Super Smash Bros. Brawl

Samus (SSBB): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
 
(139 intermediate revisions by 63 users not shown)
Line 3: Line 3:
{{Infobox Character
{{Infobox Character
|name = Samus
|name = Samus
|shareslot  = {{SSBB|Zero Suit Samus}}
|image = [[File:Samus SSBB.jpg|250px]]
|image = [[File:Samus SSBB.jpg|250px]]
|game = SSBB
|game = SSBB
Line 13: Line 14:
|ranking = 32
|ranking = 32
}}
}}
{{cquote|''The galaxy's greatest bounty hunter. Her variety of long-distance weapons make her lethal.''|cite=''Brawl'' manual description}}
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character that appears in ''[[Super Smash Bros. Brawl]]''. She was revealed at [[E3]] 2006. Samus can now transition into {{SSBB|Zero Suit Samus}} through a variety of methods, similar to how {{SSBB|Zelda}} can turn into {{SSBB|Sheik}}.
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character that appears in ''[[Super Smash Bros. Brawl]]''. She revealed at [[E3]] 2006. Samus can now transition into {{SSBB|Zero Suit Samus}} through a variety of methods, similar to how {{SSBB|Zelda}} can turn into {{SSBB|Sheik}}.


Samus is currently ranked 32nd out of 38 on the [[tier list]], placing her in the F Tier, a significant drop from her position in the Melee tier list, where she was ranked 10th out of 26th. Her ranking in ''Brawl'' is also her worst placement in the series. Samus has relatively fast attacks such as her [[tilt]]s and her smash attacks, as well as [[aerial]]s with nearly no landing lag. Along with this, Samus has her trademark bevy of [[projectile]]s, far [[reach]] in most of her attacks, and great horizontal survivability (possessing both strong [[Momentum canceling#Horizontal momentum canceling|horizontal endurance]] and a good [[recovery]]). However, Samus's KO potential has been significantly [[nerf]]ed in almost every area from ''Melee''; Samus' strongest finishers don't start reliably KOing until beyond 125%, and none of her potential finishers are especially effective. Her KOing problems are exacerbated by her difficulty in racking up damage on opponents; most of her attacks deal low to mediocre damage, she has rather slow attacking speed (combination of slow movement and her attacks being ending lag heavy), and has one of the worst [[combo]]ing capabilities, with few attacks being able to set up. Her projectiles were also nerfed; her Super Missiles take longer to fire as well as travel slower and being unable to KO until near [[sudden death]] percentages, her bombs no longer explode on contact, and a fully charged Charge Shot cannot KO reliably until 124% fresh (and it is rarely fresh as Samus players must often use it to keep opponents at bay). This has resulted in terrible [[matchup]]s against characters beyond low tier, and terrible [[tournament]] results.
Samus is ranked 32nd out of 38 on the [[tier list]], placing her in the F tier, a significant drop from her position in the ''Melee'' tier list, where she was ranked 11th out of 26th. Her ranking in ''Brawl'' is also her worst placement in the series. Samus has relatively fast attacks such as her [[tilt]]s and her smash attacks, as well as [[aerial]]s with nearly no landing lag. Along with this, Samus has her trademark bevy of [[projectile]]s, far [[reach]] in most of her attacks, and great horizontal survivability (possessing both strong [[Momentum canceling#Horizontal momentum canceling|horizontal endurance]] and a good [[recovery]]). However, Samus's KO potential has been significantly [[nerf]]ed in almost every area from ''Melee''; Samus' strongest finishers don't start reliably KOing until beyond 125%, and none of her potential finishers are especially effective. Her KOing problems are exacerbated by her difficulty in racking up damage on opponents; despite having a decent combo game thanks to the low knockback of her aerials, most of her attacks deal low to mediocre damage, and she has rather slow attacking speed (combination of slow movement and her attacks being ending lag heavy). Her projectiles were also nerfed; her Super Missiles take longer to fire as well as travel slower and being unable to KO until near [[sudden death]] percentages, her bombs no longer explode on contact, and a fully charged Charge Shot cannot KO reliably until 124% fresh (and it is rarely fresh as Samus players must often use it to keep opponents at bay). This has resulted in terrible [[matchup]]s against characters beyond low tier, and terrible [[tournament]] results.


==Attributes==
==Attributes==
Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations. Samus is a heavyweight and ranks in the middle of the speed-class. However, she is tall, which makes her easier to hit (a common problem amongst most of the game's heavyweights). She has very low KO power and high floatiness for her weight class. Samus can be awkward to fight effectively with against the game's faster, more graceful characters, but with a good combination of long and short-range attacks, she can be deadly. Samus has the third-slowest falling speed in the game, behind {{SSBB|Peach}} and {{SSBB|Jigglypuff}}. This is both advantageous and disadvantageous. On the upside, her floatiness can be used to bolster her aerial game. Staying in the air longer allows Samus to follow-up with other aerials; given that many of her moves have low knockback, she can create all sorts of continuous strings of low-to-moderate percentage attacks. More importantly, her floatiness allows her to have an above-average recovery game. On the downside, her slow fall speed also makes her recovery predictable and fairly easily edge-guarded (though, her floatiness makes her edgeguarding game easier and safer). Samus can also be easily juggled because her fast fall is still very slow and as a result of this her [[momentum canceling]] is poor and only makes her live slightly above average vertically despite being the 7th heaviest in terms of [[weight]]. Despite her ground moves being weak in term of knockback, they deal decent damage. Samus has much time to dodge attacks while throwing foes off with things like Bombs (and Bomb Jumping), or she can speed things up by using her surprisingly long Grapple Beam to zip to the safety of the edge. One of the most valuable uses of her slow falling speed is successfully meteor smashing an opponent who has no ground on which to land and still being able to recover easily. She also has the largest [[Sweet spot (ledge)|ledge sweetspot]].  
Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations. She is a heavyweight and possesses average dashing speed. Her tall height, however, is both an advantage and a drawback: while this grants her more range in some of her moves, this also makes Samus easier to hit, a common problem among most heavyweights. For a heavyweight, she has very low KO power and high floatiness. This also applies to her falling speed, which is the third-slowest in the game, behind {{SSBB|Peach}} and {{SSBB|Jigglypuff}}. On the upside, her floatiness can be used to bolster her aerial game. Staying in the air longer allows Samus to follow-up with other aerials; given that many of her moves have low knockback, she can create a versatile amount of low-to-moderate percentage attacks while bolstering her above-average recovery. On the downside, her slow fall speed also makes her recovery predictable and fairly easily edgeguarded, while also being vulnerable to being juggled. Her floatiness additionally renders her [[momentum canceling]] to be poor and makes her survivability merely above average vertically despite being one of the heaviest characters in the game.


Her [[neutral special]], [[Charge Shot]], does great knockback at higher percentages and is a deadly projectile for edgeguarding, when fully charged. Samus has two kinds of [[Missile]]s: the Homing Missile homes on opponents and deals 5% damage; and the Super Missile moves in a fast, straight line and deals 10 % damage and noticeable knockback. Her up special, [[Screw Attack (move)|Screw Attack]] gives her decent vertical height, is a good out of shield option and can trap opponents for damage racking. Her down special, [[Bomb (Samus)|Bomb]], makes Samus shift into morph ball mode and lays a bomb, which will explode after a set time period. Her grab has great range, but it is laggy if she fails to grab an opponent (although performing a dash grab can remedy this). In the air, her [[Grapple Beam]] can damage opponents and can be used as a [[tether recovery]].
Her ground moves, while weak in terms of knockback, can deal decent damage. Her jab is quite fast and can lock on opponents, which can enable follow ups. Her forward tilt is a flexible move, especially at higher percentages, which can be angled to suit how she can approach the opponent. Up tilt can juggle certain opponents and be a threatening KO move at higher percentages, capable of KOing heavyweights at around 120%. Down tilt is her slowest but strongest tilt, being threatening against floaty characters while still offering decent setup opportunities against heavyweights.


Samus works best when transitioning well from the air to the ground. None of Samus's aerials have landing lag, with her [[forward aerial|forward]] and [[up aerial]]s having no knockback except at the final hit. Samus can capitalize on this by canceling into more powerful moves like her [[forward smash]] and [[down tilt]], or by using a fully charged Charge Shot in the event the opponent is a bit too far away. Missiles also factor into the air to ground transition; landing immediately after the missile has been fired negates the significant firing lag, so one can immediately follow up with another missile (of either kind). This lag negation allows for a "double missile" effect where Samus can fire one missile, land, and almost immediately fire another. These missiles can also stop opponents' recoveries, such as {{SSBB|Pikachu}}'s [[Skull Bash]], {{SSBB|Luigi}}'s [[Green Missile]], {{SSBB|Jigglypuff}}'s [[Rollout]], {{SSBB|Ike}}'s [[Quick Draw]] or {{SSBB|Wolf}}, {{SSBB|Fox}}, or {{SSBB|Falco}}'s side special recovery, setting them up for an immediate [[meteor smash]]. A Missile Charge Shot combination is an excellent combo, but can sometimes be predictable, so Samus mains must learn to launch them unexpectedly.  Her aerial Grapple Beam ("zair") actually acts as a move to complement this strategy, stunning opponents from far away with high speed, and also cancels immediately upon landing, which can combo into a down tilt or smash. Coupled with the Charge Shot's potency, Samus has no problem frustrating opponents from a safe distance, chipping away at her opponent's approach to best suit her. Although Samus has three different projectiles, she still lacks a reliable way to deal with opponents' projectiles especially since her shield roll is very slow (slowest in the game).  
Samus can evade foes with projectiles like Bombs, or she can take a more aggressive approach by using her surprisingly long Grapple Beam to keep away opponents. One of the most valuable uses of her slow falling speed is successfully meteor smashing an opponent who has no ground on which to land and still being able to recover easily. She also has the largest [[Sweet spot (ledge)|ledge sweetspot]] in the game. Her [[neutral special]], [[Charge Shot]], does great knockback at higher percentages and is a deadly projectile for edgeguarding when fully charged. Samus has two kinds of [[Missile]]s: the Homing Missile homes on opponents and deals 5% damage; and the Super Missile moves in a fast, straight line and deals 10 % damage and noticeable knockback. Her up special, [[Screw Attack (move)|Screw Attack]] gives her decent vertical height, is a good out of shield option and can trap opponents for damage racking. Her down special, [[Bomb (Samus)|Bomb]], makes Samus shift into morph ball mode and lays a bomb, which will explode after a set time period. Her grab has great range, but it is laggy if she fails to grab an opponent (although performing a dash grab can remedy this). In the air, her [[Grapple Beam]] can damage opponents and can be used as a [[tether recovery]].


Samus' major problem lies in her extreme lack of finishing abilities. Her quickest KO move is her down tilt. But with vertical knockback and a small hitbox, has trouble KOing opponents before around 130% and is recommended to not be used until the right time as to not devalue it with [[stale-move negation]]. Also, her forward smash is quick and deals high damage, but doesn't KO properly before around 130%. Her down smash has rather low knockback, and doesn't KO reliably before 150%. Her only way to KO at lower damage percentages is using either the down aerial for meteor smashes or juggling with her back aerial. Unfortunately, the back aerial telegraphs itself, has a tiny [[sweet spot (hitbox)|sweet spot]], and requires good setup, while the down aerial is rather slow and has a sweeping hitbox that also needs good placement, despite its fairly large hitbox. Even a fully-charged Charge Shot doesn't tend to KO until at least 124%, making it one of the least KO-capable charged specials in the game, however it is still a good move for [[edgeguarding]].  
Samus works best when transitioning well from the air to the ground.  None of Samus's aerials have landing lag, with her [[forward aerial|forward]] and [[up aerial]]s having no knockback except at the final hit. Samus can capitalize on this by canceling into more powerful moves like her [[forward smash]] and [[down tilt]], or by using a fully charged Charge Shot in the event the opponent is a bit too far away. Missiles also factor into the air to ground transition; landing immediately after the missile has been fired negates the significant firing lag, so one can immediately follow up with another missile (of either kind). This lag negation allows for a "double missile" effect where Samus can fire one missile, land, and almost immediately fire another. These missiles can also stop opponents' recoveries, such as {{SSBB|Pikachu}}'s [[Skull Bash]], {{SSBB|Luigi}}'s [[Green Missile]], {{SSBB|Jigglypuff}}'s [[Rollout]], {{SSBB|Ike}}'s [[Quick Draw]] or {{SSBB|Wolf}}, {{SSBB|Fox}}, or {{SSBB|Falco}}'s side special recovery, setting them up for an immediate [[meteor smash]]. A Missile Charge Shot combination is an excellent combo, but can sometimes be predictable, so Samus mains must learn to launch them unexpectedly. Her aerial Grapple Beam ("[[Grab aerial|zair]]") actually acts as a move to complement this strategy, stunning opponents from far away with high speed; the move also [[Grapple canceling|cancels immediately upon landing]], which can combo into a down tilt or smash. Coupled with the Charge Shot's potency, Samus has no problem frustrating opponents from a safe distance, chipping away at her opponent's approach to best suit her. Although Samus has three different projectiles, she still lacks a reliable way to deal with opponents' projectiles especially since her shield roll is very slow (slowest in the game).


