Samus (SSB4): Difference between revisions
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Revision as of 07:46, December 7, 2015
Samus in Super Smash Bros. 4 | |
---|---|
Universe | Metroid |
Other playable appearances | in SSB in Melee in Brawl |
Availability | Starter |
Final Smash | Zero Laser |
Samus (サムス, Samus) was confirmed to be a playable character in Super Smash Bros. 4 in the E3 2013 trailers on June 11th, 2013. She was also among the first wave of amiibo figures that are compatible with SSB4. However, unlike in Super Smash Bros. Brawl, she is no longer capable of transitioning into Zero Suit Samus due to the latter now being an entirely separate character.
Attributes
Samus is unique among the other heavyweights in the game. Her air speed and ground speed are average, she is tied with Bowser Jr. as the 6th heaviest in the game, but despite being a heavyweight, she is a floaty character with slow falling speed. While this gives her an easier time chasing down aerial opponents and forcing air dodges, it also causes her to be juggled easier, leaving her with few reliable landing options as her slow fall speed gives the opponent more time to punish her as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and in some cases getting punished after landing a move despite her being visually out of range of the opponents counterattack. Furthermore, some of the hitboxes on her moves, most notably Up Smash, Forward Smash and Down Air, have the issue of failing to connect properly or outright whiffing. Her grab is also the worst in the game next to Pac-man, being extremely laggy, although her pummel is fairly decent.
Samus' moveset focuses more on keepaway and defensive play, spacing with her long range normals, grab aerial and projectiles to rack up damage and pressure shields. Many of her moves put the opponents in unfavorable positions that can allow Samus to tech-chase or guarantee a shield break if Bombs are used in conjunction with a sweetspotted back air or a powerful enough Charge Shot. Many of her combos can rack up more than 30%, and with platforms she is capable of stringing her up aerials multiple times and finish with her Up B, leading to a KO, or at the very least deal 40 to 50% damage. Her down throw and dash attack can all lead to these combos. Her back air is one of her best moves, having remarkable power and damage, as well as being very quick. Her z-air is also a good spacing tool and is better than her missiles, which have no KO power and are not cancelable. Screw Attack can be used as a decent out of shield move, doing 12%, and can KO near the upper blast line. Her down smash can be used as an okay punish, but has no KO power. She possesses a very strong offstage game, having high jumps, a grab aerial and Down B, which enables to recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edgeguard attempts. Her spike is also decent, have a sizable sweetspot and as well as being powerful.
In terms of customs, Samus is slightly benefited from a few. Apex Screw Attack, while it has slightly more start-up and gives Samus a slightly worse recovery, does more damage, and does massive knockback. It can KO most midweights at 75% from the stage and as low as 50% near the upper blast line. Her Dense Charge Shot is either slightly better or worse than her regular Charge Shot depending on the match-up and the person's playstyle. It is one of the strongest projectiles in the game, however it takes slightly longer to charge, and has much less speed and range. However, it gives Samus multiple set-ups due to the length of time the Charge Shot stays in the air. Her Slip Bomb, while doing less damage, has the useful property of tripping foes on the stage and meteor smashing when the opponent is in the air. Most of her other customs are situational, with her Mega Bomb and Melee Charge Shot being next to useless.
Overall Samus is a character that relies on spacing and combos. In order to get the KO, Samus will have to rely on her back air, charge shot, forward smash, and occasionally down air and Screw Attack.
