Super Smash Bros. Melee

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{{ArticleIcons|ssbm=y}}  
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{{disambig2|Samus' appearance in ''Super Smash Bros. Melee|the character in other contexts|Samus Aran}}
{{disambig2|Samus' appearance in ''Super Smash Bros. Melee''|the character in other contexts|Samus Aran}}
{{Infobox Character
{{Infobox Character
|name        = Samus
|name        = Samus
Line 9: Line 9:
|ssbgame2    = Brawl
|ssbgame2    = Brawl
|ssbgame3    = SSB4
|ssbgame3    = SSB4
|ssbgame4    = Ultimate
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier        = A
|tier        = B+
|tierPAL      = D
|ranking      = 11
|ranking      = 11
|rankingPAL  = 9
}}
}}
{{cquote|A space warrior with an arsenal of long-range projectile weapons.|cite=Melee's instruction manual}}
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a [[starter]] character in ''[[Super Smash Bros. Melee]]''. Returning as a veteran from the previous game, Samus, similarly to {{SSBM|Link}}, reprises her role as a short-ranged fighter with numerous ranged options.
'''Samus Aran''' ({{ja|サムス・アラン|Samusu Aran}}, ''Samus Aran'') is a [[starter]] character in ''[[Super Smash Bros. Melee]]''. Returning as a veteran from the previous game, Samus, similarly to {{SSBM|Link}}, reprises her role as a short-ranged fighter with numerous ranged options. In addition, she received some powerful buffs, causing her to improve from a bottom-tiered character in ''Super Smash Bros.'' to a high-mid tiered character in ''Melee''.


Samus is currently ranked 11th on the current tier list, placing her in upper A tier. This is mainly due to her numerous and effective projectiles, which adds to her KOing power and her approach on the ground. She also has a good air game, complimented with a powerful back aerial. Samus' recovery is among the best in the game; her bomb jumps, ability to wall jump, grappling beam, and heavy weight all contribute to making her among the toughest characters to KO horizontally. She also possesses techniques exclusive to her, such as the Super Wavedash and Extended Grapple, that aid her approach on opponents. However, she is floaty, allowing her to be KO'd vertically easily, and she has a below average combo ability due to a relatively low air speed. Her primary combo starter, her grab, is also very laggy if it misses, though it can be extended in the NTSC version. Regardless, Samus has a large amount of advantageous matchups, three of which are close to unloseable (against {{SSBM|Roy}}, {{SSBM|Yoshi}} and {{SSBM|Pichu}}).
Samus is ranked 11th on the current tier list, placing her in the B+ tier, a significant improvement from her 8th (out of 12) position in ''[[Super Smash Bros.]]'' This is mainly due to her effective projectiles, supplementing her KOing power and her approaches. She also has a good air game that is complemented by a versatile back aerial. Samus' recovery is among the best in the game; her bomb jumps, ability to wall jump, grappling beam, and heavy weight all contribute to making her among the toughest characters to KO horizontally. She also possesses techniques exclusive to her, such as the [[Super Wavedash]] and [[Samus's extended grapple|Extended Grapple]], that aid her approach on opponents. However, she is floaty, allowing her to be easily juggled and KO'd vertically. She is also highly susceptible to combos in general, due to being floaty, heavy, and tall in stature. Her primary combo starter, her grab, is also very laggy if it misses, though it can be extended in the NTSC version. Regardless, Samus has decent matchups all-around in the current metagame.


==Attributes==
==Attributes==
Samus is a unique character. Although a tall heavyweight, she is unusually floaty, uncharacteristic of characters in her weight class. Her slow falling speed (the third slowest in the game) allows her recovery to travel more distance and gives her better potential combo game. However, it also makes her more susceptible to vertical KOs, even with her high weight, and it also gives her a poor SHFFL.  
Samus is a unique character. Although a tall heavyweight, she is unusually floaty, uncharacteristic of characters in her weight class. Her high weight (only being lighter than {{SSBM|Bowser}} and {{SSBM|Donkey Kong}}) lets her have amazing horizontal survivability. Her slow falling speed (the second slowest in the game, tied with {{SSBM|Zelda}}) allows her recovery to travel more distance and gives her better potential combo game. However, it also makes her more susceptible to vertical KOs, even with her high weight, and it also gives her a poor SHFFL.


Arguably Samus's most valuable asset is her high range. While lacking a disjointed hitbox, Samus has a variety of long-reaching attacks and long-ranged projectiles that can assist with her ground-based approach. [[Charge Shot]] can quickly become one of her most powerful attacks, while her Missiles can act as both an approach option when non-tapped and as a powerful finisher when tapped. Samus's average traction and low falling speed also grant her a long wavedash that can mesh well with her long-ranged smash attacks, as well as her modestly-ranged tilts; assuming the player has particularly good timing, Samus also has access to the longest wavedash in the game, the [[Super Wavedash]], which can also potentially surprise enemies due to its speed. While laggy, Samus is also owner of the longest [[grab]] in the game, and a technique unique to the [[NTSC]] release of the game can allow her to extend its reach by three, in addition to allowing it to home in on enemies.
Arguably Samus's most valuable asset is her high range. While lacking a disjointed hitbox, Samus has a variety of long-reaching attacks and long-ranged projectiles that can assist with her ground-based approach. [[Charge Shot]] can quickly become one of her most powerful attacks, while her Missiles can act as both an approach option when non-tapped and as a powerful finisher when tapped. Samus's average traction and low falling speed also grant her a long wavedash that can mesh well with her long-ranged smash attacks, as well as her modestly-ranged tilts; assuming the player has particularly good timing, Samus also has access to the longest wavedash in the game, the [[Super Wavedash]], which can also potentially surprise enemies due to its speed. While laggy, Samus sports one of the longest [[grab]]s in the game, and a technique that is unique to the [[NTSC]] release of the game can allow her to extend its reach by three, in addition to allowing it to home in on enemies.


Samus's recovery is also among the longest and most flexible in all the game. While [[Screw Attack]] grants relatively little horizontal and vertical distance, its multiple hitboxes can potentially frustrate edgeguarders, especially due to its final blow. Samus, however, owns arguably more options for her recovery than any other character in the game. Her average air speed and low falling speed aid her approach toward ledges, while her natural ability to [[wall-jump]] can aid her recovery on stages with walls underneath the ledge, such as [[Fountain of Dreams]] or {{SSB|Dream Land}}. Samus's down special, her [[Bomb (Samus)|bombs]], can allow her to bomb-jump onto the stage without the loss of jumps, and her grab air can allow her to enter "safe zones" underneath the stage, as well as acting another long recovery technique. Owing to these variety of options, edgeguarding against Samus can be extremely difficult, especially for characters with poor recoveries. For Samus herself, this long recovery also grants her a powerful edgeguarding game of her own, aided by her fast and powerful neutral and back aerial attacks.
Samus's recovery is also among the longest and most flexible in all the game. While [[Screw Attack]] grants relatively little horizontal and vertical distance, its multiple hitboxes can potentially frustrate edgeguarders. Samus, however, owns arguably more options for her recovery than any other character in the game. Her average air speed and low falling speed aid her approach toward ledges, while her natural ability to [[wall-jump]] can aid her recovery on stages with walls underneath the ledge, such as [[Fountain of Dreams]] or {{SSB|Dream Land}}. Samus's down special, her [[Bomb (Samus)|bombs]], can allow her to bomb-jump onto the stage without the loss of jumps, and her grab air can allow her to enter "safe zones" underneath the stage, as well as acting another long recovery technique. Owing to these variety of options, edgeguarding against Samus can be extremely difficult, especially for characters with poor recoveries. For Samus herself, this long recovery also grants her a powerful edgeguarding game of her own, aided by her fast and powerful neutral and back aerial attacks.


Despite having a good approach on the ground, Samus's aerial approach suffers due to her strange variety of attributes. Her below average falling speed and high jumps give her a poor SHFFL, despite the presence of low ending lag for her aerials when l-cancelled. Her low falling speed also can prevent her from quickly pursuing enemies that have been knocked into the the ground; as such, Samus can have particular difficulty in comboing fast-fallers, even with her variety of throws. Tying into this, Samus's grab is extremely laggy and can easily be punished if she fails to grab an opponent with it;
Samus also has a very good defensive game; despite her shield leaving her legs exposed, which can leave her vulnerable to [[shield stab]]bing, and having a poor roll due to its low speed, she still has very strong defensive options. For one, she has one of the best [[Crouch cancel]]s in the game, due to her high weight, and having very good options out of it, such has her down smash and down tilt. Her screw attack also offers a quick and difficult-to-punish out of shield option, due to being invincible for the first couple frames of the move which helps her when getting pressured. It can also work as a combo breaker, but this can be risky if missed. Her nair is also a good combo breaking tool, due to being decently quick (frame 5) and being powerful. Her defensive game is also complimented by her amazing horizontal survivability and great recovery, which allow Samus to frequently live to very high percents against characters without strong vertical finishers (and sometimes characters with them).


Samus also has a very poor defensive game; Samus's shield cannot easily cover her body and thus invites [[shield stab]]bing. While boasting an average sidestep dodge, Samus's rolling dodge is among the worst in the game, due to its low speed. While Screw Attack can potentially act as a decent out of shield option, Samus's other options are slow and laggy, such as her up smash and grab.
Despite having a good approach on the ground, Samus's aerial approach suffers due to her strange variety of attributes. Her below average falling speed and high jumps give her a poor SHFFL, despite the presence of low ending lag for her aerials when L-canceled. Her low falling speed also can prevent her from quickly pursuing enemies that have been knocked into the ground; as such, Samus can have particular difficulty in comboing fast-fallers, even with her variety of throws. Tying into this, Samus's grab is extremely laggy and can easily be punished if she fails to grab an opponent with it.
{{Incomplete|Terribly short; needs heavy expansion on how power/speed/frame data have improved}}


==Changes from ''Smash 64'' to Melee==
==Changes from ''[[Super Smash Bros.]]''==
Samus has been significantly [[buff]]ed from ''Smash 64'' to ''Melee''. She is often considered the most buffed character from ''Smash 64'' to ''Melee'' along with {{SSBM|Jigglypuff}}, due to increased power, attack speed, range, combo ability, and recovery, and by going from a low tier to a semi-viable tournament contender.
Samus has been significantly [[buff]]ed from ''Smash 64'' to ''Melee'', as she was considered to fare poorly in Smash 64 due to her poor approach and lack of reliable combos. She is often considered the most buffed character from ''Smash 64'' to ''Melee'' along with {{SSBM|Jigglypuff}}. Most of her attacks have received significantly better frame data, such as a faster neutral attack and forward tilt.
 
===Aesthetics===
*{{change|The graphical upgrades of the Nintendo GameCube give Samus a more proportionate build. Her power suit is more detailed and she has a more glossy visor.}}
*{{change|Samus has a new taunt. While Samus still lifts her arm cannon up, she performs a more elaborate pose and she no longer shakes her arm cannon while it is up.}}
*{{change|Samus's blue team costume is now available for selection in regular gameplay instead of being locked to team battles.}}
*{{change|Samus has a new [[teeter]]ing animation where she balances on her left foot.}}