All in all, Samus can be a character of good and bad situations with her wide array of projectiles and a fairly powerful meteor smash. A huge problem in competitive play is that Samus is easily [[chain grab]]bed due to her heavy weight and large size with the exception of chain grabs that are ineffective on very floaty characters, and can be infinite chain-grabbed by King Dedede.
Samus' major problem lies in her extreme lack of finishing abilities. Her quickest KO move is her down tilt, though with its small hitbox and lack of stronger KO options, she has trouble KOing opponents before around 130% and is recommended to not be used until the right time as to not devalue it with [[stale-move negation]]. Her forward smash is quick and deals high damage, but does not KO properly before around 130%. Her only way to KO at lower damage percentages is through [[edgeguarding]]. Unfortunately, her primary options,  back aerial telegraphs itself, has a tiny [[sweet spot (hitbox)|sweet spot]], and requires good setup, while the down aerial is rather slow and has a sweeping hitbox that also needs good placement, despite its fairly large hitbox. Even a fully-charged Charge Shot does not tend to KO until at least 124%, making it one of the least KO-capable charged specials in the game, however it is still a good move for edgeguarding. While her weight and height aids in her staying power and reach in her attacks, this also means that she is very susceptible to being [[chain grab]]bed, which is especially problematic given how popular characters like {{SSBB|Falco}} and {{SSBB|Ice Climbers}} are in executing this technique. Finally, given Samus' problem with KOing and opponents' difficulty in KOing her, high-level matches involving Samus tend to last longer, making time limitations a detriment with her difficulty in approaching mixed with her lack of viable and fast options to turn matches around.


Finally, given Samus' problem with KOing and opponents' difficulty in KOing her, high-level matches involving Samus tend to take awhile, making time limitations in a match a crucial factor as well.
All in all, Samus capitalizes a zoning playstyle with her wide array of projectiles and good longevity. However, to avoid being overwhelmed, she must play as conservatively as possible, and capitalizing on aggressive approaches. Samus also has to diversify her utility options as optimal as possible, as excessive dependence on her more powerful moves will render her moves to be weaker and her playstyle to be predictable.


==Changes from ''Melee'' to ''Brawl''==
==Changes from ''[[Super Smash Bros. Melee]]''==
When making the transition from ''Melee'' to ''Brawl'', Samus has received a mix of buffs and nerfs. She had inherited good buffs (such as her aerials having lower ending lag), many of which have helped her damage-racking game. However, her weakened projectiles and finishers have crippled her severely, to where she cannot KO effectively under 125% outside of her back and down aerials (and even those attacks are deemed ineffective at KOing, with the latter being predictable and slow as a move and the former requiring the sweetspot to hit). As such, her nerfs outweigh her buffs, making her a significantly less effective character than in ''Melee''.
When making the transition from ''Melee'' to ''Brawl'', Samus has received a mix of buffs and nerfs but was heavily nerfed overall. Her most useful benefit is being able to transform into {{SSBB|Zero Suit Samus}}, allowing her to pivot out of difficult matchups as Zero Suit Samus is a much more competitively viable character. As for Samus' more direct buffs, her mobility has improved in the air, although the removal of [[wavedashing]] does hinder her ground movement. Her multi-hit moves are also more reliable and her [[grab aerial]] has been significantly improved. In addition, it now travels in a straight consistent arc, it has a stronger sweetspot, it has more favorable knockback and it now has minimal landing lag making it an excellent spacing and combo tool.
 
However, she has received some significant nerfs to both her overall damage output and knockback. Her projectiles, such as her Super Missiles, are significantly weaker, making her overall zoning game less effective. Many of her other moves, such as her neutral aerial, have been nerfed to the point where they are largely unviable KOing tools outside of extremely high percents. One of Samus' strongest KO options is her back aerial (and even it is weaker than in ''Melee'' and it still requires the sweetspot to hit in order to reliably KO). Samus' frame data has been toned down, with many of her useful [[advanced technique]]s such as her [[Super Wavedash]] being no longer applicable in ''Brawl''.
 
As such, her buffs do not make up for the more severe nerfs she received, making her a significantly less effective character than in ''Melee''.


===Aesthetics===
===Aesthetics===
*{{change|Samus's design is now based on her appearance in ''Metroid: Zero Mission''. The greater boost in graphics also give her suit more detail.}}
*{{change|Samus's design is more detailed due to the game's graphical improvements. It is now based on the Legendary Power Suit from ''Zero Mission'', which combines elements from her designs in ''Super Metroid'' and ''Metroid Prime''.}}
*{{change|Samus's Super Missile now use their designs from Super Metroid and Metroid: Zero Mission.}}
*{{change|Samus's Super Missiles now use their design from ''Super Metroid'' and ''Zero Mission''.}}
*{{change|Samus has a new [[tumbling]] animation.}}
*{{change|Samus has a new [[tumbling]] animation.}}
*{{change|Samus has a new [[teetering]] animation.}}
*{{change|Samus has a new [[teetering]] animation based on how it appeared in ''Smash 64''.}}
*{{change|Most of her moves now have updated sound effects.}}
*{{change|Most of her moves now have updated sound effects.}}
*{{change|Samus can change into {{SSBB|Zero Suit Samus}} by inputting her up and down taunt rapidly, using her [[Final Smash]], or by holding the L/R button (Gamecube/Classic controller), Z button (Nunchuk), or the - button while selecting Samus on the character select screen.}}
*{{change|Samus has a new blue alternate costume which is used for the blue team instead of her purple costume. She also now uses her pink costume for the red team instead of her default costume.}}


===Attributes===
===Attributes===
Line 46: Line 50:
*{{buff|Samus [[walk]]s slightly faster (1 → 1.05).}}
*{{buff|Samus [[walk]]s slightly faster (1 → 1.05).}}
*{{buff|Samus [[dash]]es slightly faster (1.4 → 1.445).}}
*{{buff|Samus [[dash]]es slightly faster (1.4 → 1.445).}}
*{{buff|Samus' [[air speed]] has been improved (0.89 → 0.987), going from 15th out of 26 characters in ''Melee'' to being tied for 14th out of 39 characters in ''Brawl''.}}
*{{buff|Samus' [[air speed]] is drastically faster (0.89 → 0.987), going from the 12th slowest out of 26 characters to being tied for 14th fastest out of 39.}}
*{{buff|Samus' [[air acceleration]] is much higher (0.0325 → 0.09) going from the lowest in ''Melee'' to the 19th highest in ''Brawl''.}}
*{{buff|Samus's traction is lower (0.06 → 0.0585), going from the 15th highest in Melee to the 18th highest. Compared with the returning veterans, however, Samus' traction is higher, allowing her to punish out of shield easier.}}
*{{buff|Samus's traction is lower (0.06 → 0.0585), going from the 15th highest in Melee to the 18th highest. Compared with the returning veterans, however, Samus' traction is higher, allowing her to punish out of shield easier.}}
*{{nerf|Her overall projectile and finishing games have been worsened drastically, harming her overall KOing power.}}
*{{nerf|Her overall projectile and finishing games have been worsened drastically, harming her overall KOing power.}}
*{{change|Samus's [[falling speed]] was reduced (1.4 → 1.07). When comparing to the returning veterans, Samus falls faster relative to them now having the third lowest fall speed in the game as opposed to the second lowest. This worsens her recovery but improves her endurance.}}
*{{change|Samus's [[falling speed]] was reduced (1.4 → 1.07). When comparing to the returning veterans, Samus falls faster relative to them now having the third lowest fall speed in the game as opposed to the second lowest. This worsens her recovery but improves her endurance.}}
*{{change|Samus' gravity is lower (0.066 → 0.058).}}
*{{change|Samus' gravity is lower (0.066 → 0.058).}}
*{{buff|Sidestep has a longer duration (frames 2-15 → 2-20).}}
*{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}}
*{{nerf|Sidestep has more ending lag (IASA 23 → 26).}}
*{{nerf|Spot dodge has more ending lag (frame 23 → 26).}}
*{{nerf|[[Roll]]s have a shorter duration (frames 4-30 → 4-23) and their ending lag was not decreased making them the slowest and most punishable rolls in the game.}}
*{{nerf|[[Roll]]s have a shorter duration (frames 4-30 → 4-23) and their ending lag was not decreased making them the slowest and most punishable rolls in the game.}}
*{{change|Samus can change into {{SSBB|Zero Suit Samus}} by inputting her up and down taunt rapidly, using her [[Final Smash]], or by holding the L/R button (Gamecube/Classic controller), Z button (Nunchuk), or the - button while selecting Samus on the character select screen.}}
**{{buff|The taunt method can be performed anytime during a match allowing Samus to adapt to different matchups. This immensely helps her as her Zero Suit character is a far superior character who overall has a much better matchup spread. However, players cannot use the taunt method to switch back to Samus}}


===Ground attacks===
===Ground attacks===
*{{buff|Second hit of [[neutral attack]] has slightly increased knockback (15 (base)/100 (growth) → 30/95). The first hit of neutral attack can now also [[jab lock]] opponents.}}
*{{buff|Second hit of [[neutral attack]] has slightly increased knockback (15 (base), 100 (scaling) → 30/95). The first hit of neutral attack also has increased base knockback (0 → 5) and it can now also [[jab lock]] opponents.}}
*{{nerf|Normal angled [[forward tilt]] has received a sourspot on Samus' leg, has slightly more startup (6 → 7), ending lag ([[IASA]] 30 → 32), and up and normal angled hits deal less damage (11% (angled up)/10% (not angled) → 10%/8%/7%(foot/leg)).}}
*[[Forward tilt]]:
*{{buff|Down angled forward tilt deals 1% more damage (9% → 10%).}}
**{{nerf|Normal angled forward tilt has received a sourspot on Samus' leg, all variants have slightly more startup (frame 6 → 7), ending lag (frame 30 → 32), and up and normal angled hits deal less damage (11% (angled up)/10% (not angled) → 10%/8%/7%(foot/leg)).}}
*{{buff|[[Up tilt]] has much less startup lag.}}
**{{buff|Down angled forward tilt deals 1% more damage (9% → 10%).}}
*{{buff|[[Down tilt]] deals much stronger knockback to the point where it can KO at 150%.}}
*{{nerf|[[Up tilt]] has increased start-up (frame 14 → 15) and ending lag (frame 35 → 40). The introduction to [[hitstun canceling]] hinders its combo ability on grounded opponents.}}
*{{nerf|[[Dash attack]] deals less damage (13% → 10%) and knockback (22 (base)/105 (growth) → 30/80), no longer being the most powerful dash attack ({{SSBB|King Dedede}}'s is now the strongest). It has slightly more startup lag (7 → 8) and a shorter duration (7-16 → 8-16).}}
*{{buff|[[Down tilt]] has much better KO potential due to the universally decreased falling speeds, now KO'ing more characters under 150% more reliably.}}
*{{nerf|[[Forward smash]] deals significantly less knockback (30 (base)/104 (scaling) → 20/100), no longer being a viable finisher at high percents. It also has smaller hitboxes, its duration was cut in half (4 frames → 2), and it deals slightly less damage.}}
*[[Dash attack]]:
*{{buff|[[Up smash]]'s hits connect together better.}}
**{{nerf|Dash attack deals less damage (13% → 10%) and knockback (22 (base), 105 (scaling) → 30/80), no longer being the most powerful dash attack ({{SSBB|King Dedede}}'s is now the strongest). It has slightly more startup lag with a shorter duration (frames 7-16 → 8-16).}}
*{{nerf|[[Down smash]] deals less damage (16%/15% → 15%/14%) and base knockback (110/90 → 90/80). It also has slower startup (6 frames → 10) and ending lag (IASA 45 → 52).}}
**{{buff|Dash attack launches opponents at a more favorable angle (60° → 75°) improving its followup potential.}}
*{{nerf|[[Forward smash]] deals less damage (15%/14%/13% → 14%/13%/12%) and knockback (30 (base), 104 (scaling) → 20/100), no longer being a viable finisher at high percents. It also has smaller hitboxes and a shorter duration (frames 10-13 10-11).}}
*[[Up smash]]:
**{{buff|Up smash's hits connect together better (though still not too reliable).}}
**{{nerf|Up smash now has a 1.2x [[SDI]] multiplier.}}
*{{nerf|[[Down smash]] deals less damage (16%/15% → 15%/14%) and base knockback (110/90 → 90/80). It also has more startup (frame 6 → 10) and ending lag (frame 45 → 52).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have reduced landing lag (15 frames → 9 (neutral/forward/up/down), 12 (back) improving her air-to-ground transitioning. However due to the removal of [[L-canceling]], their landing lag was not fully compensated.}}
*{{buff|All aerials have reduced landing lag (15 frames → 9 (neutral/forward/up/down), 12 (back)). Due to the removal of [[L-canceling]] however, their landing lag was not fully compensated.}}
*{{nerf|Clean [[neutral aerial]] deals less damage (14% → 9%) and has significantly reduced knockback scaling (100 → 80), this making it much weaker to the point where it is now incapable of KOing at realistic percentages. It also has a shorter duration (5-30 → 5-25) and increased ending lag (IASA 40 → 45).}}
*{{nerf|[[Neutral aerial]] deals less damage (14% (clean), 10% (late) → 9%/6%) and has reduced knockback scaling (100 → 80) making it much weaker to the point where it is now incapable of KOing at realistic percentages. It also has a shorter duration (frames 5-30 → 5-24) and increased ending lag (frame 40 → 46).}}
*{{nerf|[[Forward aerial]] deals less damage (23.2% → 18%).}}
*[[Forward aerial]]:
*{{buff|Forward aerial's looping hits link together better and the final hit deals more knockback.}}
**{{nerf|Forward aerial deals less damage (5% (all) → 4% (hit 1), 3% (hits 2-4), 5% (hit 5), 23.2% → 18% (total)). It also has more startup (frame 5 → 7) and ending lag (frame 50 → 56).}}
*{{nerf|[[Back aerial]] has reduced knockback scaling (100 → 88), slightly more ending lag (IASA 37 → 40) and its duration was cut in half (4 frames → 2), making it harder to hit with.}}
**{{buff|Forward aerial's looping hits link together better as hits 2-4 now have set knockback (20 (base), 100 (scaling) → 18/5 (set)/100)) and the final hit deals more base knockback (20 → 40).}}
*{{buff|Back aerial is slightly easier to sweetspot with due to the sweetspot no longer having the lowest priority (ID# 2 → 1).}}
*[[Back aerial]]:
*{{nerf|[[Down aerial]] deals 1% less damage (16% → 15%) and less base knockback (30 → 25).}}
**{{nerf|Back aerial has reduced knockback scaling (100 → 95/88/90), slightly more ending lag (frame 37 → 40) and its duration was cut in half (4 frames → 2), making it harder to hit with.}}
*{{buff|[[Grab aerial|Grapple Beam]] comes out quicker, goes farther, and now has almost no landing lag, giving it better spacing capabilities. Additionally, it no longer renders Samus helpless.}}  
**{{buff|Back aerial is slightly easier to sweetspot with due to the sweetspot no longer having the lowest priority (ID# 2 → 1).}}
*{{nerf|Grapple Beam can no longer wall grapple and can be [[edgehogging|ledgehogged]], harming its utility as a recovery option.}}
*{{nerf|[[Up aerial]] has slightly more ending lag (frame 39 → 40).}}
*[[Down aerial]]:
**{{nerf|Down aerial deals 1% less damage (16% → 15%) and less base knockback (30 → 2).}}
**{{buff|Down aerial's lower strength improves its followup potential when used against grounded opponents especially since it can now cause [[tripping]].}}
*[[Grab aerial|Grapple Beam]]:
**{{buff|Grapple Beam has more range, and now has almost no landing lag, making it an extremely strong spacing tool. It also deals more knockback (15 (base), 40 (scaling) → 60/30) and it now has a sweetspot which deals more damage (4% → 7%) and knockback (15 (base), 40 (scaling) → 60/60) further improving its spacing and edgeguarding potential. Additionally, it no longer renders Samus helpless.}}
**{{change|Grapple Beam now always travels in a straight arc making it more consistent but giving it less vertical range.}}
**{{nerf|Grapple Beam can no longer wall grapple and can be [[edgehogging|ledgehogged]], harming its utility as a recovery option. It also has a shorter duration (frames 9-28 → 9-18).}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|[[Grab]]s have less startup lag (frame 18 → 17) although they are still the slowest grabs in the game.}}
*[[Grab]]s:
*{{nerf|Samus can no longer perform the [[Extended grapple]] technique.}}
**{{buff|Grabs have less startup lag (frame 18 → 17) although they are still the slowest grabs in the game.}}
*{{buff|[[Up throw]] deals 2% more damage (7% → 9%).}}
*[[Pummel]]:
**{{buff|Pummel has less ending lag (frame 25 → 9).}}
**{{nerf|Pummel deals less damage (3% → 1%).}}
*{{buff|Forward and back throw deal more knockback 50 (base), 45 (forward scaling), 42 (back scaling) → 60/55 (both)).}}
*{{buff|[[Up throw]] deals 2% more damage as its multi hits now deal damage (7% → 9%) although the damage on the throw was decreased (7% → 4%) as well as its knockback (100 (base), 45 (scaling) → 80/70).}}
*{{nerf|Down throw has increased knockback scaling (20 → 50). When combined with the introduction of [[hitstun canceling]], this significantly hinders its followup potential.}}