Changes from Brawl
Samus has received a mix of buffs and nerfs in the transition from Brawl to SSB4, despite her status as a low-tier character in Brawl. Samus has gained several new KOing options, the most notable of which is her staple move, Charge Shot, which has drastically increased speed and knockback. The other noteworthy options include her forward smash, up smash and Screw Attack. Forward smash now has a powerful sweetspot in the form of a fiery blast at the tip of her Arm Cannon. Up smash and Screw Attack have each have had their knockback improved (though only to the final hit in Screw Attack's case), while up smash's hits now connect better to further ensure that opponents cannot escape it. Samus' dash attack and neutral aerial are also capable of KOing due to a strengthened sweetspot and increased knockback respectively, but they are not as viable in doing so like the aforementioned attacks. Aside from her new KOing options, Samus' combo game has also been improved; attacks such as down throw and dash attack have been given better knockback angles, and with the removal of hitstun cancelling, she is able to chain attacks much easier.
However, Samus also received some nerfs that can offset her buffs. Her forward smash now has a new sourspot that is weak and runs along the Arm Cannon as well as more ending lag, while her up smash now deals less damage overall. To compound this, some of her finishers in Brawl, such as her down tilt and down smash, can no longer KO until very high percents. Her projectile game was weakened slightly, as Missiles are less effective due her losing the ability to perform her Missile Cancel technique, though her projectiles are still powerful in their own right. Additionally, many of Samus' attacks deal slightly less damage and have more landing lag (although these are universal nerfs among the cast), meaning that she still has some trouble in racking up damage. However, this has resulted in Samus being re-balanced to be slightly less reliant on projectiles while now wielding an improved close-range game.
As many of Samus' issues were not addressed, she has little representation in major SSB4 tournaments. However, her few dedicated players such as ESAM have brought her some degree of tournament success and continue to develop her metagame; because of this, she is seen as a difficult-to-learn character who can be quite viable and versatile when mastered, but still suffers from major flaws that hold her back in the metagame, similarly to Shulk.
Aesthetics
- Instead of retaining her Super Metroid and Metroid: Zero Mission-inspired design, Samus' design is now based off of her appearance in Metroid: Other M with some minor alterations. These include the addition of numerous black vents, perforated metal, an opaque visor, and the retention of her taller height.
- Samus' Missile and Bomb have updated designs, although her Missile still draws inspiration from Super Metroid.
- Samus has a new running animation and a different pose when firing Super Missile.
Attributes
- Samus is no longer connected to Zero Suit Samus via Final Smash, taunt, or menu input usage, with the latter becoming her own separate character.
- Samus jumps higher.
- Samus dashes faster (1.445 → 1.504).
- Samus walks faster (1.05 → 1.0615).
- Samus' air speed is slower (0.987 → 0.95).
- Samus' falls faster (1.07 → 1.25).
Ground attacks
- Neutral attack's first hit has decreased hitstun and increased knockback scaling. This means the opponent may shield between the first and second hits, or the first hit will launch the opponent too far away and thus fail to connect with the second hit. It appears that this move is intentionally designed this way, as mentioned by an in-game tip.
- Neutral attack's second hit deals 1% more damage (7% → 8%) and has increased vertical range.
- Forward tilt now has a sourspot that deals minimal damage, hitstun and knockback.
- Down tilt and angled forward tilts deal less damage (14% → 12% (down), 10% → 8% (forward)).
- Up tilt is better for setting up combos on grounded opponents and has increased knockback against aerial opponents.
- Down tilt has slightly increased range.
- Down tilt is much weaker, no longer KOing until 200%.
- Dash attack's sweetspot is stronger, now being able to KO at higher percents. It also produces a more active sweetspot hitbox, and the move as a whole can now set up combos at very low percents, most notably with its sourspot.
- Dash attack starts up 2 frames later.
- Forward smash now has a sweetspot and a sourspot.
- Sweetspotted forward smash deals more damage (14%/13%/12% → 15%/14%/13.5%) and can start KOing around 70% when angled upward and fully charged.
- Forward smash has 5 more frames of ending lag.
- Up, down and sourspotted forward smashes deal less damage (23% → 18% (up), 10%/12% → 15%/14% (down), 14%/13%/12% → 13%/12%/11% (forward)).
- Up smash has increased knockback, to the point where it can now KO at around 110%. The hits also connect better.