===Attributes===
===Attributes===
*{{buff|Her attacks are generally faster in terms of both [[startup]] and [[ending lag]].}}
*{{buff|Samus [[walk]]s faster (0.9067 (27.2) → 1).}}
*{{buff|Slightly faster [[air speed]].}}
*{{nerf|Samus [[dash]]es much slower (1.8 (54) → 1.4), going from the 4th fastest out of 12 characters to the 11th slowest out of 26.}}
*{{buff|Has much more combo ability, though still not too favorable.}}
*{{nerf|Samus' [[traction]] is slightly lower (0.0667 (2) → 0.06). Compared with the returning veterans, however, her traction is significantly lower, making it harder for her to punish [[out of shield]].}}
*{{buff|Significantly improved [[recovery]] with many more options, due to [[Screw Attack]] giving much more vertical distance, and her now being able to [[bomb jump]] and [[wall grapple]] (the latter of which is further improved by the directional [[air dodge]]).}}
*{{change|Samus' [[air speed]] is slightly slower than her Japanese and North American ''Smash 64'' counterparts, but slightly faster than her Australian and European ''Smash 64'' counterparts (0.933 (28, JPN/NA) / 0.867 (26, AUS/EUR) → 0.89).}}
*{{nerf|Slower [[dashing]] speed.}}
*{{nerf|Samus' [[air acceleration]] is significantly lower (0.1 (3) → 0.0325), making it the slowest.}}
*{{nerf|Samus [[jump]]s extremely lower (49.4 (1482) → 34.464), hindering her vertical recovery and ability to chase opponents above her.}}
**{{change|Samus's [[short hop]] is drastically lower (33.2267 (996.8) → 22.75). Compared with the returning veterans, however, her short hop is much higher, going from the 3rd highest out of 12 characters to the highest out of 26.}}
*{{change|Samus' [[gravity]] is slightly higher (0.0633 (1.9) → 0.066), going from the lowest to the second lowest.}}
*{{buff|Samus' [[fast fall]]ing speed is faster (2.233 (67) → 2.3). The difference between her falling speed and fast falling speed is higher (increase: 59.5% → 64.3%), which makes it less predictable when landing and gives her more options in the air.}}
*{{nerf|Samus is significantly [[weight|lighter]] (117.391304 (0.92) → 110), hindering her endurance.}}
*{{change|Samus is smaller (model size multiplier: 1x → 0.88x). This makes her harder to hit but reduces the range of her attacks.}}
*{{buff|[[Roll]]s have a longer duration (frames 4-23 → 4-30).}}
*{{buff|Rolls have less ending lag (FAF 46 → 45) although they are still the slowest rolls.}}
*{{nerf|The removal of [[Teleport (SSB)|teleporting]] slightly hinders Samus' grounded approach.}}
*{{buff|The introduction of [[air dodging]] greatly benefits Samus as it improves her recovery and it allows her to [[wavedash]] improving her grounded mobility and making up for her slower ground speed.}}
*{{buff|Samus can now [[wall jump]].}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Up tilt is much more useful for both [[combo]]s and [[KO]]ing.}}
*[[Neutral attack]]:
*{{buff|New down tilt is more powerful, being able to KO under 200%.}}
**{{buff|Neutral attack has less startup lag (frame 4 (hit 1)/7 (hit 2) → 3/5).}}
*{{buff|Dash attack is stronger and due to its improved knockback, it no longer leaves Samus in a vulnerable position at moderate percentages.}}
**{{buff|The first hit has less ending lag (FAF 22 → 18).}}
*{{buff|Down smash is faster and more powerful.}}
**{{buff|The first hit has larger hitboxes (3u/3u/3u → 3.5152u/3.5152u/3.5152u).}}
*{{nerf|Dash attack no longer deals extra shield damage.}}
**{{change|The first hit now has static hitboxes.}}
*{{nerf|Up smash has a lower maximum damage output (50% to 29%), and the individual hits no longer deal extra shield damage.}}
**{{nerf|The first hit has a new animation where Samus does not stretch her arm nearly as far. This noticeably reduces its range.}}
*{{change|Old down tilt's animation is now used as down smash's animation.}}
**{{buff|The second hit has higher base knockback (10 → 15).}}
**{{buff|The second hit's far hitbox is larger (3.66u → 4.3u) and it is moved further away from Samus (x offset: 4 → 4.3).}}
**{{change|The second hit has a new animation where Samus swings her arm cannon downwards much sooner. The hitboxes do not become active until Samus is already moving her cannon downwards.}}
***{{buff|This allows the move to hit in front of Samus much sooner which makes the first hit connect more reliably into the second hit in theory (although this is compensated by the universal decrease to hitstun).}}
***{{nerf|However, this also noticeably reduces the move's range above and behind Samus.}}
**{{nerf|The second hit has a shorter duration (frames 7-11 → 5-7).}}
**{{nerf|The second hit has slightly more ending lag (FAF 30 → 31).}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup (frame 7 → 6) and ending lag (FAF 32 → 30).}}
**{{buff|Forward tilt has a new animation where Samus takes a step forward, increasing its range.}}
**{{buff|Forward tilt has larger hitboxes (3.33u/3.33u/1.82u → 3.91u/3.33u/2.3456u) and the foot hitbox has been moved further away from Samus (x offset: 6 → 7.03).}}
**{{buff|Forward tilt now has a hitbox on Samus' back leg.}}
**{{nerf|Forward tilt has a shorter duration (frames 7-11 → 6-8).}}
**{{nerf|Up-angled forward tilt deals less damage (12% → 11%).}}
**{{nerf|Forward tilt can no longer be angled slightly up or down.}}
*[[Up tilt]]:
**{{nerf|Up tilt now only hits opponents when Samus drops her leg, increasing its startup lag and shortening its duration (frames 8-23 (early)/24-28 (late) → 14-17).}}
***{{nerf|This also means that the move can no longer hit opponents behind or directly above Samus.}}
***{{buff|However, the removal of the rising hit greatly improves the move's safety, with the move no longer being easily punishable on hit.}}
***{{buff|Additionally, the move has much less startup lag compared to the previous second hit (frame 25 → 14).}}
**{{buff|Up tilt has a shorter total duration (FAF 44 → 35).}}
***{{nerf|However, its total duration does not fully compensate for the move's lower startup lag compared to the previous second hit, giving it slightly more ending lag.}}
**{{buff|Up tilt has higher base knockback (5 → 40).}}
**{{buff|Up tilt now [[meteor smash]]es grounded opponents (361° → 270°), significantly improving its [[combo]] potential.}}
***{{nerf|However, this also hinders its KO and edgeguarding potential against grounded opponents.}}
**{{buff|Up tilt has slightly larger hitboxes (5u/5u → 5.0778u/5.0778u) and the foot hitbox has been moved further away from Samus (x offset: 6 → 6.2496).}}
**{{nerf|Up tilt deals less damage against aerial opponents (13% → 12%).}}
*[[Down tilt]]:
**{{change|Samus has a new down tilt: a quick downwards cannon strike that fires a small explosion as opposed to a simple low sweep.}}
**{{buff|Down tilt has less startup lag (frame 8 → 6).}}
***{{nerf|However its total duration was unchanged, giving it more ending lag.}}
**{{buff|Down tilt deals more damage (13% → 14%).}}
**{{change|Down tilt has more base knockback but less knockback scaling (10 (base), 100 (scaling) → 80/60).}}
***{{buff|This makes the move much safer at lower percents and improves its KO potential near the blast zone.}}
***{{nerf|However, this hinders its overall KO potential.}}
**{{change|Down tilt launches opponents vertically instead of horizontally (40° → 100°).}}
***{{buff|This grants it combo potential; especially with its altered knockback.}}
***{{nerf|However, this significantly hinders its edgeguarding potential.}}
**{{buff|Down tilt has larger hitboxes (3.33u/3.33u → 3.1248u/3.5154u/5.859u), with the move having a similar amount of horizontal range despite its new animation.}}
**{{nerf|Down tilt has a shorter duration (frames 8-12 → 6-8).}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 41 → 38).}}
**{{buff|Dash attack deals more knockback (0 (base), 100 (scaling) → 22/105).}}
**{{buff|The clean hit deals more damage (12% → 13%) which along with the previous change, significantly improves its KO potential.}}
**{{buff|Dash attack has larger hitboxes (3.66u → 5.0778u (clean)/4.3u (late)), which overall gives the move more range relative to Samus despite the hitbox being positioned closer to Samus (x offset: 0.533 → 0).}}
**{{change|Dash attack launches opponents at a higher angle (361° → 60°). This grants it vertical KO potential but hinders its horizontal KO potential as well as its edgeguarding potential.}}
**{{nerf|Dash attack has a shorter duration (frames 7-10 (clean)/11-26 (late) → 7-9/10-16).}}
**{{nerf|The late hit deals less damage (10% → 9%).}}
**{{nerf|Dash attack no longer deals extra shield damage (1 → 0).}}
*[[Forward smash]]:
**{{buff|Forward smash has less startup lag (frame 12 → 10).}}
**{{buff|The cannon hitbox is larger (4u → 4.3u) and is positioned further away from Samus (x offset: 4 → 5.859).}}
**{{change|The arm hitbox is positioned closer to Samus (x offset: -2.66 → -1.953) and it has lower priority (ID# 1 → 2).}}
**{{nerf|Forward Smash deals much less damage (20%/18%/16% → 15%/14%/13%) without full compensation on its knockback (15 (base), 100 (scaling) → 30/104). This hinders its KO potential; especially the up angled version.}}
**{{nerf|Forward smash has more ending lag (FAF 42 → 44).}}
***{{nerf|When combined with the changes to [[shieldstun]], these changes drastically hinder the move's safety on shield; going from leaving Samus at a frame advantage on shield to leaving her at a rather significant disadvantage.}}
**{{nerf|The arm hitbox launches opponents at a higher angle (40° → 361°), now matching the other hitboxes.}}
**{{nerf|Forward smash has a new animation where Samus does not stretch her arm as far forward. This reduces the move's horizontal range despite its altered cannon hitbox; especially for the up angled version.}}
**{{nerf|Forward smash can no longer be angled slightly up or down.}}
*[[Up smash]]:
**{{buff|Up smash has less startup (frame 17 → 12) and ending lag (FAF 60 → 58).}}
**{{change|The angles for the first four hits have been altered (80° → 130° (hit 1)/120° (hit 2)/90° (hit 3)/85° (hit 4)).}}
**{{change|The first four hits deal less knockback (22 (base), 100 (scaling) → 50/50 (hit 1), 35/50 (hit 2), 25/50 (hit 3), 30/50 (hit 4)).}}
***{{buff|When combined with its lower damage, these changes allow up smash to connect more reliably.}}
***{{nerf|However, this greatly hinders the already poor KO potential of the first four hits.}}
***{{nerf|Additionally, the move still does not connect reliably against aerial opponents and it can still be easily [[SDI]]ed out of.}}
**{{nerf|Up smash deals much less damage (10% (hits 1-5)/50% (total) → 4% (hits 1-3)/5% (hit 4)/6% (hit 5)/23% (total)). The final hit's knockback was not fully compensated (22 (base), 100 (scaling) → 50/120), hindering its KO potential unless used near the upper blast zone.}}
**{{nerf|Up smash no longer deals extra shield damage (1 → 0).}}
***{{nerf|When combined with its much lower damage output and the changes to shields, this drastically hinders the move's shield pressuring potential; no longer leading to a guaranteed shield break if all hits connect.}}
*[[Down smash]]:
**{{buff|Down smash has less startup (frame 8 → 6) and ending lag (FAF 50 → 45).}}
**{{buff|The front hit has much more base knockback but less knockback scaling (35 (base), 80 (scaling) → 110/50). This improves its KO potential unless used from a very long distance away from the upper blast zone.}}
**{{buff|The back hit deals more damage (14% → 15%).}}
**{{change|Down smash now launches opponents towards Samus (60° → 120°).}}
**{{nerf|Down smash has a shorter duration (frames 8-12 (front)/19-22 (back) → 6-8/14-16).}}
**{{nerf|The back hit deals less knockback (35 (base), 80 (scaling) → 90/40).}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Down aerial is much stronger, being the fifth strongest meteor smash in ''Melee''.}}
*{{buff|All aerials except for up aerial have less landing lag (16 frames (neutral), 40 frames (forward/down), 31 frames (back) → 15 (all)).}}
*{{nerf|Back aerial is slower and has less [[range]] and power (though it is still quite powerful when [[sweetspot]]ted).}}
*{{nerf|All aerials [[auto-cancel]] later (frame 28 → 35 (neutral), frame 28 → 47 (forward), frame 17 → 31 (back), frame 20 → 34 (up), frame 13 → 34 (down)), although despite this, she is, along with Ness and Luigi, one of the few returning veterans who can still auto-cancel all of her aerials in a [[short hop]].}}
*{{nerf|As with almost every meteor smash from ''Smash 64'' to ''Melee'', down aerial has much slower startup.}}
**{{nerf|When combined with the weakening of [[L-canceling]] and the changes to shields, this hinders the combo potential and safety of her aerials, as well as removing the guaranteed [[shield break combo]]s Samus previously had with her aerials.}}
*[[Neutral aerial]]:
**{{change|Neutral aerial has a new animation where Samus stretches her leg straight forward.}}
**{{nerf|Neutral aerial has more startup lag (frame 4 → 5).}}
**{{nerf|Neutral aerial deals less damage (16% (clean)/13% (late) → 14%/10%), hindering its KO potential.}}
**{{buff|Neutral aerial has less ending lag (FAF 50 → 40).}}
**{{buff|Neutral aerial has a longer duration (frames 4-27 → 5-29).}}
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup (frame 5 → 4) and ending lag (FAF 52 → 50).}}
***{{nerf|However, Samus can no longer perform two forward aerials in a short hop due to her lower short hop.}}
**{{buff|Due to forward aerial hitting five times instead of four:}}
***{{buff|It deal more damage (20% → ≈23.2%).}}
***{{buff|It has a longer duration (frames 5-6/12-13/19-20/26-27 → 4-5/11-12/18-19/25-26/30-31).}}
**{{buff|The final hit has increased base knockback (0 → 20), improving its KO potential.}}
**{{change|The first four hits of forward aerial have increased base knockback (0 → 20) and they now launch opponents vertically (361° → 85°).}}
**{{nerf|Forward aerial has a new animation which is slightly longer than the previous animation (51 frames → 55).}}
*[[Back aerial]]:
**{{change|Samus's has a new back aerial with a new animation where she performs a reversed back kick and looks in front of her instead of behind her.}}
**{{nerf|Back aerial has more startup lag with a shorter duration due to no longer possessing a late hit (frames 5-8 (clean)/9-17 (late) → 9-12).}}
**{{nerf|Back aerial has less vertical [[range]].}}
**{{nerf|Back aerial now consists of a sweetspot and a sourspot. The sourspots cover Samus' leg and deal 10% (like the previous late hit) while the sweetspot deals 14% and is positioned on Samus' foot with the lowest hitbox ID.}}
**{{nerf|Back aerial deals less knockback (0 (base), 145 (scaling) → (30/42)/100). This hinders its KO potential, no longer being the strongest back aerial.}}
**{{buff|Back aerial has less ending lag (FAF 40 → 37).}}
*[[Up aerial]]:
**{{buff|Up aerial has less startup (frame 6 → 5) and ending lag (FAF 40 → 39).}}
**{{buff|The first hit deals more damage (2% → 3%).}}
**{{change|The first hit's angle has been altered (80° → 90°).}}
**{{nerf|Hits 2-5 deal less damage (2% → 1%).}}
**{{buff|Up aerial now has a proper final hit (which existed in ''Smash 64'' but it never spawned due to its hitboxes ending the same frame they should have come out), greatly improving it safety and utility.}}
***{{buff|Because of this, the move deals marginally more damage overall when [[Stale-move negation|fresh]], despite the 2-5th hits dealing less damage (10% → ≈10.28%).}}
***{{buff|This also gives the move a longer duration (frames 6-7/9-10/12-13/15-16/18-19 → 5-6/8-9/11-12/14-15/17-18/20-21).}}
**{{change|The final hit has altered knockback (0 (base), 150 (scaling) → 40/120) and an altered angle (80° → 361°) compared to the previous unused final hit.}}
*[[Down aerial]]:
**{{buff|Down aerial deals more damage (14% → 16%) and has higher base knockback (0 → 30), being the fifth strongest meteor smash in ''Melee''.}}
**{{nerf|As with almost every meteor smash from ''Smash 64'' to ''Melee'', down aerial has drastically increased startup lag with a shorter duration (frames 4-12 → 18-22).}}
***{{buff|However, its total duration was not fully compensated, giving it less ending lag.}}
**{{nerf|Down aerial has a longer total duration (FAF 40 → 49) and a longer animation (39 frames → 54).}}
***{{nerf|Altogether, these changes prevent Samus from performing two down aerials in a short hop (which also means that she can't auto-cancel a second down-aerial in a short hop or even a full hop).}}
**{{nerf|Down aerial has less range which along with its increased startup lag, greatly hinders its use as a landing option.}}
**{{nerf|Down aerial's angle has been slightly altered (-90° → 270°), which along with the introduction of [[meteor cancel]]ling, significantly hinders its reliability.}}
*{{buff|Samus now has a [[grab aerial]], giving her an extra attack and recovery option.}}
 
===Throws/other attacks===
*[[Grab]]s:
**{{buff|Samus has been given an [[pummel]], [[up throw|up]], and [[down throw]], giving her more options out of a grab. Her down throw in particular has strong combo potential.}}
**{{buff|Grabs have less startup lag (frame 20 → 18) and ending lag (FAF 100 → 95 (standing), 75 (dash)).}}
**{{buff|Standing grab has a longer duration (frames 20-38 → 18-20/21-37).}}
***{{nerf|However, Samus' new dash grab has a shorter duration (frames 20-38 → 18-20/21-33).}}
**{{buff|Standing grab overall covers slightly more distance than it did previously.}}
**{{buff|Samus now has an exploit known as the [[Extended grapple]] technique, which allows her to greatly increase the range of her Grapple Beam, as well as allowing her grab to home into opponents.}}
**{{buff|Samus' grabs have larger grabboxes during their first three active frames (3.5u/2.82u → 4.69u/4.69u).}}
***{{nerf|However, these grabboxes are no longer attached to the grapple beam, giving the grab deceptively short range during its first three active frames.}}
**{{nerf|The back grabbox is no longer present after the first three active frames.}}
**{{nerf|Samus can no longer grab aerial opponents after the grab's first three active frames.}}
*{{change|Samus' throws are now weight dependent.}}
*{{change|Samus' throws no longer have an electric effect.}}
*[[Forward throw]]:
**{{change|Samus releases opponents later from forward throw (frame 9 → 15).}}
***{{nerf|This gives the opponent more time to DI the throw.}}
***{{buff|However, this also gives the throw less ending lag as its total duration was unchanged.}}
**{{nerf|Forward throw deals much less damage (16% → 9%) and knockback (90 (base), 60 (scaling) → 50/45), drastically hindering its KO potential to the point where it is no longer a viable KO option.}}
**{{nerf|Forward throw launches opponents at a higher angle (40° → 42°).}}
*[[Back throw]]:
**{{change|Samus releases opponents later from back throw (frame 9 → 11).}}
***{{nerf|This gives the opponent more time to DI the throw.}}
***{{buff|However, this also gives the throw less ending lag as its total duration was unchanged.}}
**{{change|Back throw's angle has been slightly altered (40° → 140°).}}
**{{nerf|Back throw deals much less damage (18% → 8%) and knockback (90 (base), 60 (scaling) → 50/42), immensely hindering its KO potential to the point where it is no longer a viable KO option.}}