===Special moves===
===Special moves===
*{{nerf|[[Charge Shot]] has been significantly weakened (32 (base)/70 (growth) → 30/56). This means that while it could potentially KO at 80% in ''Melee'', it won't KO until around 125% in ''Brawl''.}}
*[[Charge Shot]]:
*{{buff|Homing [[Missile]]s have increased homing precision.}}
**{{buff|Charge Shot has larger hitboxes (1.17u (uncharged)/1.56u (level 1)/1.95u (level 2)/2.34u (level 3)/2.73u (level 4)/3.12u (level 5)/3.52u (level 6)/4.69u (fully charged) → 1.44u/1.9u/2.4u/2.88u/3.4u/3.9u/4.5u/6u).}}
*{{nerf|Super Missiles have greater start-up and ending lag, travel slower, deal 2% (12% → 10%) and  have significantly decreased knockback (30 (base)/100 (growth) → 40/65), making it incapable of KO'ing at realistic percentages. They could KO under 150% in ''Melee'', but can't KO at 300% in ''Brawl''.}}
**{{buff|The charge animation can now be cancelled immediately, rather than Samus having to go through 8 frames of lag.}}
*{{change|The start-up for the aerial version of her Missiles have switched; the Super Missiles come out on frame 24 instead of 15 and vice versa for the homing Missiles.}}
**{{change|Levels 3-7 launch opponents at an altered angle (361° → 40°).}}
*{{buff|[[Screw Attack]] has regained its trapping abilities from ''Smash 64'', improving its damage-racking capabilities. Its final hit also no longer has weak set knockback.}}
**{{nerf|Charge Shot has more startup lag when released (frame 2 → 3).}}
*{{nerf|Screw Attack has increased landing lag.}}  
***{{buff|However, its total duration was unchanged, giving it slightly less ending lag.}}
*{{change|Screw Attack makes a different sound effect.}}  
**{{nerf|The projectile has a slightly shorter duration (70 frames → 69).}}
*{{nerf|[[Bomb (Samus)|Bombs]] no longer explode upon enemy contact, and are less effective for recovery. Additionally, they no longer allow Samus to Super Wavedash.}}
**{{nerf|Levels 4-7 deal less knockback, especially the fully charged version:}}
*{{change|Samus has a Final Smash: {{b|Zero Laser|Samus}}. She charges up a powerful beam that is controllable and hits full screen. After she finishes firing the beam, her Power Suit breaks apart and she now becomes {{SSBB|Zero Suit Samus}}. Additionally, three pieces of her Power Suit lay where Samus used her Final Smash and can be picked up and thrown by anyone.}}
***{{nerf|28 (base), 58 (scaling) → 28/56 (level 4).}}
***{{nerf|32 (base), 62 (scaling) → 32/58 (level 5).}}
***{{nerf|36 (base), 66 (scaling) → 32/60 (level 6).}}
***{{nerf|50 (base), 72 (scaling) → 30/56 (fully charged).}}
**{{nerf|Fully charged charge shot's projectile travels slower (3 → 2.65).}}
*[[Missile]]:
**{{buff|Homing Missiles have increased homing precision.}}
**{{nerf|Super Missiles have greater start-up and ending lag, travel slower, deal 2% less (12% → 10%) and  have significantly decreased knockback (30 (base), 100 (scaling) → 40/65), making it incapable of KO'ing at realistic percentages. They could KO under 150% in ''Melee'', but can't KO at 300% in ''Brawl''.}}
**{{change|The start-up for the aerial version of her Missiles have switched; the Super Missiles come out on frame 24 instead of 15 and vice versa for the homing Missiles.}}
*[[Screw Attack]]:
**{{buff|The grounded version of Screw Attack has decreased SDI multipliers (1x → 0.5x/0.2x/0.4x) regaining its trapping abilities from ''Smash 64'', improving its damage-racking capabilities. Its final hit also no longer has weak set knockback (80 (set), 100 (scaling) → 50/175 (grounded), 50/160 (aerial).}}
**{{nerf|Screw Attack has more startup lag (frame 4 → 5) and has decreased [[intangibility]] (frames 1-5 → 3-6 (grounded), 1-3 → 3-4 (aerial)). It also has increased landing lag.}}
**{{change|Screw Attack makes a different sound effect.}}
*{{b|Bomb|Samus}}:
**{{nerf|Bombs no longer explode upon enemy contact, and are less effective for recovery. Additionally, they no longer allow Samus to Super Wavedash.}}
*[[Final Smash]]:
**{{change|Samus has a Final Smash: {{b|Zero Laser|Samus}}. She charges up a powerful beam that is controllable and hits full screen. After she finishes firing the beam, her Power Suit breaks apart and she now becomes {{SSBB|Zero Suit Samus}}. Additionally, three pieces of her Power Suit lay where Samus used her Final Smash and can be picked up and thrown by anyone.}}