- Down smash is much weaker, as it could KO at around 150% in Brawl when fully charged, but not until 180% in SSB4. It is not only her weakest smash attack, but also the weakest down smash in the game.
Aerial attacks
- All aerial attacks have increased landing lag, especially her forward aerial.
- Samus has a new neutral aerial, a swiveling flying kick. Compared to her previous flying kick, it has increased knockback and can now KO.
- Neutral aerial has 3 more frames of start-up and its hitbox is significantly smaller, as it no longer covers her entire body.
- Forward and down aerials deal less damage (18% → 12.8% (forward), 15% → 10%/14%/11% (down)).
- Forward aerial now launches at the autolink angle and its last hit has increased knockback.
- Forward aerial can no longer autocancel from a short hop due to Samus' significantly faster falling speed.
- Back aerial's sweetspot is stronger and its sourspot deals 2% more damage (10% → 12%).
- Back aerial now has a late hitbox that deals 9%, slightly extending the move's duration and making it likelier to hit opponents who evaded a clean hit. However, it leaves Samus vulnerable at lower percents.
- Back aerial can no longer be used twice from a short hop.
- Up aerial's hits connect better and the last hit can now KO at around 100% near the upper blast line.
- Down aerial comes out 1 frame faster.
- Down aerial now has a sourspot at the edges of the attack that launches opponents horizontally.
- Grab aerial now has two hitboxes, with a sweetspot located at the tip of the Grapple Beam.
- Grab aerial deals less damage (4%/7% → 1%/3.5%) and now has 8 frames of landing lag instead of autocanceling.
Throws/other attacks
- Standing grab has 18 less frames of ending lag. When coupled with her incredibly fast pummel, this noticeably improves her grab game.
- Pummel has been fixed to always hit Bowser.
- Down throw has a better follow-up trajectory.
- Grapple Beam has increased range as a tether recovery.
- Front floor attack deals 1% more damage (6% → 7%).
- Back floor attack and edge attack both deal fixed damage (6%/8% → 7%).
Special moves
- Charge Shot charges slightly faster, fires drastically faster and it has increased knockback, making it her most viable KOing option.
- Samus can now only have two Missiles and one Super Missile on-screen at the same time. If she attempts to shoot a Missile while one is already on-screen, she will still perform the firing pose, but no Missile will be fired. Additionally, they cover less distance, and she is no longer able to perform the Missile canceling technique.
- Screw Attack's last hit has increased knockback, to the point where it can KO near the upper blast line at around 100%. It also has increased vertical distance.
- Bomb has decreased knockback, which improves Samus' combo game.
- Aerial Bombs does not stop her falling speed as much as in Brawl.
- Zero Laser comes out faster and has a wider range.
- Zero Laser deals less damage overall.
Update history
Formerly considered one of the worst characters in the game (and many times the worst), Samus has received a mix of buffs and nerfs in the game's updates, but has been buffed overall as of update 1.1.1. The new shield mechanics in 1.1.0 and 1.1.1 are also a mixed bag for Samus, buffing her projectile game while nerfing her close-ranged game. The new mechanics gave Samus a number of new Charge Shot combos that allow her to break shields (previously, she only had one such combo, using a Super Missile). However, most of her moveset has low hitlag which makes some of her close-ranged attacks difficult to land, and the only other moves that were improved were her down tilt and forward aerial (which are already difficult to land by themselves). Thus, while Samus has been buffed overall as of update 1.1.1 and is slightly better than she was in Brawl, she is still widely considered to be a low-tier character. Like in Brawl, this is ironic considering her status as a top-tier character when she is not wearing her Power Suit.
- Sweetspotted forward tilt deals more knockback and 1% more damage: 7%/8% → 8%/9%. This makes it capable of KOing middleweight characters around 180% at the edge.
- Forward tilt has a sourspot added to the middle part of Samus' leg. This results in little to no hitstun and it dealing 1% less damage: 6%/7% → 5%/6%.