===Special Moves===
===Special Moves===
*{{buff|Fully charged [[Charge Shot]] now deals extra [[shield damage]].}}
*[[Charge Shot]]:
*{{buff|[[Super Missile]] gives her a new [[projectile]], greatly improving her projectile arsenal and [[projectile camping]] abilities.}}
**{{buff|Charge Shot has less startup lag, with its startup lag no longer scaling depending on the level of charge (frame 17 (uncharged)/21 (fully charged) → 15 (both)).}}
*{{buff|[[Bomb (Samus)|Bomb]] no longer disables Samus's midair jump before landing when used in midair. It also deals extra shield damage, and is a better [[gimp]]ing move on recovering opponents near the edge, due to the generally faster [[falling speed]]s in ''Melee''.}}
***{{buff|Because of this, Charge Shot's total duration has been subsequently reduced (FAF 46 (uncharged)/50 (fully charged) → 44 (both)).}}
*{{nerf|Screw Attack is unable to "trap" opponents within the multiple hits as easily.}}
**{{buff|Charge Shot takes less time to fully charge (155 frames → 125).}}
*{{nerf|Charge Shot now dissipates after traveling a certain amount of distance, rather than continuing on forever until it hits something.}}
**{{buff|Fully charged Charge Shot deals more shield damage (1 → 3).}}
**{{change|Samus no longer performs a small jump after using aerial Charge Shot. This makes it riskier to use off stage but safer to use on stage.}}
**{{nerf|Charge Shot's projectile now only lasts 70 frames as opposed to having an infinite duration until it hits something or goes off screen.}}
**{{nerf|Charge Shot deals less damage from levels 1-4 and when it is fully charged (6% (level 1)/9% (level 2)/12% (level 3)/15% (level 4)/26% (fully charged) → 5%/8%/11%/14%/25%).}}
**{{nerf|Charge Shot deals less knockback at all levels:}}
***{{nerf|0 (base), 100 (scaling) → 14/42 (uncharged).}}
***{{nerf|0 (base), 100 (scaling) → 16/46 (level 1).}}
***{{nerf|0 (base), 100 (scaling) → 20/50 (level 2).}}
***{{nerf|0 (base), 100 (scaling) → 24/54 (level 3).}}
***{{nerf|0 (base), 100 (scaling) → 28/58 (level 4).}}
***{{nerf|0 (base), 100 (scaling) → 32/62 (level 5).}}
***{{nerf|0 (base), 100 (scaling) → 36/66 (level 6).}}
***{{nerf|0 (base), 100 (scaling) → 50/72 (fully charged).}}
**{{nerf|All charge levels except for a fully charged Charge Shot no longer deal extra shield damage (1 → 0).}}
***{{nerf|In general, the changes to shields have significantly hindered Charge Shot's shield pressuring potential; with a fully charged Charge Shot going from giving Samus a huge frame advantage (enough to give her a guaranteed grab or easy shield pressure) to leaving her at a frame disadvantage (although it is still safe on shield).}}
**{{nerf|Charge Shot's charge cancel animation is much longer (1 frame → 8), making it riskier to cancel charge shot.}}
***{{buff|However, this also makes it much easier for Samus to cancel her charge shot without going into shield.}}
*[[Missile]]:
**{{change|Like all characters, Samus now has a side special. In her case, Missile. Holding the button releases a Homing Missile, which slowly follows the opponent for a short while and then explodes when it either makes contact or when it reaches it maximum duration. Tapping the button releases a Super Missile, which flies in a straight line and is much faster and stronger than the Homing Missile. The move auto-cancels on landing. As a result, Samus has an additional projectile, improving her camping potential.}}
*[[Screw Attack]]:
**{{buff|Aerial [[Screw Attack]] grants much more height, improving its recovery potential.}}
**{{buff|Screw Attack can now be reversed meaning that if Samus is facing away from the ledge, she can reverse the Screw Attack to grab the ledge.}}
**{{buff|The first hit of grounded Screw Attack has altered knockback (120/110 (base), 1 (set), 0 (scaling) → (130/100)/0/100), allowing it to KO at higher percents, while still being to link into the rest of the move.}}
**{{change|Screw Attack now grants [[intangibility]] rather than [[invincibility]].}}
**{{change|The final hit of Screw Attack now launches opponents vertically (361° → 70°).}}
**{{change|Screw Attack now relies on momentum for how much horizontal distance it covers.}}
***{{buff|This allows to grounded version to cover more horizontal distance in the direction Samus is facing.}}
***{{nerf|However, this makes the aerial version cover less horizontal distance, as well as making it much harder to travel backwards.}}
**{{nerf|Due to Screw Attack only consisting of 13/12 hits instead of 15/14:}}
***{{nerf|It deals less damage (16% (grounded)/14% (aerial) → 12.01%/11.01%).}}
***{{nerf|It has a shorter duration (frames 4-33 (grounded)/4-31 (aerial) → 4-29/4-27).}}
**{{nerf|Along with retaining their high base knockback, hits 2-4 of grounded Screw Attack now have high knockback scaling rather than low set knockback (1 (set), 0 (scaling) → 0/100). This makes them connect less reliably.}}
**{{nerf|Hits 5-12 of grounded Screw Attack deal more knockback (20/50 (base), 1 (set), 0 (scaling) → (70/40)/0/100), making them connect less reliably.}}
**{{nerf|The first three hits of aerial Screw Attack have altered knockback (20/50 (base), 1 (set) → (25/100)/0), making them connect less reliably.}}
**{{nerf|Hits 4-11 of aerial Screw Attack have altered knockback (20/50 (base), 1 (set) → (25/80)/0), making them connect less reliably.}}
**{{nerf|The upper hitboxes of aerial Screw Attack have an altered angle (200° → 140°), making them connect less reliably with the rest of the move.}}
***{{nerf|Altogether, these changes hinder Screw Attack's reliability and make it easier to escape.}}
**{{nerf|Grounded Screw Attack grants less height.}}
**{{nerf|Screw Attack has more landing lag (20 frames → 24).}}
**{{nerf|The changes to shields combined with Screw Attack's reduced number of hits has hindered Screw Attack's shield pressuring potential; with the move no longer being able to lead into a guaranteed shield break.}}
**{{nerf|If Samus is hit out of Screw Attack, she will now lose the charge for her Charge Shot.}}
*[[Bomb (Samus)|Bomb]]:
**{{buff|Bomb has less ending lag (FAF 57 → 54/46 (crouch)).}}
**{{buff|Crouching before using Bomb will now reduce its startup lag by 2 frames (frame 10 → 8).}}
**{{buff|Bombs now consist of a contact hit and an explosion hit rather than just an explosion; giving the move two hitboxes.}}
**{{buff|The explosion has a longer duration (6 frames → 11).}}
**{{buff|Bomb deals more shield damage (1 → 3+3).}}
**{{buff|Bomb no longer disables Samus' midair jump.}}
**{{buff|Bomb travels more horizontal distance when used on the ground.}}
**{{buff|If Samus hits the explosion of her bombs, she will now bounce up while she's still in her morph ball (known as a bomb jump). Samus can immediately act out of a bomb jump, significantly improving Bomb's utility. Because of bomb jumping, Bomb is an even greater recovery option (especially when combined with Samus' new air dodge and grab aerial) and it has more utility as a pressuring tool.}}
***{{buff|Bomb jumping also gives Samus access to [[Super wavedash]]ing, allowing Bomb to now be used as a movement option.}}
**{{nerf|Bombs deal less damage (9% → 4% (contact)/4% (explosion)/7% (total)) and have decreased knockback scaling (65 → 45).}}
**{{nerf|Bomb grants less intangibility (frames 3-48 → 10-42).}}
**{{nerf|Bombs have a shorter duration before they explode (frames 10-114 → 10-82).}}
**{{nerf|Bomb travels less horizontal distance when used in the air.}}
**{{nerf|Samus descends faster after using Bomb.}}
***{{nerf|Altogether, these changes hinder Bomb's recovery potential without Bomb Jumping.}}
***{{buff|However, the latter point improves Bomb's utility on stage.}}


===PAL differences===
==Version history==
Like some other characters, Samus has received some changes in the [[PAL]] version of ''Melee''.
Like some other characters, Samus has received some changes in the [[PAL]] version of ''Melee'', which nerfed her overall, as she can no longer use the [[Extended grapple]] or bomb out of a grapple.


*{{nerf|[[Extended grapple]] is no longer possible.}}
'''PAL'''
*{{nerf|Extended grapple is no longer possible.}}
*{{nerf|Can no longer bomb out of a grapple.}}
*{{nerf|Can no longer bomb out of a grapple.}}