==Moveset==
==Moveset==
''For a gallery of Samus' hitboxes, see [[Samus (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
|neutralcount=2
|neutralcount=2
|neutralname= 
|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'')
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=7%
|neutral2dmg=7%
|neutraldesc=Samus punches and then smacks the opponent with her cannon. Good on short-hopping opponents close-up, otherwise the second hit can be easily shielded or shield grabbed.
|neutraldesc=Samus punches and then smacks the opponent with her cannon. Good on short-hopping opponents close-up, otherwise the second hit can be easily shielded or shield grabbed.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}})
|ftiltupdmg=10%
|ftiltupdmg=10%
|ftiltsidedmg=8% (foot), 7% (leg)
|ftiltsidedmg=8% (foot), 7% (leg)
|ftiltdowndmg=10%
|ftiltdowndmg=10%
|ftiltdesc=Samus does a roundhouse kick.
|ftiltdesc=Samus does a roundhouse kick.
|utiltname= 
|utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}})
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdesc=Samus does an axe kick. Very similar animation to {{SSBB|Captain Falcon}}'s up tilt. Meteor smashes grounded opponents, making it an [[unconventional meteor smash]].
|utiltdesc=Samus does an axe kick. Very similar animation to {{SSBB|Captain Falcon}}'s up tilt. Meteor smashes grounded opponents, making it an [[unconventional meteor smash]].
|dtiltname= 
|dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}})
|dtiltdmg=14%
|dtiltdmg=14%
|dtiltdesc=Samus blasts the opponent's feet. Deals high knockback.
|dtiltdesc=Samus blasts the opponent's feet. Deals high knockback.
|dashname= 
|dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}})
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=Samus shoulder rams the opponent.
|dashdesc=Samus shoulder rams the opponent.
|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={{ChargedSmashDmgSSBB|14}}
|fsmashupdmg={{ChargedSmashDmgSSBB|14}}
|fsmashsidedmg={{ChargedSmashDmgSSBB|13}}
|fsmashsidedmg={{ChargedSmashDmgSSBB|13}}
|fsmashdowndmg={{ChargedSmashDmgSSBB|12}}
|fsmashdowndmg={{ChargedSmashDmgSSBB|12}}
|fsmashdesc=Samus thrusts her arm cannon in front of herself. Has high knockback scaling but has below-average knockback.
|fsmashdesc=Samus thrusts her arm cannon in front of herself. Has high knockback scaling but has below-average knockback.
|usmashname=Cover Fire
|usmashname=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'')
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hits 1-3), {{ChargedSmashDmgSSB4|5}} (hit 4), {{ChargedSmashDmgSSB4|6}} (hit 5).
|usmashdmg={{ChargedSmashDmgSSBB|4}} (hits 1-3), {{ChargedSmashDmgSSBB|5}} (hit 4), {{ChargedSmashDmgSSBB|6}} (hit 5).
|usmashdesc=Samus fires 5 bursts in an arc above herself. Moderately fast start-up lag, but has punishable ending lag with poor horizontal reach. The move is easy to escape out of with DI, especially at high percentages.
|usmashdesc=Samus fires 5 bursts in an arc above herself. Moderately fast start-up lag, but has punishable ending lag with poor horizontal reach. The move is easy to escape out of with DI, especially at high percentages.
|dsmashname= 
|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}})
|dsmashdmg={{ChargedSmashDmgSSB4|15}} (hit 1), {{ChargedSmashDmgSSB4|14}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBB|15}} (hit 1), {{ChargedSmashDmgSSBB|14}} (hit 2)
|dsmashdesc=Samus does a 360° legsweep. The move deals good knockback, which is good for spacing.
|dsmashdesc=Samus does a 360° legsweep. The move deals good knockback, which is good for spacing.
|nairname= 
|nairname=Samus Kick ({{ja|サムスキック|Samusu Kikku}})
|nairdmg=9% (clean), 6% (late)
|nairdmg=9% (clean), 6% (late)
|nairdesc=Samus does a [[sex kick]] that deals good horizontal knockback.
|nairdesc=Samus does a [[sex kick]] that deals good horizontal knockback.
|fairname= 
|fairname=Aerial Fire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}, ''Aerial Hellfire'')
|fairdmg=4% (hit 1), 3% (hits 2-4), 5% (hit 5), 18% total.
|fairdmg=4% (hit 1), 3% (hits 2-4), 5% (hit 5), 18% total.
|fairdesc=Samus shoots five blasts forwards.
|fairdesc=Samus shoots five blasts forwards.
|bairname= 
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairdmg=14% (foot), 10% (leg)
|bairdmg=14% (foot), 10% (leg)
|bairdesc=Samus kicks backwards. A good move for [[edgeguarding]].
|bairdesc=Samus kicks backwards. A good move for [[edgeguarding]].
|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% total.
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total.
|uairdesc=Samus does a drill kick upwards. Great for horizontal [[momentum canceling]] when used in conjunction with a jump.
|uairdesc=Samus does a drill kick upwards. Great for horizontal [[momentum canceling]] when used in conjunction with a jump.
|dairname= 
|dairname=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}})
|dairdmg=15%
|dairdmg=15%
|dairdesc=Samus swings her cannon downwards. Can [[meteor smash]] opponents.  
|dairdesc=Samus swings her cannon downwards. Can [[meteor smash]] opponents.
|zairname= 
|zairname=Midair [[Grapple Beam]] ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'')
|zairdmg=4% (early), 7% (tip)
|zairdmg=4% (early), 7% (tip)
|zairdesc=Samus fires the [[Grapple Beam]] forwards.
|zairdesc=Samus fires the [[Grapple Beam]] forwards.
|grabname= 
|grabname=Grapple Beam ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling Beam'')
|grabdesc=Samus sends out her Grapple Beam to catch the opponent. Has remarkable range.
|grabdesc=Samus sends out her Grapple Beam to catch the opponent. Has remarkable range.
|pummelname= 
|pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=Samus chops the opponent with her free hand. Moderately fast pummel with very low startup frames. This pummel can sometimes miss {{SSBB|Bowser}} due to his struggling animation.
|pummeldesc=Samus chops the opponent with her free hand. Moderately fast pummel with very low startup frames. This pummel can sometimes miss {{SSBB|Bowser}} due to his struggling animation.
|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=Samus twirls the enemy over her head, then flings them forward.
|fthrowdesc=Samus twirls the enemy over her head, then flings them forward.
|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=Samus flings the opponent behind her.  
|bthrowdesc=Samus flings the opponent behind her.
|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), 9% total
|uthrowdmg=1% (hits 1-5), 4% (throw), 9% total
|uthrowdesc=Samus holds the foe above her, then blasts them upwards with the Grapple Beam.
|uthrowdesc=Samus holds the foe above her, then blasts them upwards with the Grapple Beam.
|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=Samus pulls the victim up, them whips them into the ground. Can be followed up with aerials.
|dthrowdesc=Samus pulls the victim up, them whips them into the ground. Can be followed up with aerials.
Line 187: Line 228:
|usdmg=Ground: 2% (hit 1), 1% (hits 2-12) 13% total; Air: 1% (hits 1-12) 12% total
|usdmg=Ground: 2% (hit 1), 1% (hits 2-12) 13% total; Air: 1% (hits 1-12) 12% total
|usdesc=Samus shoots up into the air while spinning around rapidly, dealing multiple hits to any opponents caught in the move.
|usdesc=Samus shoots up into the air while spinning around rapidly, dealing multiple hits to any opponents caught in the move.
|dsname=Bomb
|dspage=Bomb (Samus)
|dspage=Bomb (Samus)
|dsdefname=Bomb
|dsdmg=4% (contact), (5% (explosion)
|dsdmg=4% (contact), (5% (explosion)
|dsdesc=Samus goes into Morph Ball mode and drops a timed bomb that explodes in a few moments.
|dsdesc=Samus goes into Morph Ball mode and drops a timed bomb that explodes in a few moments.
Line 196: Line 237:
|fsdesc=Samus fires a bluish white large beam of energy in front of her that traps opponents caught in the blast before blasting them away. Move lasts about 5 seconds and passes through terrain. After firing the beam, Samus's Power Suit is "damaged" and falls off of Samus's body, transforming her into {{SSBB|Zero Suit Samus}}.
|fsdesc=Samus fires a bluish white large beam of energy in front of her that traps opponents caught in the blast before blasting them away. Move lasts about 5 seconds and passes through terrain. After firing the beam, Samus's Power Suit is "damaged" and falls off of Samus's body, transforming her into {{SSBB|Zero Suit Samus}}.
}}
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 108
|rweight    = 7
|dash      = 1.86
|rdash      = 4
|run        = 1.445
|rrun      = 21
|walk      = 1.05
|rwalk      = 21-22
|trac      = 0.0585
|rtrac      = 18
|airfric    = 0.0075
|rairfric  = 27-31
|air        = 0.987
|rair      = 14-17
|baseaccel  = 0.04
|rbaseaccel = 3-5
|addaccel  = 0.05
|raddaccel  = 26-30
|gravity    = 0.058
|rgravity  = 38
|fall      = 1.07
|rfall      = 37
|ff        = 1.498
|rff        = 37
|jumpsquat  = 4
|rjumpsquat = 1-10
|jumpheight = 35.21069828
|rjumpheight= 12
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Samus English Announcer SSBB.wav|English/Japanese
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|char=Samus|desc=Makes a blasting noise followed by her double jump noise from ''Melee''.}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 219: Line 309:


===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable"
|char=Samus
|-
|game=Brawl
!{{{name|}}}
|desc-us=Sa-mus!
!Cheer (English)
|desc-jp=Sa-mu-s!
!Cheer (Japanese)
|pitch-us=Group chants
!Cheer (German)
|pitch-jp=Group chants}}
!Cheer (Korean)
 
|-
===[[Wii Remote selection sound]]===
! scope="row"|Cheer
{{SelectSound|char=Samus|desc=Makes a blasting noise followed by her double jump noise from ''Melee''.}}
|[[File:Samus Cheer English SSBB.ogg|center]]||[[File:Samus Cheer Japanese SSBB.ogg|center]]||[[File:Samus Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:Samus Cheer Korean SSBB.ogg|center]]
|-
! scope="row"|Description
|Sam - us! || Samus! || Sa - mus!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (Italian)
!Cheer (Spanish)
|-
! scope="row"|Cheer
|[[File:Samus Cheer French SSBB.ogg|center]]||[[File:Samus Cheer Italian SSBB.ogg|center]]||[[File:Samus Cheer Spanish SSBB.ogg|center]]
|-
! scope="row"|Description
|Sa - mus ! || Sa - mus! || Saa - mus! || Samus!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 240: Line 345:


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|samus=yes}}
===Notable players===
===Notable players===
:''See also: [[:Category:Samus professionals (SSBB)]]''
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
*{{Sm|Dicks|USA}}
:''See also: [[:Category:Samus players (SSBB)]]''
*{{Sm|ESAM|USA}}
*{{Sm|Dicks|USA}} - A top Samus main in the United States, known for his flashy combo playstyle with the character. Has wins over {{Sm|Lain}} and {{Sm|Anther}}.
*{{Sm|NOID|USA}}
*{{Sm|NOID|USA}} - Among the two best Samus players in the USA alongside {{Sm|Xyro}}. Placed 33rd at {{Trn|Pound V}} and {{Trn|WHOBO 3}}, which were some of the strongest Samus results in majors achieved during ''[[Brawl|Brawl's]]'' competitive lifetime.
*{{Sm|quiKsilver|Germany}}
*{{Sm|quiKsilver|Germany}} - Although much better known for his capabilities in ''[[Ultimate]]'' and mostly used Zero Suit Samus for his bracket runs, he used Samus as a secondary. Notably placed 9th in {{Trn|Sun Rise Tournament}}, though it is unknown how much Samus he used there.
*{{Sm|Xyro|USA}}
*{{Sm|Xyro|USA}} Among the two best Samus players in the USA alongside {{Sm|NOID}}, and was able to place very well at low-tiered events using the character, though his placements at majors tended to be far worse.
*{{Sm|YB|Japan}}
*{{Sm|YB|Japan}} - The top Samus player in Japan. Though he rarely competed, he placed 49th at {{Trn|Sun Rise Tournament}}, which were among some of the best Samus results in ''[[Brawl|Brawl's]]'' competitive lifetime.


===Tier placement and history===
===Tier placement and history===
Samus's significant nerfs severely compromised her ability to viably compete since the very beginning of ''Brawl''; her inability to rack up damage quickly and effectively finish off stocks proved to be a fatal combination. As such, Samus has perpetually been a low tier character, who has sometimes even dropped into the bottom tiers. Throughout ''Brawl'''s time as a competitive game, Samus never made any significant rises on the tier list due to her lack of any successful tournament results or significant metagame advancement.
Samus's significant nerfs severely compromised her ability to viably compete since the very beginning of ''Brawl''; her inability to rack up damage quickly and effectively finish off stocks proved to be a fatal combination. As such, Samus has perpetually been a low tier character, who has sometimes even dropped into the bottom tiers. Throughout ''Brawl'''s time as a competitive game, Samus never made any significant rises on the tier list due to her lack of any successful tournament results or significant metagame advancement.


Despite this, Samus's competitive prospects are slightly better than other low tier characters. Unlike them, she can camp to some degree and keep opponents zoned away, which has favored her as ''Brawl'' has turned more defensively based. She also has better survivability than other low tier characters, being a heavyweight with a good and not easily gimpable recovery. Finally, while her overall tournament representation is very poor, she still has a handful of renowned players dedicated to developing her, while many former players of other low tier characters have since dropped them. However, while this will secure Samus against ever returning to the bottom tiers, it's very unlikely she will rise out of low tier, as while she competes well with other low tier characters and many lower middle tier characters, she still fares poorly against any characters above said point, and it is extremely unlikely that there will ever be a breakthrough that would allow her to viably compete with such characters.
Despite this, Samus's competitive prospects are slightly better than other low tier characters. Unlike them, she can camp to some degree and keep opponents zoned away, which has favored her as ''Brawl'' has turned more defensively based. She also has better survivability compared other low tier characters, being a heavyweight with a good and hard to intercept recovery. However, while this will secure Samus from dropping further in placements, it's very unlikely she will rise out of low tier, as while she competes well with other low tier characters and many lower middle tier characters, she still fares poorly against any characters above said point, and it is extremely unlikely that there will ever be a breakthrough that would allow her to viably compete with such characters thanks to ''Brawl''{{'}}s metagame becoming highly stagnant.
 
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Samus/{{SSBB|Zero Suit Samus}} can appear as an opponent in Stage 6 on [[Norfair]] or [[Frigate Orpheon]]. Samus/Zero Suit Samus can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 6.
 
===[[All-Star Mode]]===
In All-Star Mode, Samus/{{SSBB|Zero Suit Samus}} is fought in Stage 7 on [[Norfair]] or [[Frigate Orpheon]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 10: All-Star Battle Regulars]]''': Samus is one of the opponents fought in this event. All opponents are starter characters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 16: Power Suit ON!]]''': The player, as {{SSBB|Zero Suit Samus}}, must obtain a [[Smash Ball]] and transform into Samus while fending off against two CPUs, who are also Zero Suit Samus.
*'''[[Event 23: Molten Norfair]]''': Samus must survive the lava wave on [[Norfair]] by getting inside the safety capsule while fending off against both {{SSBB|Fox}} and {{SSBB|Captain Falcon}}.
*'''[[Event 36: High-Tech Special Forces]]''': The player plays as {{SSBB|Snake}} and must defeat Samus, {{SSBB|Captain Falcon}}, and {{SSBB|Wolf}} on [[Shadow Moses Island]].
 
====Co-Op Events====
*'''[[Co-Op Event 7: Battle of the Dark Sides]]''': {{SSBB|Link}} and Samus, must defeat their dark forms in a 200 HP Stamina match on [[Bridge of Eldin]].
*'''[[Co-Op Event 12: Come Back! Falcon Flyer]]''': Captain Falcon and {{SSBB|Olimar}} must defeat two Samuses in [[Big Blue]] within 30 seconds.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
Samus Congratulations Screen Classic Mode Brawl.png|Classic Mode
Samus Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace samus.PNG|thumb|250px|Samus in ''[[SSE]]'']]
[[File:Subspace samus.PNG|thumb|250px|Samus in ''[[SSE]]''.]]
Samus begins the [[Adventure Mode: The Subspace Emissary|Subspace Emissary]] in her [[Zero Suit Samus (SSBB)|Zero Suit]], infiltrating a [[Research Facility (Part I)|trap-riddled laboratory]]. After making her way through it, she encounters {{SSBB|Pikachu}} trapped within a strange device that harnesses its electrical energy to provide power to the complex. Seeing that the device causes Pikachu pain, Samus breaks the machine. In thanks, Pikachu helps Samus continue through the lab. The pair eventually find Samus' Power Suit within a tank, guarded by two [[False character|clones]] of Samus, wearing the purple Gravity Suit, prompting Samus and Pikachu to battle. When they are defeated, an alarm begins to wail, and the [[R.O.B. Squad]] approaches. Samus regains her Power Suit and blasts her way through them along with Pikachu.
Samus begins The Subspace Emissary in her [[Zero Suit Samus (SSBB)|Zero Suit]], infiltrating a [[Research Facility (Part I)|research facility]]. After making her way through it, she encounters {{SSBB|Pikachu}} trapped within a strange device that harnesses its electrical energy to provide power to the complex. Seeing that the device causes Pikachu pain, Samus breaks the machine. In thanks, Pikachu helps Samus continue through the lab. The pair eventually find Samus' Power Suit within a tank, guarded by two [[False character|clones]] of Samus' Power Suit, prompting Samus and Pikachu to battle. When they are defeated, an alarm begins to wail, and the [[R.O.B. Squad]] approaches. Samus regains her Power Suit and blasts her way through them along with Pikachu.