- Forward tilt can no longer lead into Charge Shot tech chases due to the aforementioned sweetspot's increased knockback and added sourspot.
- Super Missile's speed is negligibly faster, resulting in it no longer being able to combo into Charge Shot if fired in succession.
- Up smash's hitbox sizes increased by 0.5.
- Up smash's final hitbox's size increased: 7/3.5 → 7.3/4.
- Up smash's final hit's knockback growth increased: 135 → 150.
- Certain hitboxes in up smash have split.
- Standing and pivot grabs have 4 less frames of ending lag.
- Up tilt's damage outputs have been reversed: 13% → 12% (grounded opponents), 12% → 13% (aerial opponents).
- Partially charged Melee Charge Shot deals 1% more damage: 5% → 6%.
- Partially charged Melee Charge Shot's base knockback increased: 30 → 50.
- Partially charged Melee Charge Shot's hitbox sizes decreased: 4.0u → 2.5u.
- Fully charged Melee Charge Shot deals 2% more damage: 18% → 20%.
- Fully charged Melee Charge Shot's base knockback increased: 65 → 70.
- Fully charged Melee Charge Shot's knockback growth decreased: 35 → 32.
- Fully charged Melee Charge Shot's hitbox's size increased: 8 → 10.
- Melee Charge Shot's recoil distance increased.
- Screw Attack's loop hits' weight knockback increased: 150/120 → 178/140.
- Screw Attack's loop hits' angles altered: 100° → 96°.
- Neutral aerial's initial hitbox size increased: 5.5 → 6.0.
- Neutral aerial's hitbox duration increased: 2 frames → 4.
- Neutral aerial's second hit's sweetspot hitbox size increased: 3.5 → 4.0.
- Neutral aerial's second hit's sourspot growth increased: 80 → 98.
- Neutral aerial's second hit's sourspot hitbox size increased: 2.8 → 3.3.
- Neutral aerial's aerial second hit's hitbox duration increased by 2 frames.
- Neutral aerial's second hit's angle altered: Sakurai angle → 45°.
- Forward aerial's loop hits deal 0.6% more damage: 1% → 1.6%.
- Forward aerial's landing lag decreased: 30 → 24.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Samus punches with her left hand and then performs a forearm club with her Arm Cannon. The first hit can jab reset opponents, but the attack overall is mediocre, as opponents can act out before the second hit to shield or counterattack, and the second hit may not connect at medium percentages. | ||
8% | ||||
Forward tilt | ↗ | 9% (foot), 8% (lower leg), 6% (upper leg), 7% (body) | Samus does a reverse roundhouse kick. Deals more damage and knockback with her heel, while her leg deals low knockback. Can be aimed at strong angles: if angled up, it can even miss medium sized characters like Mario. | |
→ | 8% (foot), 7% (lower leg), 5% (upper leg), 6% (body) | |||
↘ | 9% (foot), 8% (lower leg), 6% (upper leg), 7% (body) | |||
Up tilt | 12% (aerial), 13% (grounded) | Samus does an axe kick. If an opponent is hit directly by her heel as it comes down, they take extra damage and are meteor smashed. If not, this move deals upwards diagonal knockback. | ||
Down tilt | 12% | Samus blasts the opponent's feet. Fast startup but high ending lag. Decently powerful for a tilt, although it cannot KO until extremely high percentages. | ||
Dash attack | 10% (clean), 6% (late) | Samus shoulder tackles the opponent, which boosts her forwards while attacking. Lacks a hitbox at the start, meaning it can miss at point blank. Deals lower damage at the end of the tackle. Good followup potential, as it can lead into an up aerial or Screw Attack at low percentages. | ||
Forward smash | ↗ | 15% (fire), 13% (cannon) | Samus quickly thrusts her arm cannon forward, which releases a small fiery blast. Despite the blast's looks, it has an extremely small hitbox. An attack reliant on spacing, as only the blast deals moderate knockback which can KO at 100% from the middle of Final Destination; her arm KOs at 138% instead. Can be angled like her forward tilt. Angling up causes it to deal more damage and knockback, but this can typically miss due to its strong angle. Angling down can hit ledge hanging opponents. | |