Line 72: Line 292:
|game=SSBM
|game=SSBM
|neutralcount=2
|neutralcount=2
|neutralname= 
|neutralname=Straight ({{ja|ストレート|Sutorēto}}) / Cannon Hammer ({{ja|ガンポッドハンマー|Ganpoddo Hanmā}}, ''Gunpod Hammer'')
|neutraldesc=A quick jab followed by an axe-like slash with her arm cannon.
|neutral1dmg=3%
|neutral1dmg=2-3%
|neutral2dmg=7%
|neutral2dmg=7%
|ftiltname= 
|neutraldesc=A quick jab followed by an axe-like jab with her arm cannon. The second hit can be easily [[shield]]ed or [[shield grab]]bed, making it difficult to connect both hits.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}})
|ftiltupdmg=11%
|ftiltupdmg=11%
|ftiltsidedmg=10%
|ftiltsidedmg=10%
|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=Extremely fast kick forward. Excellent in stopping close-up foes, useful [[spacing]] move.
|ftiltdesc=Does a spinning horizontal kick forward. Excellent in stopping close-up foes, useful [[spacing]] move.
|utiltname= 
|utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}})
|utiltdmg=13%
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdesc=Raises her leg and brings it down. Very similar animation to {{SSBM|Captain Falcon}}'s up tilt. It is a [[meteor smash]] according to the game, but it only works on grounded opponents, making it an [[unconventional meteor smash]]. The meteor can KO grounded opponents at high percentages, and can combo into a back aerial at moderate percentages. Hits aerial opponents horizontally.
|utiltdesc=Raises her leg and brings it down. Very similar animation to {{SSBM|Captain Falcon}}'s up tilt. It is a [[meteor smash]] according to the game, but it only works on grounded opponents, making it an [[unconventional meteor smash]]. The meteor can KO grounded opponents at high percentages, and can combo into a back aerial at moderate percentages. Hits aerial opponents horizontally.
|dtiltname= 
|dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}})
|dtiltdmg=14%
|dtiltdmg=14%
|dtiltdesc=Brings her cannon arm down and fires an explosive weapon. Powerful, excellent option out of a [[crouch cancel]]. Can KO under 150%.
|dtiltdesc=Brings her arm cannon down and fires a small explosion. Powerful, excellent option out of a [[crouch cancel]]. Can KO under 150%.
|dashname= 
|dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}})
|dashdmg=13%
|dashdmg=13% (clean), 9% (late)
|dashdesc=Does a shoulder tackle.
|dashdesc=Does a shoulder tackle. This is the most powerful dash attack in ''Melee'', being able to KO under 150%. It is also suitable for combos at low percentages, especially if the sourspot connects.
|fsmashname= 
|fsmashname=Cannon Lunge ({{ja|ガンポッドナックル|Ganpoddo Nakkuru}}, ''Gunpod Knuckle'')
|fsmashangles=3
|fsmashangles=3
|fsmashupdmg={{ChargedSmashDmgSSBM|15}}
|fsmashupdmg={{ChargedSmashDmgSSBM|15}}
|fsmashsidedmg={{ChargedSmashDmgSSBM|14}}
|fsmashsidedmg={{ChargedSmashDmgSSBM|14}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|13}}
|fsmashdowndmg={{ChargedSmashDmgSSBM|13}}
|fsmashdesc=Thrusts arm-cannon in front of herself. Somewhat fast, great knockback for a low damaging attack. 30 Base Knockback, 108 Knockback Growth.
|fsmashdesc=Thrusts her arm cannon in forward. Somewhat fast (fastest forward smash in ''Melee'', hitting on frame 10, along with {{SSBM|Marth}}, but Samus's f-smash has much lower ending lag), great knockback for a low damaging attack (30 base knockback, 108 knockback growth).
|usmashname=Cover Fire
|usmashname=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'')
|usmashdmg={{ChargedSmashDmgSSBM|21}} (Total)
|usmashdmg={{ChargedSmashDmgSSBM|4}} (hits 1-3), {{ChargedSmashDmgSSBM|5}} (hit 4), {{ChargedSmashDmgSSBM|6}} (hit 5) (≈{{ChargedSmashDmgSSBM|21.29}} total)
|usmashdesc=Aims arm-cannon up and sets off many explosions, a multi-hit attack consisting of five hits. Below average knockback.
|usmashdesc=Fires five bursts in an arc above herself, with the final hit dealing below-average knockback. Beginning hits often don't combo into the final hit.
|dsmashname= 
|dsmashname=Spinning Leg Sweep ({{ja|スピニングローキック|Supiningu Rō Kikku}}, ''Spinning Low Kick'')
|dsmashdmg={{ChargedSmashDmgSSBM|16}}
|dsmashdmg={{ChargedSmashDmgSSBM|16}} (front), {{ChargedSmashDmgSSBM|15}} (back)
|dsmashdesc=A spin kick around herself. Fast, good knockback, hitting opponents up and behind Samus. 110 Base Knockback, 50 Knockback Growth.
|dsmashdesc=Does a low 360° sweep kick. Fast and has good knockback, hitting opponents up and behind Samus (110 base knockback, 50 knockback growth).
|nairname= 
|nairname=Chozo Kick ({{ja|サムスキック|Samusu Kikku}}, ''Samus Kick'')
|nairdmg=14%
|nairdmg=14% (clean), 10% (late)
|nairdesc=A [[sex kick]], meaning it does less damage and knockback the longer it's out. Good horizontal knockback, and useful for [[edgeguarding]].
|nairdesc=Does a [[sex kick]]. Good horizontal knockback and useful for [[edgeguarding]].
|fairname= 
|fairname=Aerial Fire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}, ''Aerial Hellfire'')
|fairdmg=23% if all hits connect
|fairdmg=5% (hits 1-5) (≈23.2% total)
|fairdesc=Fires several explosions in front of her with her arm cannon. Hits 5 times.
|fairdesc=Fires several explosions in front of her with her arm cannon.
|bairname= 
|bairname=Flying Back Kick ({{ja|ソバット|Sobatto}}, ''Sobat'')
|bairdmg=14% (sweetspot), 10% (sourspot)
|bairdmg=14% (foot), 10% (leg)
|bairdesc=A very fast kick behind her. The [[sweetspot]] is at her foot, notably her toe. A good move to use for edgeguarding.
|bairdesc=Kicks her foot behind her. The [[sweetspot]] is at her foot, which deals more damage and knockback. A useful move for edgeguarding. This is the third most powerful back aerial in the game, beaten by {{SSBM|Zelda}} and {{SSBM|Ganondorf}}.
|uairname= 
|uairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}})
|uairdmg=10% (Total)
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6) (≈10.28% total)
|uairdesc=Brings her legs above her body and spins. Leads into a [[Missile]] well. Hits 6 times.
|uairdesc=Brings her legs above her body and does a drill kick spin. Leads into a [[Missile]] well.
|dairname= 
|dairname=Meteor Cannon ({{ja|メテオナックル|Meteo Nakkuru}}, ''Meteor Knuckle'')
|dairdmg=16%
|dairdmg=16%
|dairdesc=Brings her arm cannon into a downwards arch swipe, a [[meteor smash]]. It is the fifth most powerful meteor smash in ''Melee'' and has a wide [[hitbox]]. A commonly used attack due to its strong power, ease of landing, and low risk. The meteor can KO grounded opponents at 115%.
|dairdesc=Swings her arm cannon in an arc below her. It is the fifth most powerful [[meteor smash]] in ''Melee'' and has a wide [[hitbox]]. A commonly used attack due to its strong power, ease of landing, and low risk. The meteor can KO grounded opponents at 115%.
|zairname=[[Grapple Beam]]
|zairname=[[Grappling Beam]] ({{ja|グラップリングビーム|Gurappuringu Bīmu}})
|zairdmg=4%
|zairdmg=4%
|zairdesc=Shoots out a long energy beam. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|zairdesc=Shoots out a long energy beam. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|grabname=Grapple Beam
|grabname=Grappling Beam ({{ja|グラップリングビーム|Gurappuringu Bīmu}})
|grabdesc=Samus, along with {{SSBM|Link}}, {{SSBM|Young Link}}, and {{SSBM|Yoshi}}, has an "extended grab". She uses the Grapple Beam while standing. This allows her to grab opponents from a distance, but the grab is very laggy if it misses.
|grabdesc=Sends out her Grapple Beam to catch the opponent. It is the longest grab in the game.
|pummelname= 
|pummelname=Chozo Chop ({{ja|つかみチョップ|Tsukami Choppu}}, ''Grab Chop'')
|pummeldmg=2-3%
|pummeldmg=3%
|pummeldesc=Slaps her foe with her hand. Somewhat fast.
|pummeldesc=Chops the opponent with her free hand. Somewhat fast.
|fthrowname= 
|fthrowname=Beam Throw ({{ja|グラップリングスルーフロント|Gurapuringu Surū Furonto}}, ''Grappling Throw Front'')
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Brings her opponent up with her Grapple Beam and launches them forward.
|fthrowdesc=Brings her opponent up with her Grapple Beam and launches them forward.
|bthrowname= 
|bthrowname=Reverse Beam Throw ({{ja|グラップリングスルーバック|Gurapuringu Surū Bakku}}, ''Grappling Throw Back'')
|bthrowdmg=8%
|bthrowdmg=8%
|bthrowdesc=Launches opponent behind herself.
|bthrowdesc=Launches opponent behind herself.
|uthrowname= 
|uthrowname=Beam Launch ({{ja|グラップリングスルーアップ|Gurapuringu Surū Appu}}, ''Grappling Throw Up'')
|uthrowdmg=7%
|uthrowdmg=7%
|uthrowdesc=Holds opponent above herself with her Grapple Beam, then launches them upward.
|uthrowdesc=Holds opponent above herself with her Grapple Beam, then launches them upward.
|dthrowname= 
|dthrowname=Beam Slam ({{ja|グラップリングスルーダウン|Gurapuringu Surū Daun}}, ''Grappling Throw Down'')
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Violently picks foe up with her Grapple Beam and slams them to the ground. With its very low knockback scaling, it can combo into a [[jab reset]], up tilt, dash attack, or [[Charge Shot]] at virtually any percentage (though the latter doesn't work against {{SSBM|Young Link}}, due to his high rebound height after being thrown down). This makes it a useful combo setup move at low percentages and KO setup at high percentages.
|dthrowdesc=Violently picks the foe up with her Grapple Beam and slams them to the ground. With its very low knockback scaling, it can combo into a [[jab reset]], up tilt, dash attack, or [[Charge Shot]] at virtually any percentage (though the latter doesn't work against {{SSBM|Young Link}}, due to his high rebound height after being thrown down). This makes it a useful combo setup move at low percentages and KO setup at high percentages.
|floorbname=
|floorbname= 
|floorbdmg=6%
|floorbdmg=6%
|floorbdesc=Gets up and kicks on both sides.
|floorbdesc=Gets up and kicks on both sides.
|floorfname=
|floorfname= 
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Gets up and kicks on both sides.
|floorfdesc=Gets up and kicks on both sides.
|edgefname=
|edgefname= 
|edgefdmg=10%
|edgefdmg=10%
|edgefdesc=Climbs onto the stage and kicks.
|edgefdesc=Climbs onto the stage and kicks.
|edgesname=
|edgesname= 
|edgesdmg=10%
|edgesdmg=10%
|edgesdesc=Climbs onto the stage and punches with her arm cannon.
|edgesdesc=Climbs onto the stage and punches with her arm cannon.
|nsname=Charge Shot
|nsname=Charge Shot
|nsdmg=3% uncharged, 25% fully charged
|nsdmg=3-25%
|nsdesc=When the [[B button]] is pressed, Samus will start charging a ball of energy that gets larger, stronger, and faster the more charged it is. Pressing B during the charge will cancel the charge and fire the shot, while pressing the [[L]] or [[R button]] will cancel the charge and allow Samus to store her current charge. This can be resumed by pressing B again. When fully charged, it has KO potential. If used in the air, Samus will immediately fire the shot, regardless of its charge level and how long B is held for.
|nsdesc=When the [[B button]] is pressed, Samus will start charging a ball of energy that gets larger, stronger, and faster the more charged it is. Pressing the B button during the charge will cancel the charge and fire the shot, while pressing the [[L]] or [[R button]] will cancel the charge and allow Samus to store her current charge. This can be resumed by pressing B again. When fully charged, it has KO potential. If used in the air, Samus will immediately fire the shot, regardless of its charge level and how long B is held for.
|ssname=Missile
|ssname=Missile
|ssdmg=5% (homing missile), 10% (Super Missile)
|ssdmg=5% (homing missile), 12% (Super Missile)
|ssdesc=Fires a missile that travels forward. The missile can either be a homing missile (when B is pressed while tilting the [[Control Stick]]) or a Super Missile (when B is pressed while smashing the Control Stick forward). Super Missiles travel straight forward instead of homing in the opponent, and are faster and stronger than homing missiles. Super Missiles produce decent knockback.
|ssdesc=Fires a missile that travels forward. The missile can either be a homing missile (when B is pressed while tilting the [[control stick]]) or a Super Missile (when B is pressed while smashing the control stick forward). Super Missiles travel straight forward instead of homing in the opponent, and are faster and stronger than homing missiles. Super Missiles produce decent knockback.
|usname=Screw Attack
|usname=Screw Attack
|usdmg=12% (Total)
|usdmg=Ground: 2% (hit 1), 1% (hits 2-12) (≈12.01% total)<br/>Air: 1% (hits 1-12) (≈11.01% total)
|usdesc=Shoots up into the air while spinning around rapidly via the "Screw Attack" ability from the ''Metroid'' series. It consists of multiple hits, though it does very little knockback, with its primary use being a [[recovery]] move, giving decent vertical distance. As with most multi-hit moves that operate similarly, it can be [[SDI]]'d out of rather easily. In the [[PAL]] version of the game, if Samus is hit during Screw Attack's animation, any charging of her Charge Shot will be cancelled. Hits 12 times.
|usdesc=Shoots up into the air while spinning around rapidly via the "Screw Attack" ability from the ''Metroid'' series. It consists of multiple hits, though it does very little knockback, with its primary use being a [[recovery]] move, giving decent vertical distance. As with most multi-hit moves that operate similarly, it can be [[SDI]]'d out of rather easily. If Samus is hit during Screw Attack's animation, Her charge shot will be lost.
|dsname=Bomb
|dsname=Bomb
|dspage=Bomb (Samus)
|dspage=Bomb (Samus)
|dsdmg=4%
|dsdmg=4% (contact & explosion)
|dsdesc=Goes into Morph Ball mode and drops a timed bomb that explodes in a few moments. It produces little damage and knockback, though it can be used as a [[bomb jump]] to improve Samus's [[recovery]] distance horizontally. It also produces a weak [[semi-spike]], though the [[hitstun]] allows it to [[gimp]] characters with poor recoveries.
|dsdesc=Goes into Morph Ball mode and drops a timed bomb that explodes in a few seconds. It produces little damage and knockback, though it can be used as a [[bomb jump]] to improve Samus's [[recovery]] distance horizontally. It also produces a weak [[semi-spike]], though the [[hitstun]] allows it to [[gimp]] characters with poor recoveries.
}}
 
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 110
|rweight = 3
|dash = 1.86
|rdash = 4
|run = 1.4
|rrun = 16-20
|walk = 1.0
|rwalk = 16-17
|trac = 0.06
|rtrac = 15-23
|airfric = 0.01
|rairfric = 15-20
|air = 0.89
|rair = 15
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.0125
|raddaccel = 26
|gravity = 0.066
|rgravity = 25
|fall = 1.4
|rfall = 24-25
|ff = 2.3
|rff = 14-18
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 34.464
|rjumpheight = 9
|shorthop = 22.75
|rshorthop = 1
|djump = 26.124
|rdjump = 14
|ellag = 4
|rellag = 2-23
}}
 
'''PAL'''
{{Attributes
|cast = 26
|weight = 110
|rweight = 4
|dash = 1.86
|rdash = 4
|run = 1.4
|rrun = 16-20
|walk = 1.0
|rwalk = 16-17
|trac = 0.06
|rtrac = 15-23
|airfric = 0.01
|rairfric = 15-20
|air = 0.89
|rair = 14
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.0125
|raddaccel = 26
|gravity = 0.066
|rgravity = 25
|fall = 1.4
|rfall = 24-25
|ff = 2.3
|rff = 14-18
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 34.464
|rjumpheight = 9
|shorthop = 22.75
|rshorthop = 1
|djump = 26.124
|rdjump = 14
|ellag = 4
|rellag = 2-23
}}
}}
===Taunt===
Samus raises her Arm Cannon and point it up.


===Victory Theme===
===[[Announcer]] call===
An orchestrated flourish originating from ''Metroid'' that played whenever Samus got a new power-up, obtained a {{s|metroidwiki|Power Suit}} upgrade, or defeated [[Ridley]] and [[Kraid]].
[[File: Samus Announcer SSBM.wav]]
<gallery>
 
SamusThemeMelee.ogg
===[[Taunt]]===
</gallery>
{{Taunt/SSBM|char=Samus|desc=Holds her arm cannon upright.}}
 
===[[Idle pose]]===
{{Idle|desc=Puts up arm cannon.|image=Samus Idle Pose Melee.gif}}
 
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (International)
!Cheer (Japanese)
|-
! scope="row"|Cheer
|[[File:Samus Cheer International SSBM.ogg|center]]||[[File:Samus Cheer Japanese SSBM.ogg|center]]
|-
! scope="row"|Description
|Sa - mus! Sa - mus! || Sam - us!
|}
 
===[[Victory pose]]s===
{{Victory/SSBM
|victory-theme=SamusThemeMelee.ogg
|victory-desc=An orchestrated flourish originating from ''Metroid'' that played whenever Samus got a new power-up, obtained a {{s|metroidwiki|Power Suit}} upgrade, or defeated [[Ridley]] and [[Kraid]].
|desc-1=Side kick flexes and readies her Arm Cannon.
|desc-2=Shoots multiple shots while kneeling, and finishes with a pose.
|desc-3=Punches twice, then fires from her Arm Cannon.
|char=Samus}}
 
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->


==In [[Competitive play]]==
:''See also: [[:Category:Samus players (SSBM)]]''
===[[Character matchup (SSBM)|Matchups]]===
*{{Sm|Cyr|France}} - One of the best players in France, and was known as the best Samus in Europe prior to his inactivity, placing 3rd at {{Trn|Avalon IV}}, 5th at {{Trn|Epita Smash Arena 5}}, and 17th at {{Trn|Heir 3}}. He notably took {{Sm|Armada}}'s Peach to last stock.
{{SSBMMatchupTable|samus=yes}}
*{{Sm|Darrell|USA}} - One of the best Samus players in the early 2010s. He was primarily active in his local area of NorCal and around the West Coast, peaking at 61st on the [[SSBMRank 2014]]. He is best known for placing 9th at {{Trn|Kings of Cali}} taking a set over {{Sm|Zhu}}, as well as his win over {{Sm|Hax$}} at {{Trn|Revival of Melee 7}}, where he ultimately placed 4th.
===Notable players===
*{{Sm|Daydee|Sweden}} - The best Samus player in Europe following Cyr's inactivity, having been able to match Cyr's results at many events, placing 5th at {{Trn|Heir 5}} defeating {{Sm|Professor Pro}}, 13th at {{Trn|Syndicate 2017}}, and 17th at {{Trn|B.E.A.S.T 7}} defeating {{Sm|dizzkidboogie}}. At his peak, he was ranked among the [[Phoenix Blue Ranking|top 10 best players in Europe]].
:''See also: [[:Category:Samus professionals (SSBM)]]''
*{{Sm|Duck|USA}} - One of the greatest Samus players of all time. He is best known for his performance at {{Trn|DreamHack Winter 2015}}, where he eliminated {{Sm|Leffen}}, among other top players, before ultimately placing 5th. He has since placed top 8 at many other majors, including placing 2nd at {{Trn|Full Bloom 3}}, becoming the closest Samus player to winning a major since the golden age of ''Melee'', and was a mainstay in the top 20 for several years, peaking at 14th on the [[MPGR 2018]]. He eventually dropped Samus for {{SSBM|Sheik}} in 2019, his absence leading to a decline in Samus' representation in top-level competitive ''Melee'' that lasted until the post-[[Project Slippi]] era.
====Active====
*{{Sm|HugS|USA}} - One of the greatest Samus players of all time, and one of the most recognizable due to his long tenure in competitive play. He was first known for his performances during the golden age of ''Melee'', where he notably placed 2nd at {{Trn|EVO World 2007}}, the best placement from a Samus player and the closest one came to winning a supermajor. He remained one of the best Samus players past the Golden Age and into the era of the [[Five Gods]], placing 7th at {{Trn|GENESIS 5}} and 9th at {{Trn|EVO 2015}}, and peaking at 20th on the [[SSBMRank 2015]].
*{{Sm|Cyr|France}}
*{{Sm|Morsecode762|USA}} - Better known for playing {{PM|Samus}} in [[Project M]], but has also been active in ''Melee''. Though first ranked in 2018, he is better known for his performances in the post-Slippi era, particularly in 2023, when he defeated {{Sm|Cody Schwab}} at {{Trn|The Big House 11}}, one of the biggest bracket upsets of the year, and {{Sm|Jmook}} at {{Trn|Get On My Level 2023}} to place 9th. As such, he was ranked 18th on the [[SSBMRank 2023]], the best solo-Samus placement since Duck in 2018.
*{{Sm|Darrell|USA}}
*{{Sm|Nanashi|Japan}} - The best Samus in Japan prior to his inactivity, previously ranked 8th on the [[Japan SSBM Rank 2018]]. In his country, he has notably taken sets over {{Sm|aMSa}}, won multiple locals, and placed 3rd at {{Trn|KSB 2016}}. Internationally, he has made top 32 at a few notable majors such as 17th at {{Trn|Kings of Cali 4}} and 25th at {{Trn|CEO 2014}}.
*{{Sm|Duck|USA}}
*{{Sm|Plup|USA}} - Though he is by far better known for his performances with {{SSBM|Sheik}} and {{SSBM|Fox}}, he was considered one of the best Samus players in the world when he actively played her. He primarily played Samus in his early years, placing 5th at both {{Trn|CEO 2014}} and {{Trn|Paragon Orlando 2015}}, before he switched to Sheik in early-2015. He has since returned to using Samus on a few occasions, notably placing 4th at {{Trn|Shine 2018}}, 5th at {{Trn|Shine 2017}}, and 9th at {{Trn|Supernova 2024}} using only or mostly Samus at all three events. Plup is also known for his set against {{Sm|Leffen}} at {{Trn|EVO 2015}}, which is considered one of the most iconic Samus sets in ''Melee'' history.
*{{Sm|ESAM|USA}}
*{{Sm|TheSWOOPER|USA}} - Though active prior, he is considered one of the best Samus players in the post-Slippi era, and peaked at 33rd on the [[SSBMRank 2022]]. He holds some of the best wins with Samus in the post-Slippi era, having defeated {{Sm|Cody Schwab}} and {{Sm|SluG}} at {{Trn|The Nightclub VIP: iBDW}}, and several noteworthy placements at majors, including 9th at {{Trn|Pound 2022}}, the best Samus performance since {{Sm|Duck}} at {{Trn|GENESIS 6}}.
*{{Sm|HugS|USA}}
*{{Sm|Wes|USA}} - Considered the "Father of Samus", becoming the first notable Samus player and innovating her metagame. He was formerly the best Samus player alongside HugS in the Golden Age of ''Melee''; he still competes occasionally in New York. Some of his best results during his peak were 5th at {{Trn|Tournament Go 5}} and 7th at {{Trn|MLG DC 2005}}.
*{{Sm|quiKsilver|Germany}}
*{{Sm|Wes|USA}}
====Inactive====
*{{Sm|Dark Mike|USA}}
*{{Sm|DJ Nintendo|USA}}
*{{Sm|Phanna|USA}}
*{{Sm|Plup|USA}}