As they attempt to escape the complex, [[Ridley]] strikes without warning, snatching up Samus and grinding her viciously against the wall. Pikachu [[Thunder (Pokémon)|electrocutes]] Ridley to free Samus and the two face off against Ridley.
As they attempt to escape the complex, [[Ridley]] strikes without warning, snatching up Samus and grinding her viciously against the wall. Pikachu [[Thunder (Pokémon)|uses Thunder on]] Ridley to free Samus and the two face off against Ridley.
After escaping from the facility, Samus and Pikachu come upon a [[Subspace Bomb Factory (Part II)|factory]] mass-producing [[Subspace Bomb]]s. The two enter it, and after fighting their way through, discover the [[Ancient Minister]] in a room filled with Subspace Bombs. The allies prepare to battle, but the Ancient Minister does not seem to want to fight them. {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, and {{SSBB|Olimar}} then break into the room, and all of them, including Samus, witness the Ancient Minister defy the holographic {{SSBB|Ganondorf}}'s commands. As a result, the R.O.B. Squad fires upon him, burning off his robe and revealing him as a {{SSBB|R.O.B.}} as well. It turns out that all of the R.O.B.s had been forced to work with the Subspace Army, with the main R.O.B., the Master Robot, as their leader. The rest of the R.O.B.s activate all the Subspace Bombs in the room, prompted by Ganondorf's override, forcing our heroes to escape. As they rush to the exit aboard Captain Falcon's [[Falcon Flyer]], [[Meta Ridley]] races after them, furiously seeking revenge on Samus and Pikachu. The group defeats the space dragon once more, and escapes just before the [[Isle of the Ancients]] is engulfed in [[Subspace]].
After escaping from the facility, Samus and Pikachu come upon a [[Subspace Bomb Factory (Part II)|factory]] mass-producing [[Subspace Bomb]]s. The two enter it, and after fighting their way through, discover the [[Ancient Minister]] in a room filled with Subspace Bombs. The allies prepare to battle, but the Ancient Minister does not seem to want to fight them. {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, and {{SSBB|Olimar}} then break into the room, and all of them, including Samus, witness the Ancient Minister defy the holographic {{SSBB|Ganondorf}}'s commands. As a result, the R.O.B. Squad fires upon him, burning off his robe and revealing him as a {{SSBB|R.O.B.}} as well. It turns out that all of the R.O.B.s had been forced to work with the Subspace Army, with the main R.O.B., the Master Robot, as their leader. The rest of the R.O.B.s activate all the Subspace Bombs in the room, prompted by Ganondorf's override, forcing our heroes to escape. As they rush to the exit aboard Captain Falcon's [[Falcon Flyer]], [[Meta Ridley]] races after them, furiously seeking revenge on Samus and Pikachu. The group defeats the space dragon once more, and escapes just before the [[Isle of the Ancients]] is engulfed in [[Subspace]].


Samus and posse meet up with the rest of the Smash Bros. heroes aboard the [[Halberd]]. The Halberd is destroyed by the [[Subspace Gunship]], but Samus boards her own [[Gunship]] and continues the assault on Subspace. [[Entrance to Subspace|Upon entry to the Subspace]], Samus and friends are unfortunately reduced to [[trophy]] form by [[Tabuu|Tabuu's]] [[Off Waves]].
Samus and the rest of the Fighters meet up with the rest of the Smash Bros. heroes aboard the [[Halberd]]. The Halberd is destroyed by the [[Subspace Gunship]], but Samus boards her own [[Gunship]] and continues the assault on Subspace. [[Entrance to Subspace|Upon entry to the Subspace]], Samus and friends are unfortunately reduced to [[trophy]] form by [[Tabuu|Tabuu's]] [[Off Waves]].


{{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}} and {{SSBB|Kirby}} are revived by the [[Dedede Brooch]]es and collect their friends' trophies. Samus and party venture through [[the Great Maze]] and defeat Tabuu.
{{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}} and {{SSBB|Kirby}} are revived by the [[Dedede Brooch]]es and collect their friends' trophies. Samus and party venture through [[the Great Maze]] and defeat Tabuu.
Line 275: Line 404:
*[[The Research Facility (Part II)]] (Zero Suit only until after False Samus battle)
*[[The Research Facility (Part II)]] (Zero Suit only until after False Samus battle)
*[[The Subspace Bomb Factory (Part I)]]
*[[The Subspace Bomb Factory (Part I)]]
*[[The Subspace Bomb Factory (Part II)]]  
*[[The Subspace Bomb Factory (Part II)]]
*[[Entrance to Subspace]]
*[[Entrance to Subspace]]
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]]
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]]


==In [[Event Match]]es==
===Exclusive [[sticker]]s===
===Solo Events===
These stickers can only be used by Samus and Zero Suit Samus.
*'''[[Event 10: All-Star Battle Regulars]]''': Samus is one of the opponents fought in this event. All opponents are starter characters from the original ''[[Super Smash Bros.]]'' game.
*Dark Samus: [Normal] Resistance +11
*'''[[Event 16: Power Suit ON!]]''': The player, as {{SSBB|Zero Suit Samus}}, must obtain a [[Smash Ball]] and transform into Samus while fending off against two CPUs, who are also Zero Suit Samus.
*Energy Tank: [Energy] Attack +12
*'''[[Event 23: Molten Norfair]]''': Samus must survive the lava wave on [[Norfair]] by getting inside the safety capsule while fending off against both {{SSBB|Fox}} and {{SSBB|Captain Falcon}}.
*Gravity Suit Samus: [Weapon] Attack +11
*'''[[Event 36: High-Tech Special Forces]]''': The player plays as {{SSBB|Snake}} and must defeat Samus, {{SSBB|Captain Falcon}}, and {{SSBB|Wolf}} on [[Shadow Moses Island]].
*Metroid: [Electric] Attack +20
 
*Morph Ball: [Weapon] Attack +5
===Co-op Events===
*Running Zero Suit Samus: [Weapon] Attack +25
*'''[[Co-Op Event 7: Battle of the Dark Sides]]''': {{SSBB|Link}} and Samus, must defeat their dark forms in a 200 HP Stamina match on [[Bridge of Eldin]].
*Samus (Metroid): [Specials: Indirect] Attack +15
*'''[[Co-Op Event 12: Come Back! Falcon Flyer]]''': Captain Falcon and {{SSBB|Olimar}} must defeat two Samuses in [[Big Blue]] within 30 seconds.
*Samus (Metroid Fusion): [Electric] Resistance +16
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].
*Special Token: [Arm] Attack +6
*Starship: [Weapon] Attack +9
*Zero Suit Samus: [Leg] Attack +9


==Trophies==
==[[Trophies]]==
Samus's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Samus.
Samus's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Samus.


===Trophy descriptions===
{{Trophy/Fighter
:'''Samus'''
|name=Samus
::''The intergalactic bounty hunter named Samus Aran. Orphaned at an early age, she was taken in and raised by the alien race known as the Chozo. The Power Suit she wears is a product of their technology. Her unique combat skills combined with her athleticism and Arm Cannon have seen her through countless missions.''
|image=Samus - Brawl Trophy.png
|mode=Classic
|desc=The intergalactic bounty hunter named Samus Aran. Orphaned at an early age, she was taken in and raised by the alien race known as the Chozo. The Power Suit she wears is a product of their technology. Her unique combat skills combined with her athleticism and Arm Cannon have seen her through countless missions.
|gamelist={{Trophy games|console1=NES|game1=Metroid|console2=SNES|game2=Super Metroid}}
|game=Brawl
}}
{{clrl}}


{{Trophy games|console1=NES|game1=[[Metroid (game)|Metroid]]|console2=SNES|game2=[[Super Metroid]]}}
{{Trophy/Fighter
 
|name=Zero Laser
:'''Zero Laser'''
|image=Zero Laser - Brawl Trophy.png
::''Samus's Final Smash. The beam emerging from her Arm Cannon is dreadfully powerful and causes great damage to enemies. The beam travels slowly but can be swept up and down. The recoil of the beam is so great that it tears off her Power Suit, revealing Zero Suit Samus. The pieces of her armor can be picked up and thrown as weapons.''
|desc=Samus's Final Smash. The beam emerging from her Arm Cannon is dreadfully powerful and causes great damage to enemies. The beam travels slowly but can be swept up and down. The recoil of the beam is so great that it tears off her Power Suit, revealing Zero Suit Samus. The pieces of her armor can be picked up and thrown as weapons.
 
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


<center>
==[[Alternate costume (SSBB)#Samus/Zero Suit Samus|Alternate costumes]]==
<gallery>
Samus - Brawl Trophy.png|Classic Mode trophy
Zero Laser - Brawl Trophy.png|{{b|Zero Laser|Samus}} trophy
</gallery>
</center>
 
==[[Alternate costume (SSBB)#Samus|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
Line 325: Line 457:
|}
|}


==Trivia==
==Gallery==
*Samus (along with {{SSBB|Olimar}}, {{SSBB|R.O.B.}}, and {{SSBB|Mr. Game and Watch}}) never talks or makes any verbal noises. The only sounds she makes are those of her attacks and [[Star KO]] cry. However, she has a voice as {{SSBB|Zero Suit Samus}}.
<gallery>
*In ''[[Brawl]]'', if a player selects Samus using a Wii remote or classic controller, her midair jump sound from ''[[Melee]]'' will sound in the Wii Remote's speaker despite the fact that she makes completely different noises in ''Brawl''.
Charge.jpg|Samus in the process of charging her arm cannon.
Samus VS Link SSBB.jpg|{{SSBB|Link}} fighting Samus in [[Skyworld]].
SSBBDojoSamus3.jpg|About to use her [[Super Missile]] on [[Delfino Plaza]].
Samus Aran4.jpg|Samus's arm cannon flashes at the end, a sign that her Charged Shot is fully charged.
Samus FAIR SSBB.jpg|Samus using her [[forward aerial]].
FULLYchargedshot.jpg|Samus shooting a fully charged [[Charged Shot]].
ChargebeamSamusSSBb.jpg|{{SSBB|Fox}} being hit by Samus's fully charged Charged Shot.
Homing missile.jpg|The Homing Missile, which can be used when applying only slight pressure to the control stick.
Power missile.jpg|Samus using her Super Missile.
Screw Attack.jpg|Samus using her Screw Attack
Morph Ball Bomb.jpg|Samus inside her Morph Ball
Zero Laser Brawl 1.png|Samus getting ready to fire the Zero Laser.
Zero Laser Brawl 2.png|Samus blasting the Zero Laser in ''Brawl''.
Zero Laser Brawl 3.png|Once the laser is finished, her Power suit pieces fall off of her.
Aether.jpg|{{SSBB|Ike}} starting to use [[Aether]] against Samus.
BrawlAetherIke.jpg|Ike finishing Aether against Samus.
Great Aether.jpg|Samus being caught with Ike's Final Smash
MarthForwardSmashSSBB.jpg|{{SSBB|Marth}} attacking Samus.
</gallery>
 
