dairdmg=10% (early), 14% (clean), 11% (late) | |dairdmg=10% (early), 14% (clean), 11% (late) | ||
|dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail will [[meteor smash]] opponents, while the sourspot on the edge of the move at the very start and end deals strong upward diagonal knockback. Auto-cancels from a short hop and is a relatively good combo starter. | |dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail will [[meteor smash]] opponents, while the sourspot on the edge of the move at the very start and end deals strong upward diagonal knockback. Auto-cancels from a short hop and is a relatively good combo starter. | ||
|zairname=[[Grapple Beam]] ({{ja| | |zairname=Midair [[Grapple Beam]] ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'') | ||
|zairdmg=1.5% (early), 3% (clean) | |zairdmg=1.5% (early), 3% (clean) | ||
|zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag from a short hop. It auto-cancels 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 an opening for a dash attack, which Samus can then further capitalize on with combos. | |zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag from a short hop. It auto-cancels 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 an opening for a dash attack, which Samus can then further capitalize on with combos. | ||
|grabname=Grapple Beam ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling Beam'') | |grabname=Grapple Beam ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling Beam'') | ||
|grabdesc=Fires the Grapple Beam. 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. 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= | |pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}}) | ||
|pummeldmg=1.2% | |pummeldmg=1.2% | ||
|pummeldesc=A palm strike. The second fastest pummel in the game, beaten only by {{SSB4|Lucario}}'s. However, it is also the second least damaging one in the game, after Lucario's. | |pummeldesc=A palm strike. The second fastest pummel in the game, beaten only by {{SSB4|Lucario}}'s. However, it is also the second least damaging one in the game, after Lucario's. | ||
|fthrowname= | |fthrowname=Grappling Throw Front ({{ja|グラップリングスルーフロント|Gurappuringu Surū Furonto}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Twirls the opponent overhead, then flings them forward. Low knockback growth prevents it from KOing even the lightest of characters unless with rage at extremely high percentages. | |fthrowdesc=Twirls the opponent overhead, then flings them forward. Low knockback growth prevents it from KOing even the lightest of characters unless with rage at extremely high percentages. | ||
|bthrowname= | |bthrowname=Grappling Throw Back ({{ja|グラップリングスルーバック|Gurappuringu Surū Bakku}}) | ||
|bthrowdmg=8% | |bthrowdmg=8% | ||
|bthrowdesc=Swings the opponent behind herself. Has even lower knockback growth than her forward throw. | |bthrowdesc=Swings the opponent behind herself. Has even lower knockback growth than her forward throw. | ||
|uthrowname= | |uthrowname=Grappling Cannon ({{ja|グラップリングキャノン|Gurappuringu Kyanon}}) | ||
|uthrowdmg=1% (hits 1-5), 4% (throw) | |uthrowdmg=1% (hits 1-5), 4% (throw) | ||
|uthrowdesc=Hoists the opponent overhead and then blasts them upward with the Grapple Beam. Can combo into Screw Attack or up aerial at 0% against heavyweights or fast-fallers, but it otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to-death the same characters when followed up by her up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth. | |uthrowdesc=Hoists the opponent overhead and then blasts them upward with the Grapple Beam. Can combo into Screw Attack or up aerial at 0% against heavyweights or fast-fallers, but it otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to-death the same characters when followed up by her up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth. | ||
|dthrowname= | |dthrowname=Grappling Throw Down ({{ja|グラップリングスルーダウン|Gurappuringu Surū Daun}}) | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
|dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. It can be reliably followed up with her neutral, forward and up aerials, Charge Shot and Screw Attack at low to medium percentages. | |dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. It can be reliably followed up with her neutral, forward and up aerials, Charge Shot and Screw Attack at low to medium percentages. | ||