→ | 14% (fire), 12% (cannon) | |||
↘ | 13.5% (fire), 11% (cannon) | |||
Up smash | Cover Fire | 3% (hits 1-4), 6% (hit 5), 18% total. | Samus fires five fiery blasts in an overhead arcing motion. True to its name, this move works best as an anti-air, as its multiple hits give a good amount of aerial protection. Conversely, this move is unable to hit grounded opponents unless they are touching Samus. KOs at 115%. | |
Down smash | 10% (hit 1), 12% (hit 2) | Samus does a 360° legsweep. Sends opponents at a semi spike angle. Decently fast and provides protection against rolls and near ledges, but significantly toned down in power compared to Brawl, now being one of the weakest down smashes in the game. | ||
Neutral aerial | 8% (hit 1), 7% (hit 2 clean), 6% (hit 2 late) | Samus does a swiveling pair of kicks that hits on both sides quickly. Auto-cancels from a short hop. The first few frames deal surprisingly strong knockback, which is especially deadly offstage. The small hitboxes of both kicks can make it difficult to connect. | ||
Forward aerial | 3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% total. | Five fiery blasts forward from her Arm Cannon, each shot slowly aiming downwards. The first four hits drag opponents into the rest of the move, with the final shot carrying all the knockback. Samus' main aerial move for both combos and protection. Extremely useful as a ledge getup option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the final hit before Samus lands again. | ||
Back aerial | 14% (clean foot), 12% (clean leg), 9% (late) | Samus performs a back kick. Fast with decent knockback. A viable KOing option, especially while edge-guarding, although it has a small hitbox like her neutral aerial. | ||
Up aerial | 3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total. | Samus does a corkscrew kick upwards which hits multiple times. Only the final hit deals moderate knockback. Mostly useful in the air due to its small hitbox. Unlike most drills, the opponent can easily be sent out before the move is complete. Grounded opponents can be hit by the final hitbox if Samus lands while starting the move in the air, although difficult to do so. | ||
Down aerial | 10% (early), 14% (clean), 11% (late) | After a brief pause, Samus swings her Arm Cannon downwards. Hitting with the move's "trail" will meteor smash opponents, while the sourspot deals strong upwards diagonal knockback. Auto-cancels from a short hop. | ||
Grab aerial | Grapple Beam | 1.5% (early), 3% (clean) | Samus fires the Grapple Beam forwards. Can be a useful spacing option, as it auto-cancels from a full hop and has impressive range. | |
Grab | Grapple Beam | — | Samus sends out her Grapple Beam to catch the opponent. It has remarkable range, as expected for a tether grab, though with punishable ending lag. | |
Pummel | 1.2% | Samus palm strikes the opponent with her free hand. The second fastest pummel in the game, only behind Lucario, but also the weakest. | ||
Forward throw | 9% | Samus twirls the enemy over her head, then flings them forward. Low knockback scaling. | ||
Back throw | 8% | Samus swings the opponent behind her. Low knockback scaling like her forward throw. | ||
Up throw | 1% (hits 1-5), 4% (throw), 9% total | Samus holds the foe above her, then blasts them upwards with the Grapple Beam. Can combo into a Screw Attack at 0% against heavyweights, but otherwise sends opponents too high for followups. | ||
Down throw | 6% | Samus pulls the opponent high above her head, then whips them into the ground. A dependable combo throw, as it can be reliably followed up with her aerial attacks, particularly her forward aerial, or a Charge Shot or Screw Attack at low to mid percentages. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Samus waves her Arm Cannon in front of her, then blasts behind her. | ||