===Tier placement and history===
===Tier placement and history===
Samus received a large amount of buffs from her transition from ''Smash Bros 64'' to ''Melee'', and was ranked quite high in inital tier lists, hovering around the 6th and 9th places. This was largely due to her improved projectile game, combo game, and improved recovery. Although with a much smaller player base than most high-tier mains, her representation and performances from dedicated mains such as {{Sm|HugS}} saw her remain in the higher tiers for many years to come. Innovations in other character's meta-games being discovered and adaptation to Samus's defensive fighting style has seen Samus fall in placings through recent Melee tier lists. However, she remains a very powerful fighter with dedicated mains such as {{Sm|Plup}} and {{Sm|Darrell}} continuing to make significant impacts with her. She currently sits at 11th in the middle of the High tier.
Samus’s large number of buffs from her transition from ''64'' to ''Melee'' was immediately noticed by players, and was reflected by her high rankings in initial tier lists, hovering around 6th and 9th. This was primarily due to her improved projectile game, additional combo options, and improved recovery. Although she has a smaller playerbase than most high-tier characters, her representation and performances from dedicated mains such as {{Sm|HugS}} allowed her to remain in the higher tiers for many years. Unfortunately, innovations in other characters' metagames have been discovered, and professionals have adapted to Samus's defensive fighting style that rendered her zoning game less effective. This has resulted Samus dropping in placements through recent ''Melee'' tier lists. In the current metagame, {{Sm|Plup}} rarely uses her in high-level tournaments, and {{sm|Duck}} has recently dropped her in favor of Sheik. As it stands, while her zoning game remains effective against the meta, her declining presence in tournaments and increasing competitive prospects towards other top-tiers has made her fare worse against the rest of the cast compared to the early metagame, and as a result, she currently sits at 11th place at the bottom of B+ tier.


==In Single Player modes==
==In 1-P Mode==
===In {{SSBM|Classic Mode}}===
==={{SSBM|Classic Mode}}===
Samus appears in a one-on-one fight, as an ally, on a team with {{SSBM|Captain Falcon}} or {{SSBM|Fox}}, or in the metal battle. Samus is fought on [[Brinstar]] or [[Brinstar Depths]] with the exception of being on a team with Captain Falcon or in the metal battle.
In Classic Mode, Samus can appear as an ordinary opponent, as an ally or opponent in the team battles, alongside either {{SSBM|Captain Falcon}} or {{SSBM|Fox}}, as a giant opponent, or as a metal opponent. When alone she appears either on [[Brinstar]] or [[Brinstar Depths]], while when on a team with Captain Falcon she appears on [[Big Blue]].


===In [[Adventure Mode]]===
===[[Adventure Mode]]===
Samus is once again fought on the Brinstar stage, after Samus is beaten, the planet will start to explode and the player must evacuate to Samus's ship before the planet explodes, if not they will lose a life.
Samus is once again fought on the Brinstar stage, after Samus is beaten, the planet will start to explode and the player must evacuate to Samus's ship before the planet explodes, if not they will lose a life.


===In [[All-Star Mode]]===
===[[All-Star Mode]]===
Samus and her allies are fought on [[Brinstar]]
Samus and her allies are fought on [[Brinstar]].
 
===[[Event Matches]]===
Samus is featured in the following event matches:
*'''[[Event 3: Bomb-fest]]''': The player chooses any character and must defeat {{SSBM|Link}} and Samus on [[Princess Peach's Castle]]. Link and Samus will only use their bomb special moves, and only items that create explosions (such as the [[Motion-Sensor Bomb]] and the [[Bob-omb]]) will spawn on the stage.
*'''[[Event 8: Hot Date on Brinstar]]''': The player chooses any character and must defeat Samus in a three-stock match on the [[Brinstar]]. The player starts and respawns with 102% damage, while Samus starts and respawns with 130%.
*'''[[Event 15: Girl Power]]''': The player chooses any character and must defeat Samus, {{SSBM|Peach}}, and {{SSBM|Zelda}} in a two-stock match on [[Fountain of Dreams]]. The character the player chooses is tiny, while the female combatants are normal sized.
*'''[[Event 17: Bounty Hunters]]''': The player plays as Samus, “allied” with Captain Falcon and must defeat {{SSBM|Bowser}} before Captain Falcon does on [[Jungle Japes]]. The event results in failure if Captain Falcon delivers the finishing blow, if Bowser [[Self-destruct|self-destructs]], or if Samus dies.
*'''[[Event 20: All-Star Match 2]]''': Samus is the first opponent the player must fight in this series of staged battles. The player battles her on [[Brinstar]], which will transition to the next stage if Samus gets defeated. With a timer of four minutes, the player must defeat her along with Link, Zelda, Captain Falcon, and {{SSBM|Fox}}.
*'''[[Event 27: Cold Armor]]''': The player uses Samus must defeat three metal Samuses on the [[Brinstar Depths]]. The player-controlled Samus has one stock, while each metal Samus have two.
*'''[[Event 36: Space Travelers]]''': The player uses {{SSBM|Ness}} must defeat Samus, {{SSBM|Kirby}}, Fox, Captain Falcon and {{SSBM|Falco}}. The player battles the first three characters on [[Fourside]] and battles the last two on {{SSBM|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
<center><gallery>
File:SamusClassicMode.jpg|Classic Mode
File:SamusAdventureMode.jpg|Adventure Mode
File:SamusAllStarMode.jpg|All-Star Mode
</gallery></center>


===In [[Event Matches]]===
==[[Trophies]]==
Samus is featured in the following Event Matches:
In addition to the normal trophy about Samus as a character unlocked by completing {{SSBM|Classic Mode}} as Samus on any difficulty, there are two trophies about her as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Samus on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Samus:
*'''[[Event 3: Bomb-fest]]''': This match pits the player's character against the team of Samus and {{SSBM|Link}} with one stock each on the [[Princess Peach's Castle]] stage. Samus and Link only use their bomb special moves, but all the bomb (or likewise) items will appear on the stage.
*'''[[Event 8: Hot Date on Brinstar]]''': This match pits the player's character against Samus on the Brinstar stage. The player has 3 stocks and start with 102% damage, while Samus has 130%.
*'''[[Event 15: Girl Power]]''': This event places a tiny player against a Samus, alongside {{SSBM|Peach}} and {{SSBM|Zelda}}, on the Fountain of Dreams stage with two stock each.
*'''[[Event 17: Bounty Hunters]]''': The player plays as Samus teamed up with Captain Falcon (with Friendly Fire turned off), and  their shared opponent is Bowser on the Jungle Japes stage. With everyone receiving one stock and 2:00 as the time limit, the player's aim is to be the one to KO Bowser; they fail if Falcon delivers the finishing blow.
*'''[[Event 20: All-Star Match 2]]''': Samus is the first opponent the player must fight in this series of staged battles. The player's character battles her on the Brinstar stage, and their character has 2 stock while Samus has 1. With a timer of four minutes, the player must defeat her and the other four characters with the overall time and life they have: Link, Zelda, Captain Falcon, and {{SSBM|Fox}}.
*'''[[Event 27: Cold Armor]]''': This match pits Samus against three metal Samus's on the [[Brinstar Depths]] stage. The metal Samus's have two lives each while Samus only has one.
*'''[[Event 36: Space Travelers]]''': As {{SSBM|Ness}}, the player faces Samus, {{SSBM|Kirby}}, Fox, {{SSBM|Captain Falcon}} and {{SSBM|Falco}}. Ness battles the first three on the [[Fourside]] stage while fighting the last two on the {{SSBM|Battlefield}} stage. Each character has one stock.


==Trophy descriptions==
{{Trophy/Fighter
In addition to the normal trophy about Samus as a character, there are two trophies about her as a fighter, unlocked by completing the [[Adventure]] and [[All-Star Mode]]s respectively with Samus on any difficulty:
|name=Samus Aran
|image=Samus Trophy Melee.png
|mode=Classic
|desc=This intergalactic bounty hunter's full name is Samus Aran. Clad in a Power Suit made by the Chozo race and infused with their enhanced blood, she cleared the planet Zebes of a Metroid infestation. Samus is an orphan, the sole survivor of a Space Pirate raid that destroyed an Earth colony named K-2L.
|gamelist={{Trophy games|game1=Metroid|release1=8/89}}
|game=Melee
}}
{{clrl}}


:'''Samus''' (Classic Mode)
{{Trophy/Fighter
:''This intergalactic bounty hunter's full name is Samus Aran. Clad in a Power Suit made by the Chozo race and infused with their enhanced blood, she cleared the planet Zebes of a Metroid infestation. Samus is an orphan, the sole survivor of a Space Pirate raid that destroyed an Earth colony named K-2L.''
|name=Samus Aran
:*Game: ''Metroid''
|image=Samus Trophy (Smash).png
|mode=Adventure
|desc=Samus has an abundance of projectile weapons, making her a long-distance attack specialist. The most powerful weapon in her arsenal is her Charge Shot, but be warned: it can be reflected. Her Missiles have homing capabilities, but when fired as Smash Attacks, they fly on a straight trajectory and have boosted power.
|gamelist=:B: Charge Shot
:Smash B: Missile
|game=Melee
}}
{{clrl}}


:'''Samus Aran''' (Adventure Mode)
{{Trophy/Fighter
:''Samus has an abundance of [[projectile]] weapons, making her a long-distance attack specialist. The most powerful weapon in her arsenal is her Charge Shot, but be warned: it can be reflected. Her missiles have homing capabilities, but when fired as Smash Attacks, they fly on a straight trajectory and have boosted power.''
|name=Samus Aran
:*B: Charge Shot
|image=Samus Trophy (Smash 2).png
:*Smash B: Missile
|mode=All Star
|desc=While Samus's arsenal of missile weapons is indeed formidable, her enemies are in for a rude awakening if they guard against nothing else. Her Grappling Beam captures foes and latches on to walls, and the Screw Attack drags foes upward in a series of spins that doubles as a recovery move. Samus can also use her Bombs to perform Bomb Jumps.
|gamelist=:Up & B: Screw Attack
:Down & B: Bomb
|game=Melee
}}
{{clrl}}


:'''Samus Aran''' (All-Star Mode)
==[[Alternate costume (SSBM)#Samus|Alternate costumes]]==
:''While Samus's arsenal of missile weapons is indeed formidable, her enemies are in for a rude awakening if they guard against nothing else. Her [[Grappling Beam]] captures foes and latches on to walls, and the Screw Attack drags foes upwards in a series of spins that doubles as a recovery move. Samus can also use her Bombs to perform Bomb Jumps.''
{|style="margin:1em auto 1em auto;text-align:center"
:*Up & B: Screw Attack
|-
:*Down & B: Bomb
|colspan=5|[[File:Samus Palette (SSBM).png]]
|-
|{{Head|Samus|g=SSBM|s=25px}}
|{{Head|Samus|g=SSBM|s=25px|cl=Pink}}
|{{Head|Samus|g=SSBM|s=25px|cl=Black}}
|{{Head|Samus|g=SSBM|s=25px|cl=Green}}
|{{Head|Samus|g=SSBM|s=25px|cl=Purple}}
|}


==Gallery==
<center>
<center>
<gallery>
<gallery>
File:Samus Trophy Melee.png|Classic Mode
SSBM Samus HQ.jpg|Official artwork of Samus.
File:Samus Trophy (Smash).png|Adventure Mode
SSBMWebsiteSamus1.jpg|[[Dash]]ing on [[Mute City]].
File:Samus Trophy (Smash 2).png|All-Star Mode
Samus'bforwardmove.jpg|Firing a [[missile]] on [[Princess Peach's Castle]].
Samus'bmove.jpg|Firing a fully-[[charge]]d [[Charge Shot]] on [[Pokémon Stadium]].
Melee morph ball.jpg|Dropping {{b|bomb|Samus}}s in mid-air on Princess Peach's Castle.
Samus'bupmove.jpg|Using her [[Screw Attack]] on [[Fountain of Dreams]].
Melee Grapple Beam.jpg|Using her [[Grapple Beam]] on [[Brinstar]].
DonkeyKongAdventureMode.jpg|Standing with three {{SSBM|Donkey Kong}}s on {{SSBM|Final Destination}}
</gallery>
</gallery>
</centeR>
</center>


==[[Alternate costume (SSBM)#Samus|Alternate costumes]]==
==Trivia==
[[File:Samus Palette (SSBM).png|frame|center|Samus's alternate costumes in ''Melee'']]
*In the instruction booklet, the screenshots of Samus' special moves are on [[Corneria]], as opposed to the other characters, whose special moves are shown on one of their home stages.
*Samus' render pose closely resembles the official artwork for her appearance in ''Smash 64''.
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0710/index.html Samus's page at Smabura-Ken]


*[[smashwiki:26TP/Samus|Translation]]
{{SSBMCharacters}}
{{SSBMCharacters}}
{{EnemiesAdvSSBM}}
{{EnemiesAdvSSBM}}
{{Metroid universe}}
{{Metroid universe}}
[[Category:Samus (SSBM)]]
[[Category:Samus (SSBM)| ]]
[[Category:Trophies (SSBM)]]
[[es:Samus (SSBM)]]

Latest revision as of 04:46, December 16, 2024

This article is about Samus' appearance in Super Smash Bros. Melee. For the character in other contexts, see Samus Aran.
Samus
in Super Smash Bros. Melee
Samus Aran
MetroidSymbol(preBrawl).svg
Universe Metroid
Other playable appearances in SSB
in Brawl
in SSB4
in Ultimate
Availability Starter
Tier B+ (11) (North America)
D (9) (Europe)
Samus (SSBM)

Samus (サムス, Samus) is a starter character in Super Smash Bros. Melee. Returning as a veteran from the previous game, Samus, similarly to Link, reprises her role as a short-ranged fighter with numerous ranged options.