== Trivia ==
*Samus (along with {{SSBB|Olimar}}, {{SSBB|R.O.B.}}, and {{SSBB|Mr. Game & Watch}}) never talks or makes any verbal noises. The only sounds she makes are those of her attacks and [[Star KO]] cry. However, she has a voice as {{SSBB|Zero Suit Samus}}.
*In ''[[Brawl]]'', if a player selects Samus using a Wii remote or classic controller, her midair jump sound from ''[[Melee]]'' will sound in the Wii Remote's speaker despite the fact that she makes completely different noises in ''Brawl''. She shares this trait with {{SSBB|Kirby}}, {{SSBB|Peach}}, {{SSBB|Bowser}}, and {{SSBB|Ganondorf}}.
*Throughout normal game play, Samus' visor is opaque. The only time the player can see her face from behind her visor is in the [[Subspace Emissary]], where she looks at [[Pikachu]] after retrieving her [[Power Suit]].
*Throughout normal game play, Samus' visor is opaque. The only time the player can see her face from behind her visor is in the [[Subspace Emissary]], where she looks at [[Pikachu]] after retrieving her [[Power Suit]].
* In the Subspace Emissary, even though Ridley damages Samus before battling her with Pikachu, Samus' damage is at 0% when the battle actually begins.
*In the Subspace Emissary, even though Ridley damages Samus before battling her with Pikachu, Samus' damage is at 0% when the battle actually begins.
*Despite using her default color during a Team Battle while on the red team in the the original ''[[Super Smash Bros.]]'' and ''[[Melee]]'', in [[Super Smash Bros. Brawl]], her red team costume is switched to be her pink and red suit.
*Despite wearing her default color during a Team Battle while on the red team in the original ''[[Super Smash Bros.]]'' and ''[[Melee]]'', in ''[[Super Smash Bros. Brawl]]'', her red team color is switched to be her pink and red suit. This is likely to avoid confusion as Samus's default color is orange while {{SSBB|Zero Suit Samus}} wears light blue in her default color.
**This is likely to avoid confusion involving {{SSBB|Zero Suit Samus}}, who wears blue while Samus is in her default costume but wears red when Samus is in her pink costume.
**''Brawl'' marks the only installment where Samus cannot use her default costume in Team Battles, and also the only installment where Samus and Zero Suit Samus are transformation characters.
*Samus, {{SSBB|Pikachu}}, {{SSBB|Diddy Kong}}, {{SSBB|Fox}}, and {{SSBB|Lucas}} are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Samus can be chosen to fight [[Ridley]] in [[The Research Facility Part II]], [[Meta Ridley]] in [[The Subspace Bomb Factory (Part II)]], and [[Tabuu]] in the final battle at Tabuu's Residence.
*Samus, {{SSBB|Pikachu}}, {{SSBB|Diddy Kong}}, {{SSBB|Fox}}, and {{SSBB|Lucas}} are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Samus can be chosen to fight [[Ridley]] in [[The Research Facility Part II]], [[Meta Ridley]] in [[The Subspace Bomb Factory (Part II)]], and [[Tabuu]] in the final battle at Tabuu's Residence.
*Whenever Samus uses her red costume, her battle portrait will have her face zoomed in a little closer compared to the rest of her costumes.
*Whenever Samus uses her red costume, her battle portrait will have her face zoomed in a little closer compared to the rest of her costumes.
*This is the only game where Samus has a unique design that is not reused in a later game.
*This is the only game where Samus has a unique design that is not reused in a later game.
*Samus' render pose resembles her "Smash Red" trophy pose in ''Melee'', but with her left foot forward instead of her right foot, and with her free hand in a fist instead of on her Arm Cannon.
**Sakurai later would claim that this design was based on ''[[Super Metroid]]'',<ref>{{cite web |url=https://www.youtube.com/watch?v=vQD1yJinzeQ&t=127s |title=Wii U & Nintendo 3DS Developer Direct |accessdate=2021-07-09 |date=2014-07-11 |publisher=Official Nintendo YouTube channel |quote=Until now Samus was based off the design from Super Metroid, but she's been given a major makeover. Her design is now closer to that of Metroid: Other M. }}</ref> although it bears more similarity with the one shown in ending screens of ''{{s|metroidwiki|Metroid: Zero Mission}}'', which in turn is very similar to ''Super Metroid''.
*Samus' render pose resembles her "Smash Red" trophy pose in ''Melee'', but with her left foot forward instead of her right foot, and with her free hand in a fist instead of on her Arm Cannon. Both poses resemble a shot from the end of Super Metroid.
*Samus teaming up with Pikachu in the Subspace Emissary might be a reference to {{s|metroidwiki|Pyonchi}}, her pet in the manga.
*Samus, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Ganondorf}} are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.


==External links==
==External links==
*[http://www.smashbros.com/wii/en_us/characters/samus.html Samus's page at Smash Bros. DOJO!!.]
*[http://www.smashbros.com/wii/en_us/characters/samus.html Samus's page at Smash Bros. DOJO!!.]
*[http://www.smashboards.com/showthread.php?t=196879 Samus Character Guide on SmashBoards]
*[http://www.smashboards.com/showthread.php?t=196879 Samus Character Guide on SmashBoards]
*[http://www.youtube.com/watch?v=sZnDCwIkFlg&playnext_from=TL&videos=MMQL8xvQIzY&feature=sub Samus' hitbox size of each of her moves]
*[http://www.youtube.com/watch?v=sZnDCwIkFlg Samus' hitbox size of each of her moves]
*[http://www.youtube.com/watch?v=JW_50Zn_JtQ Samus's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice (part 1)]
*[http://www.youtube.com/watch?v=JW_50Zn_JtQ Samus's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice (part 1)]
*[http://www.youtube.com/watch?v=wuvG9_Jcevg (part 2)]
*[http://www.youtube.com/watch?v=wuvG9_Jcevg (part 2)]
== References ==
<references />


{{SSBBCharacters}}
{{SSBBCharacters}}
{{Metroid universe}}
{{Metroid universe}}
[[Category:Metroid universe]]
[[Category:Samus (SSBB)| ]]
[[Category:Samus (SSBB)]]
[[Category:Trophies (SSBB)]]
[[Category:Trophies (SSBB)]]
[[es:Samus (SSBB)]]

Latest revision as of 08:09, December 16, 2024

This article is about Samus's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Samus Aran.
For information about the result of Samus using her Final Smash, see Zero Suit Samus (SSBB).
Samus
in Super Smash Bros. Brawl
Samus SSBB.jpg
MetroidSymbol.svg
Universe Metroid
Shares character slot with Zero Suit Samus
Other playable appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Starter
Final Smash Zero Laser
Tier F (32)
Samus (SSBB)

Samus (サムス, Samus) is a playable character that appears in Super Smash Bros. Brawl. She was revealed at E3 2006. Samus can now transition into Zero Suit Samus through a variety of methods, similar to how Zelda can turn into Sheik.

Samus is ranked 32nd out of 38 on the tier list, placing her in the F tier, a significant drop from her position in the Melee tier list, where she was ranked 11th out of 26th. Her ranking in Brawl is also her worst placement in the series. Samus has relatively fast attacks such as her tilts and her smash attacks, as well as aerials with nearly no landing lag. Along with this, Samus has her trademark bevy of projectiles, far reach in most of her attacks, and great horizontal survivability (possessing both strong horizontal endurance and a good recovery). However, Samus's KO potential has been significantly nerfed in almost every area from Melee; Samus' strongest finishers don't start reliably KOing until beyond 125%, and none of her potential finishers are especially effective. Her KOing problems are exacerbated by her difficulty in racking up damage on opponents; despite having a decent combo game thanks to the low knockback of her aerials, most of her attacks deal low to mediocre damage, and she has rather slow attacking speed (combination of slow movement and her attacks being ending lag heavy). Her projectiles were also nerfed; her Super Missiles take longer to fire as well as travel slower and being unable to KO until near sudden death percentages, her bombs no longer explode on contact, and a fully charged Charge Shot cannot KO reliably until 124% fresh (and it is rarely fresh as Samus players must often use it to keep opponents at bay). This has resulted in terrible matchups against characters beyond low tier, and terrible tournament results.

Attributes[edit]

Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations. She is a heavyweight and possesses average dashing speed. Her tall height, however, is both an advantage and a drawback: while this grants her more range in some of her moves, this also makes Samus easier to hit, a common problem among most heavyweights. For a heavyweight, she has very low KO power and high floatiness. This also applies to her falling speed, which is the third-slowest in the game, behind Peach and Jigglypuff. On the upside, her floatiness can be used to bolster her aerial game. Staying in the air longer allows Samus to follow-up with other aerials; given that many of her moves have low knockback, she can create a versatile amount of low-to-moderate percentage attacks while bolstering her above-average recovery. On the downside, her slow fall speed also makes her recovery predictable and fairly easily edgeguarded, while also being vulnerable to being juggled. Her floatiness additionally renders her momentum canceling to be poor and makes her survivability merely above average vertically despite being one of the heaviest characters in the game.

Her ground moves, while weak in terms of knockback, can deal decent damage. Her jab is quite fast and can lock on opponents, which can enable follow ups. Her forward tilt is a flexible move, especially at higher percentages, which can be angled to suit how she can approach the opponent. Up tilt can juggle certain opponents and be a threatening KO move at higher percentages, capable of KOing heavyweights at around 120%. Down tilt is her slowest but strongest tilt, being threatening against floaty characters while still offering decent setup opportunities against heavyweights.

Samus can evade foes with projectiles like Bombs, or she can take a more aggressive approach by using her surprisingly long Grapple Beam to keep away opponents. One of the most valuable uses of her slow falling speed is successfully meteor smashing an opponent who has no ground on which to land and still being able to recover easily. She also has the largest ledge sweetspot in the game. Her neutral special, Charge Shot, does great knockback at higher percentages and is a deadly projectile for edgeguarding when fully charged. Samus has two kinds of Missiles: the Homing Missile homes on opponents and deals 5% damage; and the Super Missile moves in a fast, straight line and deals 10 % damage and noticeable knockback. Her up special, Screw Attack gives her decent vertical height, is a good out of shield option and can trap opponents for damage racking. Her down special, Bomb, makes Samus shift into morph ball mode and lays a bomb, which will explode after a set time period. Her grab has great range, but it is laggy if she fails to grab an opponent (although performing a dash grab can remedy this). In the air, her Grapple Beam can damage opponents and can be used as a tether recovery.

Samus works best when transitioning well from the air to the ground. None of Samus's aerials have landing lag, with her forward and up aerials having no knockback except at the final hit. Samus can capitalize on this by canceling into more powerful moves like her forward smash and down tilt, or by using a fully charged Charge Shot in the event the opponent is a bit too far away. Missiles also factor into the air to ground transition; landing immediately after the missile has been fired negates the significant firing lag, so one can immediately follow up with another missile (of either kind). This lag negation allows for a "double missile" effect where Samus can fire one missile, land, and almost immediately fire another. These missiles can also stop opponents' recoveries, such as Pikachu's Skull Bash, Luigi's Green Missile, Jigglypuff's Rollout, Ike's Quick Draw or Wolf, Fox, or Falco's side special recovery, setting them up for an immediate meteor smash. A Missile Charge Shot combination is an excellent combo, but can sometimes be predictable, so Samus mains must learn to launch them unexpectedly. Her aerial Grapple Beam ("zair") actually acts as a move to complement this strategy, stunning opponents from far away with high speed; the move also cancels immediately upon landing, which can combo into a down tilt or smash. Coupled with the Charge Shot's potency, Samus has no problem frustrating opponents from a safe distance, chipping away at her opponent's approach to best suit her. Although Samus has three different projectiles, she still lacks a reliable way to deal with opponents' projectiles especially since her shield roll is very slow (slowest in the game).

Samus' major problem lies in her extreme lack of finishing abilities. Her quickest KO move is her down tilt, though with its small hitbox and lack of stronger KO options, she has trouble KOing opponents before around 130% and is recommended to not be used until the right time as to not devalue it with stale-move negation. Her forward smash is quick and deals high damage, but does not KO properly before around 130%. Her only way to KO at lower damage percentages is through edgeguarding. Unfortunately, her primary options, back aerial telegraphs itself, has a tiny sweet spot, and requires good setup, while the down aerial is rather slow and has a sweeping hitbox that also needs good placement, despite its fairly large hitbox. Even a fully-charged Charge Shot does not tend to KO until at least 124%, making it one of the least KO-capable charged specials in the game, however it is still a good move for edgeguarding. While her weight and height aids in her staying power and reach in her attacks, this also means that she is very susceptible to being chain grabbed, which is especially problematic given how popular characters like Falco and Ice Climbers are in executing this technique. Finally, given Samus' problem with KOing and opponents' difficulty in KOing her, high-level matches involving Samus tend to last longer, making time limitations a detriment with her difficulty in approaching mixed with her lack of viable and fast options to turn matches around.

All in all, Samus capitalizes a zoning playstyle with her wide array of projectiles and good longevity. However, to avoid being overwhelmed, she must play as conservatively as possible, and capitalizing on aggressive approaches. Samus also has to diversify her utility options as optimal as possible, as excessive dependence on her more powerful moves will render her moves to be weaker and her playstyle to be predictable.

Changes from Super Smash Bros. Melee[edit]

When making the transition from Melee to Brawl, Samus has received a mix of buffs and nerfs but was heavily nerfed overall. Her most useful benefit is being able to transform into Zero Suit Samus, allowing her to pivot out of difficult matchups as Zero Suit Samus is a much more competitively viable character. As for Samus' more direct buffs, her mobility has improved in the air, although the removal of wavedashing does hinder her ground movement. Her multi-hit moves are also more reliable and her grab aerial has been significantly improved. In addition, it now travels in a straight consistent arc, it has a stronger sweetspot, it has more favorable knockback and it now has minimal landing lag making it an excellent spacing and combo tool.

However, she has received some significant nerfs to both her overall damage output and knockback. Her projectiles, such as her Super Missiles, are significantly weaker, making her overall zoning game less effective. Many of her other moves, such as her neutral aerial, have been nerfed to the point where they are largely unviable KOing tools outside of extremely high percents. One of Samus' strongest KO options is her back aerial (and even it is weaker than in Melee and it still requires the sweetspot to hit in order to reliably KO). Samus' frame data has been toned down, with many of her useful advanced techniques such as her Super Wavedash being no longer applicable in Brawl.

As such, her buffs do not make up for the more severe nerfs she received, making her a significantly less effective character than in Melee.