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|djump = 37 | |djump = 37 | ||
|rdjump = 14-15 | |rdjump = 14-15 | ||
|ellag = 4 | |||
|rellag = 1-46 | |||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !{{{name|}}} | ||
| | !Cheer (English) | ||
| | !Cheer (Japanese) | ||
| | !Cheer (Spanish) | ||
| | |- | ||
! scope="row"|Cheer | |||
|[[File:Samus Cheer English SSB4 SSBU.ogg|center]]||[[File:Samus Cheer Japanese SSB4 SSBU.ogg|center]]||{{NTSC}} [[File:Samus Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Samus Cheer Spanish PAL SSB4.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Sa - mus! || Sa - mus! || Saaaaa - mus! | |||
|- | |||
!{{{name|}}} | |||
!Cheer (French) | |||
!Cheer (German) | |||
!Cheer (Italian) | |||
|- | |||
! scope="row"|Cheer | |||
|{{NTSC}} [[File:Samus Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Samus Cheer French PAL SSB4.ogg|center]]||[[File:Samus Cheer German SSB4.ogg|center]]||[[File:Samus Cheer Italian SSB4 SSBU.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Sa - mus ! || Sa - mus! || Sa - mus! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1213 | |set10=1213 | ||
}} | }} | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
{{cleanup|Further cleanup is likely required.}} | |||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''See also: [[:Category:Samus players (SSB4)]]'' | ||
*{{Sm|Afro Smash|UK}} - The best Samus player in Europe. His most notable run was with 9th at {{Trn|Albion 2}}, garnering some of his best wins at the tournament with {{Sm|iStudying}} and {{Sm|Peli}}. At some smaller events, he placed 7th at both {{Trn|Respawn 5}} and {{Trn|DAT BlastZone 25: The Silver Anniversary}} and 13th at {{Trn|Syndicate 2016}}. Ranked 37th on the [[European Smash 4 Power Rankings]]. | |||
*{{Sm|ESAM|USA}} - Uses Samus as a secondary alongside {{SSB4|Pikachu}} and is one of the best Samus players in the world. He won regional {{Trn|Combo Breaker 2017}} as a solo Samus player and his most notable victory with the character was his win over {{Sm|Ally}} at {{Trn|2GGC: Civil War}}. He has found success with her as a secondary at other tournaments such as 2nd at {{Trn|DreamHack Austin 2018}}, using her against {{Sm|Locus}} in his bracket. He ranked 17th on the [[PGR 100]], being the only Samus representative during the ''Smash 4'' PGR seasons. | |||
*{{Sm|IcyMist|USA}} - One of the best Samus players in the world. Made one top 8 appearance with {{Trn|Showdown: Battle Royale}}, placing 7th and defeating {{Sm|Ned}}. By the latter half of ''Smash 4'' era, she made notable major placements with 9th at {{Trn|Royal Flush}} and 13th at {{Trn|Super Smash Con 2018}}, notably defeating {{Sm|Elegant}} and {{Sm|Wrath}}. She was also known as the best player online for the majority of the game's competitive lifespan, placing 1st on the [[Wi-Fi Warrior Rank v1]]. | |||
*{{Sm|Joker|Mexico}} - The best Samus player in Mexico. Competed regionally on a sparse basis, but still maintained to highlight the character at certain tournaments such as 9th at both {{Trn|Smash Factor 5}} with a notable win over {{Sm|Nanon}} and {{Trn|TGC 7}}. | |||
*{{Sm|Jonny Westside|USA}} - The best Samus player in the world during the first few years of the game's active lifespan. This was mainly seen with many [[SoCal]] events, placing 7th at {{Trn|2GGT: ESAM Saga}} defeating {{Sm|Zenyou}} and Elegant, as well as 9th at {{Trn|2GGT: FOW Saga}}, 13th at {{Trn|2GGT: The False Awakens}}, and 25th at {{Trn|2GGT: Fresh Saga}}. | |||
*{{Sm|Parme|Japan}} - The best Samus player in Japan. Attended almost every [[Sumabato]] from 2017-2018 with strong results, placing 7th at {{Trn|Sumabato 21}} and 9th at {{Trn|Sumabato Smash 4 Final}}, beating players such as {{Sm|komorikiri}} and {{Sm|Kuro}}. | |||
*{{Sm|Pyreeze|USA}} - One of the best Samus players in the United States. He was a respected player in Washington, placing 9th on the Lifetime [[Washington Power Rankings#Super Smash Bros. for Wii U rankings|Western Washington Smash 4 Power Rankings]]. He also placed top 8 at some of the biggest events in Washington such as 5th at {{Trn|Port Priority: A Pacific Northwest Regional}} and 7th at {{Trn|Port Priority 2: Midwest Invasion}} and additionally placed 33rd at {{Trn|Frostbite 2018}}. | |||