Samus is ranked 11th on the current tier list, placing her in the B+ tier, a significant improvement from her 8th (out of 12) position in Super Smash Bros. This is mainly due to her effective projectiles, supplementing her KOing power and her approaches. She also has a good air game that is complemented by a versatile back aerial. Samus' recovery is among the best in the game; her bomb jumps, ability to wall jump, grappling beam, and heavy weight all contribute to making her among the toughest characters to KO horizontally. She also possesses techniques exclusive to her, such as the Super Wavedash and Extended Grapple, that aid her approach on opponents. However, she is floaty, allowing her to be easily juggled and KO'd vertically. She is also highly susceptible to combos in general, due to being floaty, heavy, and tall in stature. Her primary combo starter, her grab, is also very laggy if it misses, though it can be extended in the NTSC version. Regardless, Samus has decent matchups all-around in the current metagame.

Attributes[edit]

Samus is a unique character. Although a tall heavyweight, she is unusually floaty, uncharacteristic of characters in her weight class. Her high weight (only being lighter than Bowser and Donkey Kong) lets her have amazing horizontal survivability. Her slow falling speed (the second slowest in the game, tied with Zelda) allows her recovery to travel more distance and gives her better potential combo game. However, it also makes her more susceptible to vertical KOs, even with her high weight, and it also gives her a poor SHFFL.

Arguably Samus's most valuable asset is her high range. While lacking a disjointed hitbox, Samus has a variety of long-reaching attacks and long-ranged projectiles that can assist with her ground-based approach. Charge Shot can quickly become one of her most powerful attacks, while her Missiles can act as both an approach option when non-tapped and as a powerful finisher when tapped. Samus's average traction and low falling speed also grant her a long wavedash that can mesh well with her long-ranged smash attacks, as well as her modestly-ranged tilts; assuming the player has particularly good timing, Samus also has access to the longest wavedash in the game, the Super Wavedash, which can also potentially surprise enemies due to its speed. While laggy, Samus sports one of the longest grabs in the game, and a technique that is unique to the NTSC release of the game can allow her to extend its reach by three, in addition to allowing it to home in on enemies.

Samus's recovery is also among the longest and most flexible in all the game. While Screw Attack grants relatively little horizontal and vertical distance, its multiple hitboxes can potentially frustrate edgeguarders. Samus, however, owns arguably more options for her recovery than any other character in the game. Her average air speed and low falling speed aid her approach toward ledges, while her natural ability to wall-jump can aid her recovery on stages with walls underneath the ledge, such as Fountain of Dreams or Dream Land. Samus's down special, her bombs, can allow her to bomb-jump onto the stage without the loss of jumps, and her grab air can allow her to enter "safe zones" underneath the stage, as well as acting another long recovery technique. Owing to these variety of options, edgeguarding against Samus can be extremely difficult, especially for characters with poor recoveries. For Samus herself, this long recovery also grants her a powerful edgeguarding game of her own, aided by her fast and powerful neutral and back aerial attacks.

Samus also has a very good defensive game; despite her shield leaving her legs exposed, which can leave her vulnerable to shield stabbing, and having a poor roll due to its low speed, she still has very strong defensive options. For one, she has one of the best Crouch cancels in the game, due to her high weight, and having very good options out of it, such has her down smash and down tilt. Her screw attack also offers a quick and difficult-to-punish out of shield option, due to being invincible for the first couple frames of the move which helps her when getting pressured. It can also work as a combo breaker, but this can be risky if missed. Her nair is also a good combo breaking tool, due to being decently quick (frame 5) and being powerful. Her defensive game is also complimented by her amazing horizontal survivability and great recovery, which allow Samus to frequently live to very high percents against characters without strong vertical finishers (and sometimes characters with them).

Despite having a good approach on the ground, Samus's aerial approach suffers due to her strange variety of attributes. Her below average falling speed and high jumps give her a poor SHFFL, despite the presence of low ending lag for her aerials when L-canceled. Her low falling speed also can prevent her from quickly pursuing enemies that have been knocked into the ground; as such, Samus can have particular difficulty in comboing fast-fallers, even with her variety of throws. Tying into this, Samus's grab is extremely laggy and can easily be punished if she fails to grab an opponent with it.

An icon for denoting incomplete things.

Changes from Super Smash Bros.[edit]

Samus has been significantly buffed from Smash 64 to Melee, as she was considered to fare poorly in Smash 64 due to her poor approach and lack of reliable combos. She is often considered the most buffed character from Smash 64 to Melee along with Jigglypuff. Most of her attacks have received significantly better frame data, such as a faster neutral attack and forward tilt.

Aesthetics[edit]

  • Change The graphical upgrades of the Nintendo GameCube give Samus a more proportionate build. Her power suit is more detailed and she has a more glossy visor.
  • Change Samus has a new taunt. While Samus still lifts her arm cannon up, she performs a more elaborate pose and she no longer shakes her arm cannon while it is up.
  • Change Samus's blue team costume is now available for selection in regular gameplay instead of being locked to team battles.
  • Change Samus has a new teetering animation where she balances on her left foot.

Attributes[edit]

  • Buff Samus walks faster (0.9067 (27.2) → 1).
  • Nerf Samus dashes much slower (1.8 (54) → 1.4), going from the 4th fastest out of 12 characters to the 11th slowest out of 26.
  • Nerf Samus' traction is slightly lower (0.0667 (2) → 0.06). Compared with the returning veterans, however, her traction is significantly lower, making it harder for her to punish out of shield.
  • Change Samus' air speed is slightly slower than her Japanese and North American Smash 64 counterparts, but slightly faster than her Australian and European Smash 64 counterparts (0.933 (28, JPN/NA) / 0.867 (26, AUS/EUR) → 0.89).
  • Nerf Samus' air acceleration is significantly lower (0.1 (3) → 0.0325), making it the slowest.
  • Nerf Samus jumps extremely lower (49.4 (1482) → 34.464), hindering her vertical recovery and ability to chase opponents above her.
    • Change Samus's short hop is drastically lower (33.2267 (996.8) → 22.75). Compared with the returning veterans, however, her short hop is much higher, going from the 3rd highest out of 12 characters to the highest out of 26.
  • Change Samus' gravity is slightly higher (0.0633 (1.9) → 0.066), going from the lowest to the second lowest.
  • Buff Samus' fast falling speed is faster (2.233 (67) → 2.3). The difference between her falling speed and fast falling speed is higher (increase: 59.5% → 64.3%), which makes it less predictable when landing and gives her more options in the air.
  • Nerf Samus is significantly lighter (117.391304 (0.92) → 110), hindering her endurance.
  • Change Samus is smaller (model size multiplier: 1x → 0.88x). This makes her harder to hit but reduces the range of her attacks.
  • Buff Rolls have a longer duration (frames 4-23 → 4-30).
  • Buff Rolls have less ending lag (FAF 46 → 45) although they are still the slowest rolls.
  • Nerf The removal of teleporting slightly hinders Samus' grounded approach.
  • Buff The introduction of air dodging greatly benefits Samus as it improves her recovery and it allows her to wavedash improving her grounded mobility and making up for her slower ground speed.
  • Buff Samus can now wall jump.

Ground Attacks[edit]

  • Neutral attack:
    • Buff Neutral attack has less startup lag (frame 4 (hit 1)/7 (hit 2) → 3/5).
    • Buff The first hit has less ending lag (FAF 22 → 18).
    • Buff The first hit has larger hitboxes (3u/3u/3u → 3.5152u/3.5152u/3.5152u).
    • Change The first hit now has static hitboxes.
    • Nerf The first hit has a new animation where Samus does not stretch her arm nearly as far. This noticeably reduces its range.
    • Buff The second hit has higher base knockback (10 → 15).
    • Buff The second hit's far hitbox is larger (3.66u → 4.3u) and it is moved further away from Samus (x offset: 4 → 4.3).
    • Change The second hit has a new animation where Samus swings her arm cannon downwards much sooner. The hitboxes do not become active until Samus is already moving her cannon downwards.
      • Buff This allows the move to hit in front of Samus much sooner which makes the first hit connect more reliably into the second hit in theory (although this is compensated by the universal decrease to hitstun).
      • Nerf However, this also noticeably reduces the move's range above and behind Samus.
    • Nerf The second hit has a shorter duration (frames 7-11 → 5-7).
    • Nerf The second hit has slightly more ending lag (FAF 30 → 31).
  • Forward tilt:
    • Buff Forward tilt has less startup (frame 7 → 6) and ending lag (FAF 32 → 30).
    • Buff Forward tilt has a new animation where Samus takes a step forward, increasing its range.
    • Buff Forward tilt has larger hitboxes (3.33u/3.33u/1.82u → 3.91u/3.33u/2.3456u) and the foot hitbox has been moved further away from Samus (x offset: 6 → 7.03).
    • Buff Forward tilt now has a hitbox on Samus' back leg.
    • Nerf Forward tilt has a shorter duration (frames 7-11 → 6-8).
    • Nerf Up-angled forward tilt deals less damage (12% → 11%).
    • Nerf Forward tilt can no longer be angled slightly up or down.
  • Up tilt:
    • Nerf Up tilt now only hits opponents when Samus drops her leg, increasing its startup lag and shortening its duration (frames 8-23 (early)/24-28 (late) → 14-17).
      • Nerf This also means that the move can no longer hit opponents behind or directly above Samus.
      • Buff However, the removal of the rising hit greatly improves the move's safety, with the move no longer being easily punishable on hit.
      • Buff Additionally, the move has much less startup lag compared to the previous second hit (frame 25 → 14).
    • Buff Up tilt has a shorter total duration (FAF 44 → 35).
      • Nerf However, its total duration does not fully compensate for the move's lower startup lag compared to the previous second hit, giving it slightly more ending lag.
    • Buff Up tilt has higher base knockback (5 → 40).
    • Buff Up tilt now meteor smashes grounded opponents (361° → 270°), significantly improving its combo potential.
      • Nerf However, this also hinders its KO and edgeguarding potential against grounded opponents.
    • Buff Up tilt has slightly larger hitboxes (5u/5u → 5.0778u/5.0778u) and the foot hitbox has been moved further away from Samus (x offset: 6 → 6.2496).
    • Nerf Up tilt deals less damage against aerial opponents (13% → 12%).
  • Down tilt:
    • Change Samus has a new down tilt: a quick downwards cannon strike that fires a small explosion as opposed to a simple low sweep.
    • Buff Down tilt has less startup lag (frame 8 → 6).
      • Nerf However its total duration was unchanged, giving it more ending lag.
    • Buff Down tilt deals more damage (13% → 14%).
    • Change Down tilt has more base knockback but less knockback scaling (10 (base), 100 (scaling) → 80/60).
      • Buff This makes the move much safer at lower percents and improves its KO potential near the blast zone.
      • Nerf However, this hinders its overall KO potential.
    • Change Down tilt launches opponents vertically instead of horizontally (40° → 100°).
      • Buff This grants it combo potential; especially with its altered knockback.
      • Nerf However, this significantly hinders its edgeguarding potential.
    • Buff Down tilt has larger hitboxes (3.33u/3.33u → 3.1248u/3.5154u/5.859u), with the move having a similar amount of horizontal range despite its new animation.
    • Nerf Down tilt has a shorter duration (frames 8-12 → 6-8).
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 41 → 38).
    • Buff Dash attack deals more knockback (0 (base), 100 (scaling) → 22/105).
    • Buff The clean hit deals more damage (12% → 13%) which along with the previous change, significantly improves its KO potential.
    • Buff Dash attack has larger hitboxes (3.66u → 5.0778u (clean)/4.3u (late)), which overall gives the move more range relative to Samus despite the hitbox being positioned closer to Samus (x offset: 0.533 → 0).
    • Change Dash attack launches opponents at a higher angle (361° → 60°). This grants it vertical KO potential but hinders its horizontal KO potential as well as its edgeguarding potential.
    • Nerf Dash attack has a shorter duration (frames 7-10 (clean)/11-26 (late) → 7-9/10-16).
    • Nerf The late hit deals less damage (10% → 9%).
    • Nerf Dash attack no longer deals extra shield damage (1 → 0).
  • Forward smash:
    • Buff Forward smash has less startup lag (frame 12 → 10).
    • Buff The cannon hitbox is larger (4u → 4.3u) and is positioned further away from Samus (x offset: 4 → 5.859).
    • Change The arm hitbox is positioned closer to Samus (x offset: -2.66 → -1.953) and it has lower priority (ID# 1 → 2).
    • Nerf Forward Smash deals much less damage (20%/18%/16% → 15%/14%/13%) without full compensation on its knockback (15 (base), 100 (scaling) → 30/104). This hinders its KO potential; especially the up angled version.
    • Nerf Forward smash has more ending lag (FAF 42 → 44).
      • Nerf When combined with the changes to shieldstun, these changes drastically hinder the move's safety on shield; going from leaving Samus at a frame advantage on shield to leaving her at a rather significant disadvantage.
    • Nerf The arm hitbox launches opponents at a higher angle (40° → 361°), now matching the other hitboxes.
    • Nerf Forward smash has a new animation where Samus does not stretch her arm as far forward. This reduces the move's horizontal range despite its altered cannon hitbox; especially for the up angled version.
    • Nerf Forward smash can no longer be angled slightly up or down.
  • Up smash:
    • Buff Up smash has less startup (frame 17 → 12) and ending lag (FAF 60 → 58).
    • Change The angles for the first four hits have been altered (80° → 130° (hit 1)/120° (hit 2)/90° (hit 3)/85° (hit 4)).
    • Change The first four hits deal less knockback (22 (base), 100 (scaling) → 50/50 (hit 1), 35/50 (hit 2), 25/50 (hit 3), 30/50 (hit 4)).
      • Buff When combined with its lower damage, these changes allow up smash to connect more reliably.
      • Nerf However, this greatly hinders the already poor KO potential of the first four hits.
      • Nerf Additionally, the move still does not connect reliably against aerial opponents and it can still be easily SDIed out of.
    • Nerf Up smash deals much less damage (10% (hits 1-5)/50% (total) → 4% (hits 1-3)/5% (hit 4)/6% (hit 5)/23% (total)). The final hit's knockback was not fully compensated (22 (base), 100 (scaling) → 50/120), hindering its KO potential unless used near the upper blast zone.
    • Nerf Up smash no longer deals extra shield damage (1 → 0).
      • Nerf When combined with its much lower damage output and the changes to shields, this drastically hinders the move's shield pressuring potential; no longer leading to a guaranteed shield break if all hits connect.
  • Down smash:
    • Buff Down smash has less startup (frame 8 → 6) and ending lag (FAF 50 → 45).
    • Buff The front hit has much more base knockback but less knockback scaling (35 (base), 80 (scaling) → 110/50). This improves its KO potential unless used from a very long distance away from the upper blast zone.
    • Buff The back hit deals more damage (14% → 15%).
    • Change Down smash now launches opponents towards Samus (60° → 120°).
    • Nerf Down smash has a shorter duration (frames 8-12 (front)/19-22 (back) → 6-8/14-16).
    • Nerf The back hit deals less knockback (35 (base), 80 (scaling) → 90/40).