Aesthetics[edit]

  • Change Samus's design is more detailed due to the game's graphical improvements. It is now based on the Legendary Power Suit from Zero Mission, which combines elements from her designs in Super Metroid and Metroid Prime.
  • Change Samus's Super Missiles now use their design from Super Metroid and Zero Mission.
  • Change Samus has a new tumbling animation.
  • Change Samus has a new teetering animation based on how it appeared in Smash 64.
  • Change Most of her moves now have updated sound effects.
  • Change Samus has a new blue alternate costume which is used for the blue team instead of her purple costume. She also now uses her pink costume for the red team instead of her default costume.

Attributes[edit]

  • Change Samus is slightly lighter (110 → 108).
  • Buff Samus walks slightly faster (1 → 1.05).
  • Buff Samus dashes slightly faster (1.4 → 1.445).
  • Buff Samus' air speed is drastically faster (0.89 → 0.987), going from the 12th slowest out of 26 characters to being tied for 14th fastest out of 39.
  • Buff Samus' air acceleration is much higher (0.0325 → 0.09) going from the lowest in Melee to the 19th highest in Brawl.
  • Buff Samus's traction is lower (0.06 → 0.0585), going from the 15th highest in Melee to the 18th highest. Compared with the returning veterans, however, Samus' traction is higher, allowing her to punish out of shield easier.
  • Nerf Her overall projectile and finishing games have been worsened drastically, harming her overall KOing power.
  • Change Samus's falling speed was reduced (1.4 → 1.07). When comparing to the returning veterans, Samus falls faster relative to them now having the third lowest fall speed in the game as opposed to the second lowest. This worsens her recovery but improves her endurance.
  • Change Samus' gravity is lower (0.066 → 0.058).
  • Buff Spot dodge has a longer duration (frames 2-15 → 2-20).
  • Nerf Spot dodge has more ending lag (frame 23 → 26).
  • Nerf Rolls have a shorter duration (frames 4-30 → 4-23) and their ending lag was not decreased making them the slowest and most punishable rolls in the game.
  • Change Samus can change into Zero Suit Samus by inputting her up and down taunt rapidly, using her Final Smash, or by holding the L/R button (Gamecube/Classic controller), Z button (Nunchuk), or the - button while selecting Samus on the character select screen.
    • Buff The taunt method can be performed anytime during a match allowing Samus to adapt to different matchups. This immensely helps her as her Zero Suit character is a far superior character who overall has a much better matchup spread. However, players cannot use the taunt method to switch back to Samus

Ground attacks[edit]

  • Buff Second hit of neutral attack has slightly increased knockback (15 (base), 100 (scaling) → 30/95). The first hit of neutral attack also has increased base knockback (0 → 5) and it can now also jab lock opponents.
  • Forward tilt:
    • Nerf Normal angled forward tilt has received a sourspot on Samus' leg, all variants have slightly more startup (frame 6 → 7), ending lag (frame 30 → 32), and up and normal angled hits deal less damage (11% (angled up)/10% (not angled) → 10%/8%/7%(foot/leg)).
    • Buff Down angled forward tilt deals 1% more damage (9% → 10%).
  • Nerf Up tilt has increased start-up (frame 14 → 15) and ending lag (frame 35 → 40). The introduction to hitstun canceling hinders its combo ability on grounded opponents.
  • Buff Down tilt has much better KO potential due to the universally decreased falling speeds, now KO'ing more characters under 150% more reliably.
  • Dash attack:
    • Nerf Dash attack deals less damage (13% → 10%) and knockback (22 (base), 105 (scaling) → 30/80), no longer being the most powerful dash attack (King Dedede's is now the strongest). It has slightly more startup lag with a shorter duration (frames 7-16 → 8-16).
    • Buff Dash attack launches opponents at a more favorable angle (60° → 75°) improving its followup potential.
  • Nerf Forward smash deals less damage (15%/14%/13% → 14%/13%/12%) and knockback (30 (base), 104 (scaling) → 20/100), no longer being a viable finisher at high percents. It also has smaller hitboxes and a shorter duration (frames 10-13 → 10-11).
  • Up smash:
    • Buff Up smash's hits connect together better (though still not too reliable).
    • Nerf Up smash now has a 1.2x SDI multiplier.
  • Nerf Down smash deals less damage (16%/15% → 15%/14%) and base knockback (110/90 → 90/80). It also has more startup (frame 6 → 10) and ending lag (frame 45 → 52).

Aerial attacks[edit]

  • Buff All aerials have reduced landing lag (15 frames → 9 (neutral/forward/up/down), 12 (back)). Due to the removal of L-canceling however, their landing lag was not fully compensated.
  • Nerf Neutral aerial deals less damage (14% (clean), 10% (late) → 9%/6%) and has reduced knockback scaling (100 → 80) making it much weaker to the point where it is now incapable of KOing at realistic percentages. It also has a shorter duration (frames 5-30 → 5-24) and increased ending lag (frame 40 → 46).
  • Forward aerial:
    • Nerf Forward aerial deals less damage (5% (all) → 4% (hit 1), 3% (hits 2-4), 5% (hit 5), 23.2% → 18% (total)). It also has more startup (frame 5 → 7) and ending lag (frame 50 → 56).
    • Buff Forward aerial's looping hits link together better as hits 2-4 now have set knockback (20 (base), 100 (scaling) → 18/5 (set)/100)) and the final hit deals more base knockback (20 → 40).
  • Back aerial:
    • Nerf Back aerial has reduced knockback scaling (100 → 95/88/90), slightly more ending lag (frame 37 → 40) and its duration was cut in half (4 frames → 2), making it harder to hit with.
    • Buff Back aerial is slightly easier to sweetspot with due to the sweetspot no longer having the lowest priority (ID# 2 → 1).
  • Nerf Up aerial has slightly more ending lag (frame 39 → 40).
  • Down aerial:
    • Nerf Down aerial deals 1% less damage (16% → 15%) and less base knockback (30 → 2).
    • Buff Down aerial's lower strength improves its followup potential when used against grounded opponents especially since it can now cause tripping.
  • Grapple Beam:
    • Buff Grapple Beam has more range, and now has almost no landing lag, making it an extremely strong spacing tool. It also deals more knockback (15 (base), 40 (scaling) → 60/30) and it now has a sweetspot which deals more damage (4% → 7%) and knockback (15 (base), 40 (scaling) → 60/60) further improving its spacing and edgeguarding potential. Additionally, it no longer renders Samus helpless.
    • Change Grapple Beam now always travels in a straight arc making it more consistent but giving it less vertical range.
    • Nerf Grapple Beam can no longer wall grapple and can be ledgehogged, harming its utility as a recovery option. It also has a shorter duration (frames 9-28 → 9-18).

Grabs and Throws[edit]

  • Grabs:
    • Buff Grabs have less startup lag (frame 18 → 17) although they are still the slowest grabs in the game.
  • Pummel:
    • Buff Pummel has less ending lag (frame 25 → 9).
    • Nerf Pummel deals less damage (3% → 1%).
  • Buff Forward and back throw deal more knockback 50 (base), 45 (forward scaling), 42 (back scaling) → 60/55 (both)).
  • Buff Up throw deals 2% more damage as its multi hits now deal damage (7% → 9%) although the damage on the throw was decreased (7% → 4%) as well as its knockback (100 (base), 45 (scaling) → 80/70).
  • Nerf Down throw has increased knockback scaling (20 → 50). When combined with the introduction of hitstun canceling, this significantly hinders its followup potential.

Special moves[edit]

  • Charge Shot:
    • Buff Charge Shot has larger hitboxes (1.17u (uncharged)/1.56u (level 1)/1.95u (level 2)/2.34u (level 3)/2.73u (level 4)/3.12u (level 5)/3.52u (level 6)/4.69u (fully charged) → 1.44u/1.9u/2.4u/2.88u/3.4u/3.9u/4.5u/6u).
    • Buff The charge animation can now be cancelled immediately, rather than Samus having to go through 8 frames of lag.
    • Change Levels 3-7 launch opponents at an altered angle (361° → 40°).
    • Nerf Charge Shot has more startup lag when released (frame 2 → 3).
      • Buff However, its total duration was unchanged, giving it slightly less ending lag.
    • Nerf The projectile has a slightly shorter duration (70 frames → 69).
    • Nerf Levels 4-7 deal less knockback, especially the fully charged version:
      • Nerf 28 (base), 58 (scaling) → 28/56 (level 4).
      • Nerf 32 (base), 62 (scaling) → 32/58 (level 5).
      • Nerf 36 (base), 66 (scaling) → 32/60 (level 6).
      • Nerf 50 (base), 72 (scaling) → 30/56 (fully charged).
    • Nerf Fully charged charge shot's projectile travels slower (3 → 2.65).
  • Missile:
    • Buff Homing Missiles have increased homing precision.
    • Nerf Super Missiles have greater start-up and ending lag, travel slower, deal 2% less (12% → 10%) and have significantly decreased knockback (30 (base), 100 (scaling) → 40/65), making it incapable of KO'ing at realistic percentages. They could KO under 150% in Melee, but can't KO at 300% in Brawl.
    • Change The start-up for the aerial version of her Missiles have switched; the Super Missiles come out on frame 24 instead of 15 and vice versa for the homing Missiles.
  • Screw Attack:
    • Buff The grounded version of Screw Attack has decreased SDI multipliers (1x → 0.5x/0.2x/0.4x) regaining its trapping abilities from Smash 64, improving its damage-racking capabilities. Its final hit also no longer has weak set knockback (80 (set), 100 (scaling) → 50/175 (grounded), 50/160 (aerial).
    • Nerf Screw Attack has more startup lag (frame 4 → 5) and has decreased intangibility (frames 1-5 → 3-6 (grounded), 1-3 → 3-4 (aerial)). It also has increased landing lag.
    • Change Screw Attack makes a different sound effect.
  • Bomb:
    • Nerf Bombs no longer explode upon enemy contact, and are less effective for recovery. Additionally, they no longer allow Samus to Super Wavedash.
  • Final Smash:
    • Change Samus has a Final Smash: Zero Laser. She charges up a powerful beam that is controllable and hits full screen. After she finishes firing the beam, her Power Suit breaks apart and she now becomes Zero Suit Samus. Additionally, three pieces of her Power Suit lay where Samus used her Final Smash and can be picked up and thrown by anyone.

Moveset[edit]

For a gallery of Samus' hitboxes, see here.

  Name Damage Description
Neutral attack Straight (ストレート) / Cannon Hammer (アームキャノンハンマー, Arm Cannon Hammer) 3% Samus punches and then smacks the opponent with her cannon. Good on short-hopping opponents close-up, otherwise the second hit can be easily shielded or shield grabbed.
7%
Forward tilt Spin Kick (スピンキック) 10% Samus does a roundhouse kick.
8% (foot), 7% (leg)
10%
Up tilt Heel Kick (ヒールキック) 13% (grounded), 12% (aerial) Samus does an axe kick. Very similar animation to Captain Falcon's up tilt. Meteor smashes grounded opponents, making it an unconventional meteor smash.
Down tilt Earth Blaster (アースブラスター) 14% Samus blasts the opponent's feet. Deals high knockback.
Dash attack Shoulder Tackle (ショルダータックル) 10% (clean), 6% (late) Samus shoulder rams the opponent.
Forward smash Arm Cannon Knuckle (アームキャノンナックル) 14% Samus thrusts her arm cannon in front of herself. Has high knockback scaling but has below-average knockback.
13%
12%
Up smash Cover Fire (ヘルファイア, Hellfire) 4% (hits 1-3), 5% (hit 4), 6% (hit 5). Samus fires 5 bursts in an arc above herself. Moderately fast start-up lag, but has punishable ending lag with poor horizontal reach. The move is easy to escape out of with DI, especially at high percentages.
Down smash Spinning Low Kick (スピニングローキック) 15% (hit 1), 14% (hit 2) Samus does a 360° legsweep. The move deals good knockback, which is good for spacing.
Neutral aerial Samus Kick (サムスキック) 9% (clean), 6% (late) Samus does a sex kick that deals good horizontal knockback.
Forward aerial Aerial Fire (エアリアルヘルファイア, Aerial Hellfire) 4% (hit 1), 3% (hits 2-4), 5% (hit 5), 18% total. Samus shoots five blasts forwards.
Back aerial Sobat (ソバット) 14% (foot), 10% (leg) Samus kicks backwards. A good move for edgeguarding.
Up aerial Drill Kick (ドリルキック) 3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total. Samus does a drill kick upwards. Great for horizontal momentum canceling when used in conjunction with a jump.
Down aerial Meteor Drop (メテオドロップ) 15% Samus swings her cannon downwards. Can meteor smash opponents.
Grab aerial Midair Grapple Beam (空中グラップリングビーム, Aerial Grappling Beam) 4% (early), 7% (tip) Samus fires the Grapple Beam forwards.
Grab Grapple Beam (グラップリングビーム, Grappling Beam) Samus sends out her Grapple Beam to catch the opponent. Has remarkable range.
Pummel Grab Chop (つかみチョップ) 1% Samus chops the opponent with her free hand. Moderately fast pummel with very low startup frames. This pummel can sometimes miss Bowser due to his struggling animation.
Forward throw Grappling Throw Front (グラップリングスルーフロント) 9% Samus twirls the enemy over her head, then flings them forward.
Back throw Grappling Throw Back (グラップリングスルーバック) 8% Samus flings the opponent behind her.
Up throw Grappling Cannon (グラップリングキャノン) 1% (hits 1-5), 4% (throw), 9% total Samus holds the foe above her, then blasts them upwards with the Grapple Beam.
Down throw Grappling Throw Down (グラップリングスルーダウン) 6% Samus pulls the victim up, them whips them into the ground. Can be followed up with aerials.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Samus gets up and kicks on both sides.
Floor attack (back)
Floor getups (back)
  8% (hit 1), 6% (hit 2) Samus gets up and kicks on both sides.
Floor attack (trip)
Floor getups (trip)
  5% Samus gets up and kicks on both sides.
Edge attack (fast)
Edge getups (fast)
  8% (right leg), 6% (left leg) Samus climbs onto the stage and kicks.
Edge attack (slow)
Edge getups (slow)
  10% Samus slowly climbs onto the stage and punches with her arm cannon.
Neutral special Charge Shot 3-25% Samus charges up a ball of energy and fires it. Samus instantly fires the shot when the move is used in the air.
Side special Missile 5% (Homing Missile), 10% (Super Missile) Samus fires either a Missile that homes in on the target or a Super Missile that accelerates in a straight line.
Up special Screw Attack Ground: 2% (hit 1), 1% (hits 2-12) 13% total; Air: 1% (hits 1-12) 12% total Samus shoots up into the air while spinning around rapidly, dealing multiple hits to any opponents caught in the move.
Down special Bomb 4% (contact), (5% (explosion) Samus goes into Morph Ball mode and drops a timed bomb that explodes in a few moments.
Final Smash Zero Laser 40-78% Samus fires a bluish white large beam of energy in front of her that traps opponents caught in the blast before blasting them away. Move lasts about 5 seconds and passes through terrain. After firing the beam, Samus's Power Suit is "damaged" and falls off of Samus's body, transforming her into Zero Suit Samus.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 108 1.86 – Initial dash
1.445 – Run
1.05 0.0585 0.0075 0.987 0.04 – Base
0.05 – Additional
0.058 1.07 – Base
1.498Fast-fall
4 35.21069828 - Base
? - Short hop
? 3