Floor attack (back) Floor getups (back) |
7% | Samus performs a low-level roundhouse kick. | ||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
7% | Samus climbs onto the edge and performs sweep kicks. | ||
Neutral special | Default | Charge Shot | 3% (min), 25% (max) | Samus charges up a ball of energy and fires it. Unless the move is already charged, Samus will instantly fire the weakest shot if used in the air. Gains good KO potential at full charge, while a useful intercepting move at low charge. |
Custom 1 | Dense Charge Shot | 4% (min), 27% (max) | Takes 30% longer to charge. Shots fired deal slightly more damage and travel at an extremely slow speed; up to three uncharged shots can exist at once. This can be used as a edge-guarding option, as it can be used to trap opponents and put them at a tough spot. The ending lag after Samus fires the shot is increased. | |
Custom 2 | Melee Charge Shot | 6% (min), 20% (max) | Fires a shotgun-style blast of energy that only hits at point-blank range. Takes less time to charge, but the ending lag is increased. | |
Side special | Default | Missile | 5% (homing), 10% (super) | If the special button is held, Samus will fire a Missile that chases the target. If tapped like a smash attack, Samus will fire a Super Missile that travels in a straight line. Both versions deal low knockback. |
Custom 1 | Relentless Missile | 3% (homing), 12% (super) | Missiles more persistently chase the target, but are weaker and slower. Super Missiles cover less range, but are stronger. | |
Custom 2 | Turbo Missile | 4% (homing), 9% (super) | Missiles pause in the air once fired before shooting forward at high speed at the cost of dealing slightly less damage. | |
Up special | Default | Screw Attack | 2% (ground hit 1), 1% (ground hits 2-11), 1% (aerial hits 1-12), 12% (total) | Samus leaps upwards in a high speed somersault while discharging energy. Shoots upwards if started from the ground, while the move gains distance slower if started in the air. A useful out of shield, and deals good knockback that can KO near the upper blast line as low as 100%. |
Custom 1 | Screw Rush | 2% (loop), 5% (last) | Deals damage more sporadically, but with more control. It also covers more horizontal distance, but at the cost of decreased vertical distance. | |
Custom 2 | Apex Screw Attack | 2% (hit 1), 9% (ground hit 2), 7% (aerial hit 2) | A much more powerful version of the regular Screw Attack that can KO as low as 50% near the upper blast line, depending on weight and DI. However, this version provides mostly vertical movement and only hits twice. | |
Down special | Default | Bomb | 4% (contact), 5% (explosion) | Samus rolls into her Morph Ball form and drops a Bomb, which explodes on a timer. She can hit herself with the Bombs to bomb jump. Useful for edgeguarding or to force an opponent to shield. |
Custom 1 | Slip Bomb | 2.5% (grounded explosion), 3.5% (aerial explosion) | Bombs do little damage, but trip grounded opponents and meteor smash aerial ones. If done properly, it can act as a set-up for a grab. | |
Custom 2 | Mega Bomb | 4% (contact), 9% (explosion) | Samus can only have one Bomb out at a time, but the single Bomb deals more damage and provides a higher bomb jump. | |
Final Smash | Zero Laser | 0.5% (fringe loop), 1.5% (main loop), 2.5% (fringe blast), 5.5% (main blast) | Samus fires a very large energy beam across the stage. The beam can be angled slightly up or slightly down. |
Taunts
- Up Taunt: Salutes vigorously with her left arm as her Gravity Booster pulses.
- Side Taunt: Faces the screen and demonstrates the Arm Cannon mechanics.
- Down Taunt: Holds her Arm Cannon with her left hand and aims behind her, then kneels and aims lower in front of her.
Idle Poses
- Rubs her Arm Cannon with one finger.
- Brings her Arm Cannon down and then pulls it back up.
Cheer
Sa - mus!