Aerial Attacks[edit]

  • Buff All aerials except for up aerial have less landing lag (16 frames (neutral), 40 frames (forward/down), 31 frames (back) → 15 (all)).
  • Nerf All aerials auto-cancel later (frame 28 → 35 (neutral), frame 28 → 47 (forward), frame 17 → 31 (back), frame 20 → 34 (up), frame 13 → 34 (down)), although despite this, she is, along with Ness and Luigi, one of the few returning veterans who can still auto-cancel all of her aerials in a short hop.
    • Nerf When combined with the weakening of L-canceling and the changes to shields, this hinders the combo potential and safety of her aerials, as well as removing the guaranteed shield break combos Samus previously had with her aerials.
  • Neutral aerial:
    • Change Neutral aerial has a new animation where Samus stretches her leg straight forward.
    • Nerf Neutral aerial has more startup lag (frame 4 → 5).
    • Nerf Neutral aerial deals less damage (16% (clean)/13% (late) → 14%/10%), hindering its KO potential.
    • Buff Neutral aerial has less ending lag (FAF 50 → 40).
    • Buff Neutral aerial has a longer duration (frames 4-27 → 5-29).
  • Forward aerial:
    • Buff Forward aerial has less startup (frame 5 → 4) and ending lag (FAF 52 → 50).
      • Nerf However, Samus can no longer perform two forward aerials in a short hop due to her lower short hop.
    • Buff Due to forward aerial hitting five times instead of four:
      • Buff It deal more damage (20% → ≈23.2%).
      • Buff It has a longer duration (frames 5-6/12-13/19-20/26-27 → 4-5/11-12/18-19/25-26/30-31).
    • Buff The final hit has increased base knockback (0 → 20), improving its KO potential.
    • Change The first four hits of forward aerial have increased base knockback (0 → 20) and they now launch opponents vertically (361° → 85°).
    • Nerf Forward aerial has a new animation which is slightly longer than the previous animation (51 frames → 55).
  • Back aerial:
    • Change Samus's has a new back aerial with a new animation where she performs a reversed back kick and looks in front of her instead of behind her.
    • Nerf Back aerial has more startup lag with a shorter duration due to no longer possessing a late hit (frames 5-8 (clean)/9-17 (late) → 9-12).
    • Nerf Back aerial has less vertical range.
    • Nerf Back aerial now consists of a sweetspot and a sourspot. The sourspots cover Samus' leg and deal 10% (like the previous late hit) while the sweetspot deals 14% and is positioned on Samus' foot with the lowest hitbox ID.
    • Nerf Back aerial deals less knockback (0 (base), 145 (scaling) → (30/42)/100). This hinders its KO potential, no longer being the strongest back aerial.
    • Buff Back aerial has less ending lag (FAF 40 → 37).
  • Up aerial:
    • Buff Up aerial has less startup (frame 6 → 5) and ending lag (FAF 40 → 39).
    • Buff The first hit deals more damage (2% → 3%).
    • Change The first hit's angle has been altered (80° → 90°).
    • Nerf Hits 2-5 deal less damage (2% → 1%).
    • Buff Up aerial now has a proper final hit (which existed in Smash 64 but it never spawned due to its hitboxes ending the same frame they should have come out), greatly improving it safety and utility.
      • Buff Because of this, the move deals marginally more damage overall when fresh, despite the 2-5th hits dealing less damage (10% → ≈10.28%).
      • Buff This also gives the move a longer duration (frames 6-7/9-10/12-13/15-16/18-19 → 5-6/8-9/11-12/14-15/17-18/20-21).
    • Change The final hit has altered knockback (0 (base), 150 (scaling) → 40/120) and an altered angle (80° → 361°) compared to the previous unused final hit.
  • Down aerial:
    • Buff Down aerial deals more damage (14% → 16%) and has higher base knockback (0 → 30), being the fifth strongest meteor smash in Melee.
    • Nerf As with almost every meteor smash from Smash 64 to Melee, down aerial has drastically increased startup lag with a shorter duration (frames 4-12 → 18-22).
      • Buff However, its total duration was not fully compensated, giving it less ending lag.
    • Nerf Down aerial has a longer total duration (FAF 40 → 49) and a longer animation (39 frames → 54).
      • Nerf Altogether, these changes prevent Samus from performing two down aerials in a short hop (which also means that she can't auto-cancel a second down-aerial in a short hop or even a full hop).
    • Nerf Down aerial has less range which along with its increased startup lag, greatly hinders its use as a landing option.
    • Nerf Down aerial's angle has been slightly altered (-90° → 270°), which along with the introduction of meteor cancelling, significantly hinders its reliability.
  • Buff Samus now has a grab aerial, giving her an extra attack and recovery option.

Throws/other attacks[edit]

  • Grabs:
    • Buff Samus has been given an pummel, up, and down throw, giving her more options out of a grab. Her down throw in particular has strong combo potential.
    • Buff Grabs have less startup lag (frame 20 → 18) and ending lag (FAF 100 → 95 (standing), 75 (dash)).
    • Buff Standing grab has a longer duration (frames 20-38 → 18-20/21-37).
      • Nerf However, Samus' new dash grab has a shorter duration (frames 20-38 → 18-20/21-33).
    • Buff Standing grab overall covers slightly more distance than it did previously.
    • Buff Samus now has an exploit known as the Extended grapple technique, which allows her to greatly increase the range of her Grapple Beam, as well as allowing her grab to home into opponents.
    • Buff Samus' grabs have larger grabboxes during their first three active frames (3.5u/2.82u → 4.69u/4.69u).
      • Nerf However, these grabboxes are no longer attached to the grapple beam, giving the grab deceptively short range during its first three active frames.
    • Nerf The back grabbox is no longer present after the first three active frames.
    • Nerf Samus can no longer grab aerial opponents after the grab's first three active frames.
  • Change Samus' throws are now weight dependent.
  • Change Samus' throws no longer have an electric effect.
  • Forward throw:
    • Change Samus releases opponents later from forward throw (frame 9 → 15).
      • Nerf This gives the opponent more time to DI the throw.
      • Buff However, this also gives the throw less ending lag as its total duration was unchanged.
    • Nerf Forward throw deals much less damage (16% → 9%) and knockback (90 (base), 60 (scaling) → 50/45), drastically hindering its KO potential to the point where it is no longer a viable KO option.
    • Nerf Forward throw launches opponents at a higher angle (40° → 42°).
  • Back throw:
    • Change Samus releases opponents later from back throw (frame 9 → 11).
      • Nerf This gives the opponent more time to DI the throw.
      • Buff However, this also gives the throw less ending lag as its total duration was unchanged.
    • Change Back throw's angle has been slightly altered (40° → 140°).
    • Nerf Back throw deals much less damage (18% → 8%) and knockback (90 (base), 60 (scaling) → 50/42), immensely hindering its KO potential to the point where it is no longer a viable KO option.

Special Moves[edit]

  • Charge Shot:
    • Buff Charge Shot has less startup lag, with its startup lag no longer scaling depending on the level of charge (frame 17 (uncharged)/21 (fully charged) → 15 (both)).
      • Buff Because of this, Charge Shot's total duration has been subsequently reduced (FAF 46 (uncharged)/50 (fully charged) → 44 (both)).
    • Buff Charge Shot takes less time to fully charge (155 frames → 125).
    • Buff Fully charged Charge Shot deals more shield damage (1 → 3).
    • Change Samus no longer performs a small jump after using aerial Charge Shot. This makes it riskier to use off stage but safer to use on stage.
    • Nerf Charge Shot's projectile now only lasts 70 frames as opposed to having an infinite duration until it hits something or goes off screen.
    • Nerf Charge Shot deals less damage from levels 1-4 and when it is fully charged (6% (level 1)/9% (level 2)/12% (level 3)/15% (level 4)/26% (fully charged) → 5%/8%/11%/14%/25%).
    • Nerf Charge Shot deals less knockback at all levels:
      • Nerf 0 (base), 100 (scaling) → 14/42 (uncharged).
      • Nerf 0 (base), 100 (scaling) → 16/46 (level 1).
      • Nerf 0 (base), 100 (scaling) → 20/50 (level 2).
      • Nerf 0 (base), 100 (scaling) → 24/54 (level 3).
      • Nerf 0 (base), 100 (scaling) → 28/58 (level 4).
      • Nerf 0 (base), 100 (scaling) → 32/62 (level 5).
      • Nerf 0 (base), 100 (scaling) → 36/66 (level 6).
      • Nerf 0 (base), 100 (scaling) → 50/72 (fully charged).
    • Nerf All charge levels except for a fully charged Charge Shot no longer deal extra shield damage (1 → 0).
      • Nerf In general, the changes to shields have significantly hindered Charge Shot's shield pressuring potential; with a fully charged Charge Shot going from giving Samus a huge frame advantage (enough to give her a guaranteed grab or easy shield pressure) to leaving her at a frame disadvantage (although it is still safe on shield).
    • Nerf Charge Shot's charge cancel animation is much longer (1 frame → 8), making it riskier to cancel charge shot.
      • Buff However, this also makes it much easier for Samus to cancel her charge shot without going into shield.
  • Missile:
    • Change Like all characters, Samus now has a side special. In her case, Missile. Holding the button releases a Homing Missile, which slowly follows the opponent for a short while and then explodes when it either makes contact or when it reaches it maximum duration. Tapping the button releases a Super Missile, which flies in a straight line and is much faster and stronger than the Homing Missile. The move auto-cancels on landing. As a result, Samus has an additional projectile, improving her camping potential.
  • Screw Attack:
    • Buff Aerial Screw Attack grants much more height, improving its recovery potential.
    • Buff Screw Attack can now be reversed meaning that if Samus is facing away from the ledge, she can reverse the Screw Attack to grab the ledge.
    • Buff The first hit of grounded Screw Attack has altered knockback (120/110 (base), 1 (set), 0 (scaling) → (130/100)/0/100), allowing it to KO at higher percents, while still being to link into the rest of the move.
    • Change Screw Attack now grants intangibility rather than invincibility.
    • Change The final hit of Screw Attack now launches opponents vertically (361° → 70°).
    • Change Screw Attack now relies on momentum for how much horizontal distance it covers.
      • Buff This allows to grounded version to cover more horizontal distance in the direction Samus is facing.
      • Nerf However, this makes the aerial version cover less horizontal distance, as well as making it much harder to travel backwards.
    • Nerf Due to Screw Attack only consisting of 13/12 hits instead of 15/14:
      • Nerf It deals less damage (16% (grounded)/14% (aerial) → 12.01%/11.01%).
      • Nerf It has a shorter duration (frames 4-33 (grounded)/4-31 (aerial) → 4-29/4-27).
    • Nerf Along with retaining their high base knockback, hits 2-4 of grounded Screw Attack now have high knockback scaling rather than low set knockback (1 (set), 0 (scaling) → 0/100). This makes them connect less reliably.
    • Nerf Hits 5-12 of grounded Screw Attack deal more knockback (20/50 (base), 1 (set), 0 (scaling) → (70/40)/0/100), making them connect less reliably.
    • Nerf The first three hits of aerial Screw Attack have altered knockback (20/50 (base), 1 (set) → (25/100)/0), making them connect less reliably.
    • Nerf Hits 4-11 of aerial Screw Attack have altered knockback (20/50 (base), 1 (set) → (25/80)/0), making them connect less reliably.
    • Nerf The upper hitboxes of aerial Screw Attack have an altered angle (200° → 140°), making them connect less reliably with the rest of the move.
      • Nerf Altogether, these changes hinder Screw Attack's reliability and make it easier to escape.
    • Nerf Grounded Screw Attack grants less height.
    • Nerf Screw Attack has more landing lag (20 frames → 24).
    • Nerf The changes to shields combined with Screw Attack's reduced number of hits has hindered Screw Attack's shield pressuring potential; with the move no longer being able to lead into a guaranteed shield break.
    • Nerf If Samus is hit out of Screw Attack, she will now lose the charge for her Charge Shot.
  • Bomb:
    • Buff Bomb has less ending lag (FAF 57 → 54/46 (crouch)).
    • Buff Crouching before using Bomb will now reduce its startup lag by 2 frames (frame 10 → 8).
    • Buff Bombs now consist of a contact hit and an explosion hit rather than just an explosion; giving the move two hitboxes.
    • Buff The explosion has a longer duration (6 frames → 11).
    • Buff Bomb deals more shield damage (1 → 3+3).
    • Buff Bomb no longer disables Samus' midair jump.
    • Buff Bomb travels more horizontal distance when used on the ground.
    • Buff If Samus hits the explosion of her bombs, she will now bounce up while she's still in her morph ball (known as a bomb jump). Samus can immediately act out of a bomb jump, significantly improving Bomb's utility. Because of bomb jumping, Bomb is an even greater recovery option (especially when combined with Samus' new air dodge and grab aerial) and it has more utility as a pressuring tool.
      • Buff Bomb jumping also gives Samus access to Super wavedashing, allowing Bomb to now be used as a movement option.
    • Nerf Bombs deal less damage (9% → 4% (contact)/4% (explosion)/7% (total)) and have decreased knockback scaling (65 → 45).
    • Nerf Bomb grants less intangibility (frames 3-48 → 10-42).
    • Nerf Bombs have a shorter duration before they explode (frames 10-114 → 10-82).
    • Nerf Bomb travels less horizontal distance when used in the air.
    • Nerf Samus descends faster after using Bomb.
      • Nerf Altogether, these changes hinder Bomb's recovery potential without Bomb Jumping.
      • Buff However, the latter point improves Bomb's utility on stage.

Version history[edit]

Like some other characters, Samus has received some changes in the PAL version of Melee, which nerfed her overall, as she can no longer use the Extended grapple or bomb out of a grapple.

PAL

  • Nerf Extended grapple is no longer possible.
  • Nerf Can no longer bomb out of a grapple.

Moveset[edit]

For a gallery of Samus's hitboxes, see here.