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • Makes a blasting noise followed by her double jump noise from Melee.
Samus's selection sound

On-screen appearance[edit]

  • Arrives from a Super Metroid-style save point, though the design is somewhat altered.
SamusOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Salutes vigorously with her left arm as her Gravity Booster pulses.
  • Side taunt: Faces the screen and demonstrates the Arm Cannon mechanics.
  • Down taunt: Holding her arm cannon with her left hand, she aims behind her, then aims lower in front of her. Her cannon glistens each time she aims. Can sometimes trick opponents into thinking she will use a fully charged Charge Shot.
Up taunt Side taunt Down taunt
SamusUpTauntBrawl.gif SamusSideTauntBrawl.gif SamusDownTauntBrawl.gif

If a player rapidly alternates the up and down taunts, Samus will transform into Zero Suit Samus in mid-match. However, this is risky, as Samus must undergo the lag after the Power Suit disengages.

Idle poses[edit]

  • Traces her finger over her arm cannon.
  • Puts her arm cannon down for a few moments.
Samus Idle Pose 1 Brawl.png Samus Idle Pose 2 Brawl.png

Crowd cheer[edit]

Cheer (English) Cheer (Japanese) Cheer (German) Cheer (Korean)
Cheer
Description Sam - us! Samus! Sa - mus!
Cheer (French) Cheer (Italian) Cheer (Spanish)
Cheer
Description Sa - mus ! Sa - mus! Saa - mus! Samus!

Victory poses[edit]

A flourish originating from Metroid that played whenever Samus obtained a power-up, addition to her Power Suit, or defeated Ridley and Kraid.
  • Up: Shoots multiple shots while kneeling, and finishes with a pose.
  • Left: Side kick flexes and readies her Arm Cannon.
  • Right: Punches twice, then fires from her Arm Cannon.
Up Left Right
Samus-VictoryUp-SSBB.gif Samus-VictoryLeft-SSBB.gif Samus-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: To fit these guidelines
You can discuss this issue on the talk page or edit this page to improve it.
See also: Category:Samus players (SSBB)
  • USA Dicks - A top Samus main in the United States, known for his flashy combo playstyle with the character. Has wins over Lain and Anther.
  • USA NOID - Among the two best Samus players in the USA alongside Xyro. Placed 33rd at Pound V and WHOBO 3, which were some of the strongest Samus results in majors achieved during Brawl's competitive lifetime.
  • Germany quiKsilver - Although much better known for his capabilities in Ultimate and mostly used Zero Suit Samus for his bracket runs, he used Samus as a secondary. Notably placed 9th in Sun Rise Tournament, though it is unknown how much Samus he used there.
  • USA Xyro Among the two best Samus players in the USA alongside NOID, and was able to place very well at low-tiered events using the character, though his placements at majors tended to be far worse.
  • Japan YB - The top Samus player in Japan. Though he rarely competed, he placed 49th at Sun Rise Tournament, which were among some of the best Samus results in Brawl's competitive lifetime.

Tier placement and history[edit]

Samus's significant nerfs severely compromised her ability to viably compete since the very beginning of Brawl; her inability to rack up damage quickly and effectively finish off stocks proved to be a fatal combination. As such, Samus has perpetually been a low tier character, who has sometimes even dropped into the bottom tiers. Throughout Brawl's time as a competitive game, Samus never made any significant rises on the tier list due to her lack of any successful tournament results or significant metagame advancement.

Despite this, Samus's competitive prospects are slightly better than other low tier characters. Unlike them, she can camp to some degree and keep opponents zoned away, which has favored her as Brawl has turned more defensively based. She also has better survivability compared other low tier characters, being a heavyweight with a good and hard to intercept recovery. However, while this will secure Samus from dropping further in placements, it's very unlikely she will rise out of low tier, as while she competes well with other low tier characters and many lower middle tier characters, she still fares poorly against any characters above said point, and it is extremely unlikely that there will ever be a breakthrough that would allow her to viably compete with such characters thanks to Brawl's metagame becoming highly stagnant.

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Samus/Zero Suit Samus can appear as an opponent in Stage 6 on Norfair or Frigate Orpheon. Samus/Zero Suit Samus can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 6.

All-Star Mode[edit]

In All-Star Mode, Samus/Zero Suit Samus is fought in Stage 7 on Norfair or Frigate Orpheon.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

Role in The Subspace Emissary[edit]

Samus in SSE.

Samus begins The Subspace Emissary in her Zero Suit, infiltrating a research facility. After making her way through it, she encounters Pikachu trapped within a strange device that harnesses its electrical energy to provide power to the complex. Seeing that the device causes Pikachu pain, Samus breaks the machine. In thanks, Pikachu helps Samus continue through the lab. The pair eventually find Samus' Power Suit within a tank, guarded by two clones of Samus' Power Suit, prompting Samus and Pikachu to battle. When they are defeated, an alarm begins to wail, and the R.O.B. Squad approaches. Samus regains her Power Suit and blasts her way through them along with Pikachu.

As they attempt to escape the complex, Ridley strikes without warning, snatching up Samus and grinding her viciously against the wall. Pikachu uses Thunder on Ridley to free Samus and the two face off against Ridley. After escaping from the facility, Samus and Pikachu come upon a factory mass-producing Subspace Bombs. The two enter it, and after fighting their way through, discover the Ancient Minister in a room filled with Subspace Bombs. The allies prepare to battle, but the Ancient Minister does not seem to want to fight them. Donkey Kong, Diddy Kong, Captain Falcon, and Olimar then break into the room, and all of them, including Samus, witness the Ancient Minister defy the holographic Ganondorf's commands. As a result, the R.O.B. Squad fires upon him, burning off his robe and revealing him as a R.O.B. as well. It turns out that all of the R.O.B.s had been forced to work with the Subspace Army, with the main R.O.B., the Master Robot, as their leader. The rest of the R.O.B.s activate all the Subspace Bombs in the room, prompted by Ganondorf's override, forcing our heroes to escape. As they rush to the exit aboard Captain Falcon's Falcon Flyer, Meta Ridley races after them, furiously seeking revenge on Samus and Pikachu. The group defeats the space dragon once more, and escapes just before the Isle of the Ancients is engulfed in Subspace.

Samus and the rest of the Fighters meet up with the rest of the Smash Bros. heroes aboard the Halberd. The Halberd is destroyed by the Subspace Gunship, but Samus boards her own Gunship and continues the assault on Subspace. Upon entry to the Subspace, Samus and friends are unfortunately reduced to trophy form by Tabuu's Off Waves.

King Dedede, Ness, Luigi and Kirby are revived by the Dedede Brooches and collect their friends' trophies. Samus and party venture through the Great Maze and defeat Tabuu.

Playable appearances[edit]

Samus starts out the first two levels as her Zero Suit form, then reclaims the Power Suit in The Research Facility (Part II)

Exclusive stickers[edit]

These stickers can only be used by Samus and Zero Suit Samus.

  • Dark Samus: [Normal] Resistance +11
  • Energy Tank: [Energy] Attack +12
  • Gravity Suit Samus: [Weapon] Attack +11
  • Metroid: [Electric] Attack +20
  • Morph Ball: [Weapon] Attack +5
  • Running Zero Suit Samus: [Weapon] Attack +25
  • Samus (Metroid): [Specials: Indirect] Attack +15
  • Samus (Metroid Fusion): [Electric] Resistance +16
  • Special Token: [Arm] Attack +6
  • Starship: [Weapon] Attack +9
  • Zero Suit Samus: [Leg] Attack +9

Trophies[edit]

Samus's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Samus.

Classic Mode trophy
Samus
The intergalactic bounty hunter named Samus Aran. Orphaned at an early age, she was taken in and raised by the alien race known as the Chozo. The Power Suit she wears is a product of their technology. Her unique combat skills combined with her athleticism and Arm Cannon have seen her through countless missions.
NES: Metroid
SNES: Super Metroid
Zero Laser trophy
Zero Laser
Samus's Final Smash. The beam emerging from her Arm Cannon is dreadfully powerful and causes great damage to enemies. The beam travels slowly but can be swept up and down. The recoil of the beam is so great that it tears off her Power Suit, revealing Zero Suit Samus. The pieces of her armor can be picked up and thrown as weapons.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Samus Palette (SSBB).png
Samus (SSBB) Samus (SSBB) Samus (SSBB) Samus (SSBB) Samus (SSBB) Samus (SSBB)

Gallery[edit]

Trivia[edit]

  • Samus (along with Olimar, R.O.B., and Mr. Game & Watch) never talks or makes any verbal noises. The only sounds she makes are those of her attacks and Star KO cry. However, she has a voice as Zero Suit Samus.
  • In Brawl, if a player selects Samus using a Wii remote or classic controller, her midair jump sound from Melee will sound in the Wii Remote's speaker despite the fact that she makes completely different noises in Brawl. She shares this trait with Kirby, Peach, Bowser, and Ganondorf.
  • Throughout normal game play, Samus' visor is opaque. The only time the player can see her face from behind her visor is in the Subspace Emissary, where she looks at Pikachu after retrieving her Power Suit.
  • In the Subspace Emissary, even though Ridley damages Samus before battling her with Pikachu, Samus' damage is at 0% when the battle actually begins.
  • Despite wearing her default color during a Team Battle while on the red team in the original Super Smash Bros. and Melee, in Super Smash Bros. Brawl, her red team color is switched to be her pink and red suit. This is likely to avoid confusion as Samus's default color is orange while Zero Suit Samus wears light blue in her default color.
    • Brawl marks the only installment where Samus cannot use her default costume in Team Battles, and also the only installment where Samus and Zero Suit Samus are transformation characters.
  • Samus, Pikachu, Diddy Kong, Fox, and Lucas are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Samus can be chosen to fight Ridley in The Research Facility Part II, Meta Ridley in The Subspace Bomb Factory (Part II), and Tabuu in the final battle at Tabuu's Residence.
  • Whenever Samus uses her red costume, her battle portrait will have her face zoomed in a little closer compared to the rest of her costumes.
  • This is the only game where Samus has a unique design that is not reused in a later game.
    • Sakurai later would claim that this design was based on Super Metroid,[1] although it bears more similarity with the one shown in ending screens of Metroid: Zero Mission, which in turn is very similar to Super Metroid.
  • Samus' render pose resembles her "Smash Red" trophy pose in Melee, but with her left foot forward instead of her right foot, and with her free hand in a fist instead of on her Arm Cannon. Both poses resemble a shot from the end of Super Metroid.
  • Samus teaming up with Pikachu in the Subspace Emissary might be a reference to Pyonchi, her pet in the manga.
  • Samus, the Ice Climbers, Meta Knight, Mr. Game & Watch, and Ganondorf are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders.

External links[edit]

References[edit]

  1. ^ Wii U & Nintendo 3DS Developer Direct. Official Nintendo YouTube channel (2014-07-11). Retrieved on 2021-07-09. “Until now Samus was based off the design from Super Metroid, but she's been given a major makeover. Her design is now closer to that of Metroid: Other M.”