On-Screen Appearance
Arrives from a save point.
Victory Fanfare
A flourished remix directly from Brawl based on the sound clip that would play when Samus Aran obtained a new power-up or addition to her Power Suit. It would also play when Samus defeated Ridley and Kraid. It is shared with Zero Suit Samus.
Victory Poses
- SamusPose1WiiU.png
- SamusPose2WiiU.png
- SamusPose3WiiU.png
- Shoots multiple shots while kneeling, and finishes with a pose. The pose she does is based on the box art of Metroid II: Return of Samus.
- Side kick flexes and readies her Arm Cannon.
- Punches twice, fires from her Arm Cannon, then strikes a pose. The pose she does is based on the box art of Super Metroid.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Samus | 1211 | 1221 | 1231 | 1212 | 1222 |
1232 | 2211 | 2231 | 3211 | 1213 |
Notable Players
Trophies
- Samus
- The heroine of the Metroid series, Samus Aran. Her missions take her across the reaches of space, and her Power Suit gives her immeasurable fighting prowess. In this game, she uses a variety of ranged attacks based around beams and missiles. When her Charge Shot is fully charged, it can launch foes with devastating force.
- : Metroid (08/1987)
- : Super Metroid (04/1994)
- Samus (Alt.)
- : Metroid (08/1987)
- : Super Metroid (04/1994)
- Zero Laser
- In Samus's Final Smash, she unleashes a huge laser beam from her Arm Cannon that draws opponents to the centre of the beam. Quite handy, since the closer they are to the centre, the more damage they'll take! You can also angle it up and down (albeit slowly), letting you catch more of your enemies and create more havoc.
In Event Matches
Solo Events
- All-Star Battle: Regulars: Samus is one of the opponents fought in this event. All opponents are starter characters from the original Super Smash Bros. game.
- Galactic Avenger: Samus must defeat Dark Samus and Ridley in a 150 HP battle.
- Identity Crisis: The player, as Sheik and Zelda, must defeat Samus and Zero Suit Samus.
Co-op Events
- Final Battle Team-Up: Samus in her Dark Samus alternate costume is one of the opponents the player must defeat.
- Poisonous Planet: A flowered Samus and Olimar must defeat two giant Charizards in a 200 HP battle before their own health bars are depleted.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Samus' amiibo.
Samus' appearance during E3 2013.
Samus charging a Charge Shot in the 3DS version of the game.
Samus dropping a Bomb in the 3DS version of the game.
Samus charging Zero Laser.
- Zero Laser SSB4.png
Zero Laser.
- Little Mac Counter.png
Forward tilt.
Crouching with Marth near a Steel Diver.
Samus and Bowser fighting on Arena Ferox.
Peach, Wii Fit Trainer, and Samus showing off a height comparison.
Side-by-side with Little Mac.
Samus posing in the Boxing Ring.
Toon Link using the Gust Bellows on Samus.
Zero Suit Samus with her Power Suit showing off their Jet Boots and thrusters, respectively.
Samus and Link simultaneously grabbing a ledge with their tether recoveries.
Samus battling enemies in Smash Run.
References
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Metroid universe | |
---|---|
Fighters | Samus (SSB · SSBM · SSBB · SSB4 · SSBU) · Zero Suit Samus (SSBB · SSB4 · SSBU) · Ridley (SSBU) · Dark Samus (SSBU) |
Assist Trophies | Metroid · Dark Samus · Mother Brain |
Bosses | Ridley · Meta Ridley |
Stages | Planet Zebes · Brinstar · Brinstar Depths · Frigate Orpheon · Norfair · Pyrosphere Brinstar Escape Shaft (Adventure Mode) |
Item | Screw Attack · Power Suit Piece |
Enemies | Geemer · Kihunter · Metroid · Reo · FG II-Graham · Joulion · Zero |
Other | Gunship · Kraid |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Metroid · Super Metroid |