'' | ===Tier placement and history=== | ||
Samus was initially considered to have improved from ''Brawl'', due to the improvements to her KO potential, a trait she previously lacked in tournament play. However, it soon became clear the buffs to other bottom-tier characters, such as {{SSB4|Mario}}, {{SSB4|Captain Falcon}} and {{SSB4|Link}}, had made them significantly better than her. When combined with glaring blind spots on her hitboxes, extended hurtboxes, and continued struggle to KO, Samus would later be considered one of the worst characters in the game. Despite the buffs gained in game updates, notably update [[1.1.1]], her poorly regarded status remained intact, with only a handful of dedicated mains, such as {{Sm|IcyMist}}, {{Sm|KayJay}}, {{Sm|Afro Smash}} and {{Sm|Jonny Westside}}, having a notable tournament impact. As such, she was ranked 51st on the first ''4BR'' [[tier list]], becoming a bottom-tier character. | |||
It was not until update [[1.1.5]] when Samus gained her most efficient buffs, which allowed her moveset to flow significantly better, improving her offense and eliminating the majority of her blindspots. This resulted in her achieving significantly better placements at tournaments, and benefiting from nerfs given to characters with preferable matchups against her, such as {{SSB4|Bayonetta}}, {{SSB4|Diddy Kong}}, {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}}. These traits saw Samus ranked 45th on the second tier list and placed in the low tier, eventually rising to 41st on the third tier list, at the top of the low tier. Samus' somewhat more successful tournament placings have improved competitive perception of her, as she rose to 36th/37th on the fourth and final tier list, now a mid-tier character, sharing the spot with {{SSB4|Robin}}. As such, she is considered a far more viable character after game updates, and significantly better than how she was in ''Brawl'', with some smashers, such as {{Sm|ESAM}} and {{Sm|Dabuz}}, claim that a higher placement in the tier list is needed, despite her relatively below-average representation. | |||
==In Solo Modes== | |||
===[[All-Star Mode]]=== | |||
In All-Star Mode, Samus is fought in Stage 2 in the 3DS version or Stage 6 in the Wii U version alongside {{SSB4|Link}}, {{SSB4|Peach}}, {{SSB4|Bowser}}, {{SSB4|Zelda}}, {{SSB4|R.O.B.}}, and {{SSB4|Duck Hunt}}. | |||
==={{GameIcon|SSB4-U}}[[Event Match]]es=== | |||
====Solo Events==== | |||
* '''[[All-Star Battle: Regulars]]''': Samus is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]'' | |||
* '''[[Galactic Avenger]]''': Samus must defeat [[Dark Samus]] and [[Ridley]] in a [[Stamina Mode|Stamina Battle]]. Dark Samus has 150 HP on Easy/Normal and 180 HP on Hard. | |||
* '''[[Identity Crisis]]''': As {{SSB4|Sheik}} and {{SSB4|Zelda}}, the player must defeat Samus and {{SSB4|Zero Suit Samus}}. | |||
====Co-op Events==== | |||
* '''[[Final Battle Team-Up]]''': Samus, using her Dark Samus [[alternate costume]], is one of the opponents the players must defeat. | |||
* '''[[Poisonous Planet]]''': Samus and {{SSB4|Olimar}} must defeat two giant {{SSB4|Charizard}} in a [[Stamina Mode|Stamina Battle]] before their own health is depleted due to being [[flower]]ed. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
===[[Congratulations screen]]s=== | |||
<center> | |||
====3DS==== | |||
<gallery> | |||
SSB4-3DS Congratulations Classic Samus.png|Classic Mode | |||
SSB4-3DS Congratulations All-Star Samus.png|All-Star Mode | |||
</gallery> | |||
====Wii U==== | |||
<gallery> | |||
SSB4-Wii U Congratulations Classic Samus.png|Classic Mode | |||
SSB4-Wii U Congratulations All-Star Samus.png|All-Star Mode | |||
</gallery> | |||
</center> | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Samus's default trophy is obtained by clearing Classic Mode as Samus. Her alternate trophy is obtained by clearing All-Star Mode as Samus in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Samus). The Zero Laser trophy is obtained only in the Wii U version by clearing All-Star Mode as Samus. | |||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Samus | |name=Samus | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==[[Alternate costume (SSB4)#Samus|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Samus|Alternate costumes]]== |