Samus's aerial attacks
  Name Damage Description
Neutral attack Straight (ストレート) / Cannon Hammer (ガンポッドハンマー, Gunpod Hammer) 3% A quick jab followed by an axe-like jab with her arm cannon. The second hit can be easily shielded or shield grabbed, making it difficult to connect both hits.
7%
Forward tilt Spin Kick (スピンキック) 11% Does a spinning horizontal kick forward. Excellent in stopping close-up foes, useful spacing move.
10%
9%
Up tilt Heel Kick (ヒールキック) 13% (grounded), 12% (aerial) Raises her leg and brings it down. Very similar animation to Captain Falcon's up tilt. It is a meteor smash according to the game, but it only works on grounded opponents, making it an unconventional meteor smash. The meteor can KO grounded opponents at high percentages, and can combo into a back aerial at moderate percentages. Hits aerial opponents horizontally.
Down tilt Earth Blaster (アースブラスター) 14% Brings her arm cannon down and fires a small explosion. Powerful, excellent option out of a crouch cancel. Can KO under 150%.
Dash attack Shoulder Tackle (ショルダータックル) 13% (clean), 9% (late) Does a shoulder tackle. This is the most powerful dash attack in Melee, being able to KO under 150%. It is also suitable for combos at low percentages, especially if the sourspot connects.
Forward smash Cannon Lunge (ガンポッドナックル, Gunpod Knuckle) 15% Thrusts her arm cannon in forward. Somewhat fast (fastest forward smash in Melee, hitting on frame 10, along with Marth, but Samus's f-smash has much lower ending lag), great knockback for a low damaging attack (30 base knockback, 108 knockback growth).
14%
13%
Up smash Cover Fire (ヘルファイア, Hellfire) 4% (hits 1-3), 5% (hit 4), 6% (hit 5) (≈21.29% total) Fires five bursts in an arc above herself, with the final hit dealing below-average knockback. Beginning hits often don't combo into the final hit.
Down smash Spinning Leg Sweep (スピニングローキック, Spinning Low Kick) 16% (front), 15% (back) Does a low 360° sweep kick. Fast and has good knockback, hitting opponents up and behind Samus (110 base knockback, 50 knockback growth).
Neutral aerial Chozo Kick (サムスキック, Samus Kick) 14% (clean), 10% (late) Does a sex kick. Good horizontal knockback and useful for edgeguarding.
Forward aerial Aerial Fire (エアリアルヘルファイア, Aerial Hellfire) 5% (hits 1-5) (≈23.2% total) Fires several explosions in front of her with her arm cannon.
Back aerial Flying Back Kick (ソバット, Sobat) 14% (foot), 10% (leg) Kicks her foot behind her. The sweetspot is at her foot, which deals more damage and knockback. A useful move for edgeguarding. This is the third most powerful back aerial in the game, beaten by Zelda and Ganondorf.
Up aerial Drill Kick (ドリルキック) 3% (hit 1), 1% (hits 2-5), 4% (hit 6) (≈10.28% total) Brings her legs above her body and does a drill kick spin. Leads into a Missile well.
Down aerial Meteor Cannon (メテオナックル, Meteor Knuckle) 16% Swings her arm cannon in an arc below her. It is the fifth most powerful meteor smash in Melee and has a wide hitbox. A commonly used attack due to its strong power, ease of landing, and low risk. The meteor can KO grounded opponents at 115%.
Grab aerial Grappling Beam (グラップリングビーム) 4% Shoots out a long energy beam. This attack has transcendent priority.
Grab Grappling Beam (グラップリングビーム) Sends out her Grapple Beam to catch the opponent. It is the longest grab in the game.
Pummel Chozo Chop (つかみチョップ, Grab Chop) 3% Chops the opponent with her free hand. Somewhat fast.
Forward throw Beam Throw (グラップリングスルーフロント, Grappling Throw Front) 9% Brings her opponent up with her Grapple Beam and launches them forward.
Back throw Reverse Beam Throw (グラップリングスルーバック, Grappling Throw Back) 8% Launches opponent behind herself.
Up throw Beam Launch (グラップリングスルーアップ, Grappling Throw Up) 7% Holds opponent above herself with her Grapple Beam, then launches them upward.
Down throw Beam Slam (グラップリングスルーダウン, Grappling Throw Down) 6% Violently picks the foe up with her Grapple Beam and slams them to the ground. With its very low knockback scaling, it can combo into a jab reset, up tilt, dash attack, or Charge Shot at virtually any percentage (though the latter doesn't work against Young Link, due to his high rebound height after being thrown down). This makes it a useful combo setup move at low percentages and KO setup at high percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and kicks on both sides.
Floor attack (back)
Floor getups (back)
  6% Gets up and kicks on both sides.
Edge attack (fast)
Edge getups (fast)
  10% Climbs onto the stage and kicks.
Edge attack (slow)
Edge getups (slow)
  10% Climbs onto the stage and punches with her arm cannon.
Neutral special Charge Shot 3-25% When the B button is pressed, Samus will start charging a ball of energy that gets larger, stronger, and faster the more charged it is. Pressing the B button during the charge will cancel the charge and fire the shot, while pressing the L or R button will cancel the charge and allow Samus to store her current charge. This can be resumed by pressing B again. When fully charged, it has KO potential. If used in the air, Samus will immediately fire the shot, regardless of its charge level and how long B is held for.
Side special Missile 5% (homing missile), 12% (Super Missile) Fires a missile that travels forward. The missile can either be a homing missile (when B is pressed while tilting the control stick) or a Super Missile (when B is pressed while smashing the control stick forward). Super Missiles travel straight forward instead of homing in the opponent, and are faster and stronger than homing missiles. Super Missiles produce decent knockback.
Up special Screw Attack Ground: 2% (hit 1), 1% (hits 2-12) (≈12.01% total)
Air: 1% (hits 1-12) (≈11.01% total)
Shoots up into the air while spinning around rapidly via the "Screw Attack" ability from the Metroid series. It consists of multiple hits, though it does very little knockback, with its primary use being a recovery move, giving decent vertical distance. As with most multi-hit moves that operate similarly, it can be SDI'd out of rather easily. If Samus is hit during Screw Attack's animation, Her charge shot will be lost.
Down special Bomb 4% (contact & explosion) Goes into Morph Ball mode and drops a timed bomb that explodes in a few seconds. It produces little damage and knockback, though it can be used as a bomb jump to improve Samus's recovery distance horizontally. It also produces a weak semi-spike, though the hitstun allows it to gimp characters with poor recoveries.

Stats[edit]

NTSC

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 110 1.86 – Initial dash
1.4 – Run
1.0 0.06 0.01 0.89 0.02 – Base
0.0125 – Additional
0.066 1.4 – Base
2.3Fast-fall
3 34.464 - Base
22.75 - Short hop
26.124 4

PAL

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 110 1.86 – Initial dash
1.4 – Run
1.0 0.06 0.01 0.89 0.02 – Base
0.0125 – Additional
0.066 1.4 – Base
2.3Fast-fall
3 34.464 - Base
22.75 - Short hop
26.124 4

Announcer call[edit]

Taunt[edit]

  • Holds her arm cannon upright.
Samus-Taunt-SSBM.gif

Idle pose[edit]

  • Puts up arm cannon.
Samus Idle Pose Melee.gif

Crowd cheer[edit]

Cheer (International) Cheer (Japanese)
Cheer
Description Sa - mus! Sa - mus! Sam - us!

Victory poses[edit]

An orchestrated flourish originating from Metroid that played whenever Samus got a new power-up, obtained a Power Suit upgrade, or defeated Ridley and Kraid.
  • Side kick flexes and readies her Arm Cannon.
  • Shoots multiple shots while kneeling, and finishes with a pose.
  • Punches twice, then fires from her Arm Cannon.
Samus-Victory1-SSBM.gif Samus-Victory2-SSBM.gif Samus-Victory3-SSBM.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Samus players (SSBM)
  • France Cyr - One of the best players in France, and was known as the best Samus in Europe prior to his inactivity, placing 3rd at Avalon IV, 5th at Epita Smash Arena 5, and 17th at Heir 3. He notably took Armada's Peach to last stock.
  • USA Darrell - One of the best Samus players in the early 2010s. He was primarily active in his local area of NorCal and around the West Coast, peaking at 61st on the SSBMRank 2014. He is best known for placing 9th at Kings of Cali taking a set over Zhu, as well as his win over Hax$ at Revival of Melee 7, where he ultimately placed 4th.
  • Sweden Daydee - The best Samus player in Europe following Cyr's inactivity, having been able to match Cyr's results at many events, placing 5th at Heir 5 defeating Professor Pro, 13th at Syndicate 2017, and 17th at B.E.A.S.T 7 defeating dizzkidboogie. At his peak, he was ranked among the top 10 best players in Europe.
  • USA Duck - One of the greatest Samus players of all time. He is best known for his performance at DreamHack Winter 2015, where he eliminated Leffen, among other top players, before ultimately placing 5th. He has since placed top 8 at many other majors, including placing 2nd at Full Bloom 3, becoming the closest Samus player to winning a major since the golden age of Melee, and was a mainstay in the top 20 for several years, peaking at 14th on the MPGR 2018. He eventually dropped Samus for Sheik in 2019, his absence leading to a decline in Samus' representation in top-level competitive Melee that lasted until the post-Project Slippi era.
  • USA HugS - One of the greatest Samus players of all time, and one of the most recognizable due to his long tenure in competitive play. He was first known for his performances during the golden age of Melee, where he notably placed 2nd at EVO World 2007, the best placement from a Samus player and the closest one came to winning a supermajor. He remained one of the best Samus players past the Golden Age and into the era of the Five Gods, placing 7th at GENESIS 5 and 9th at EVO 2015, and peaking at 20th on the SSBMRank 2015.
  • USA Morsecode762 - Better known for playing Samus in Project M, but has also been active in Melee. Though first ranked in 2018, he is better known for his performances in the post-Slippi era, particularly in 2023, when he defeated Cody Schwab at The Big House 11, one of the biggest bracket upsets of the year, and Jmook at Get On My Level 2023 to place 9th. As such, he was ranked 18th on the SSBMRank 2023, the best solo-Samus placement since Duck in 2018.
  • Japan Nanashi - The best Samus in Japan prior to his inactivity, previously ranked 8th on the Japan SSBM Rank 2018. In his country, he has notably taken sets over aMSa, won multiple locals, and placed 3rd at KSB 2016. Internationally, he has made top 32 at a few notable majors such as 17th at Kings of Cali 4 and 25th at CEO 2014.
  • USA Plup - Though he is by far better known for his performances with Sheik and Fox, he was considered one of the best Samus players in the world when he actively played her. He primarily played Samus in his early years, placing 5th at both CEO 2014 and Paragon Orlando 2015, before he switched to Sheik in early-2015. He has since returned to using Samus on a few occasions, notably placing 4th at Shine 2018, 5th at Shine 2017, and 9th at Supernova 2024 using only or mostly Samus at all three events. Plup is also known for his set against Leffen at EVO 2015, which is considered one of the most iconic Samus sets in Melee history.
  • USA TheSWOOPER - Though active prior, he is considered one of the best Samus players in the post-Slippi era, and peaked at 33rd on the SSBMRank 2022. He holds some of the best wins with Samus in the post-Slippi era, having defeated Cody Schwab and SluG at The Nightclub VIP: iBDW, and several noteworthy placements at majors, including 9th at Pound 2022, the best Samus performance since Duck at GENESIS 6.
  • USA Wes - Considered the "Father of Samus", becoming the first notable Samus player and innovating her metagame. He was formerly the best Samus player alongside HugS in the Golden Age of Melee; he still competes occasionally in New York. Some of his best results during his peak were 5th at Tournament Go 5 and 7th at MLG DC 2005.

Tier placement and history[edit]

Samus’s large number of buffs from her transition from 64 to Melee was immediately noticed by players, and was reflected by her high rankings in initial tier lists, hovering around 6th and 9th. This was primarily due to her improved projectile game, additional combo options, and improved recovery. Although she has a smaller playerbase than most high-tier characters, her representation and performances from dedicated mains such as HugS allowed her to remain in the higher tiers for many years. Unfortunately, innovations in other characters' metagames have been discovered, and professionals have adapted to Samus's defensive fighting style that rendered her zoning game less effective. This has resulted Samus dropping in placements through recent Melee tier lists. In the current metagame, Plup rarely uses her in high-level tournaments, and Duck has recently dropped her in favor of Sheik. As it stands, while her zoning game remains effective against the meta, her declining presence in tournaments and increasing competitive prospects towards other top-tiers has made her fare worse against the rest of the cast compared to the early metagame, and as a result, she currently sits at 11th place at the bottom of B+ tier.

In 1-P Mode[edit]

Classic Mode[edit]

In Classic Mode, Samus can appear as an ordinary opponent, as an ally or opponent in the team battles, alongside either Captain Falcon or Fox, as a giant opponent, or as a metal opponent. When alone she appears either on Brinstar or Brinstar Depths, while when on a team with Captain Falcon she appears on Big Blue.

Adventure Mode[edit]

Samus is once again fought on the Brinstar stage, after Samus is beaten, the planet will start to explode and the player must evacuate to Samus's ship before the planet explodes, if not they will lose a life.

All-Star Mode[edit]

Samus and her allies are fought on Brinstar.

Event Matches[edit]

Samus is featured in the following event matches:

Congratulations Screens[edit]

Trophies[edit]

In addition to the normal trophy about Samus as a character unlocked by completing Classic Mode as Samus on any difficulty, there are two trophies about her as a fighter, unlocked by completing Adventure Mode and All-Star Mode respectively as Samus on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Samus:

Classic Mode trophy
Samus Aran
This intergalactic bounty hunter's full name is Samus Aran. Clad in a Power Suit made by the Chozo race and infused with their enhanced blood, she cleared the planet Zebes of a Metroid infestation. Samus is an orphan, the sole survivor of a Space Pirate raid that destroyed an Earth colony named K-2L.
Metroid (8/89)
Adventure Mode SMASH trophy
Samus Aran SMASH
Samus has an abundance of projectile weapons, making her a long-distance attack specialist. The most powerful weapon in her arsenal is her Charge Shot, but be warned: it can be reflected. Her Missiles have homing capabilities, but when fired as Smash Attacks, they fly on a straight trajectory and have boosted power.
B: Charge Shot
Smash B: Missile
All-Star Mode SMASH trophy
Samus Aran SMASH
While Samus's arsenal of missile weapons is indeed formidable, her enemies are in for a rude awakening if they guard against nothing else. Her Grappling Beam captures foes and latches on to walls, and the Screw Attack drags foes upward in a series of spins that doubles as a recovery move. Samus can also use her Bombs to perform Bomb Jumps.
Up & B: Screw Attack
Down & B: Bomb

Alternate costumes[edit]

Samus Palette (SSBM).png
Samus (SSBM) Samus (SSBM) Samus (SSBM) Samus (SSBM) Samus (SSBM)

Gallery[edit]

Trivia[edit]

  • In the instruction booklet, the screenshots of Samus' special moves are on Corneria, as opposed to the other characters, whose special moves are shown on one of their home stages.
  • Samus' render pose closely resembles the official artwork for her appearance in Smash 64.

External links[edit]