Samus (SSBB)

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This article is about Samus's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Samus Aran. Also, for information about the result of Samus using her Final Smash attack, see Zero Suit Samus (SSBB).
Samus
in Super Smash Bros. Brawl
Samus Aran
MetroidSymbol.svg
Universe Metroid
Other playable appearances in SSB
in Melee

Availability Starter
Final Smash Zero Laser
Tier F (34)
Samus (SSBB)

Samus (サムス, Samusu) is a character appearing in Super Smash Bros. Brawl. Samus originally belongs to the Metroid series. She is a bounty hunter and uses a suit to perform strong attacks. Her different missions lead her all across the galaxy, making friends and enemies alike. Samus is a starter character and appears in the Subspace Emissary. Her alternate form, Zero Suit Samus, is acquired by use of the Final Smash. She is currently ranked 34 on the tier list, due to the huge nerf to her projectiles and killing power from Melee, resulting in poor matchups against most characters.

Attributes

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

Her neutral special, Charge Shot does great knockback at higher percentages and is a deadly projectile for edgeguarding, when fully charged. Samus has two kinds of Missiles: the Homing Missile homes on opponents and deals 5% of damage; and the Super Missile moves in a fast, straight line and deal 10 % of damage and noticeable knockback. Her up special, Screw Attack gives her decent vertical height and can trap opponents for damage racking. Her down special, Bomb, makes Samus shifts into morph ball mode and lays a bomb, which will explode after a set time period. Her grab has great range, but it is laggy if she fails to grab an opponent (although performing a dash grab can remedy this). In the air, her Grapple Beam can damage opponents and can be used as a tether recovery.

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

Samus' major problem lies in her extreme lack of finishing abilities. Her quickest kill move is her down tilt. But with vertical knockback and a small hitbox, has trouble K.O.ing opponents before around 130% and is recommended to not be used until the right time as to not devalue it with stale-move negation. Also, her forward smash is quick and deal high damage, but doesn't KO properly before around 130%. Her down smash has rather low knockback, and doesn't KO reliably before 150%. Her only way to KO at lower damage percentages is using either the down aerial for spikes or the back aerial. Unfortunately, the back aerial telegraphs itself, has a tiny sweet spot, and requires good setup, while the down aerial is rather slow and has a sweeping hitbox that also needs good placement, despite its fairly large hitbox. Even a fully-charged Charge Shot doesn't tend to kill until at least over 100%, making it one of the least KO-capable charged specials in the game, however it is still a good move for edgeguarding.

All in all, Samus can be a character of good and bad situations with her wide array of projectiles and a fairly powerful spike. A huge problem in competitive play is that Samus is easily chain grabbed due to her heavy weight and large size with the exception of chain grabs that are ineffective on very floaty characters, and can be infinite chain-grabbed by King Dedede.

Finally, given Samus' problem with killing and opponents' difficulty in killing her, high-level matches involving Samus can tend to take awhile, making time limitations in a match a crucial factor as well.

Moveset

Ground attacks

Normal
  • Dash attack - Shoulder tackles. Does 10% damage. Decent dash attack with diagonal-vertical knockback, but will rarely kill before extremely high percentages and is better for setting up a back aerial or other air games. Hits on frame 8-16.
  • Neutral attack - Punches and attacks with Arm Cannon in an arc. Does 3%, then 7%, with a total of 10%. Good on short-hopping opponents close-up, otherwise the second hit can be easily shielded. Start-up of 3 frames.
  • Side tilt - Spin kicks forward. Does 8% close range, 7% far range, 10% if angled up or down. Samus's best mid-range defense/spacing move. Angling this one makes a much bigger difference than with most tilts. Hits on frame 7-9.
  • Up tilt - Axe kicks down. Similar to Captain Falcon's up tilt, though no disjoint and a little weaker. Inflicts 13% worth damage. Good knockback (with vertical knockback in grounded opponents and strong horizontal knockback in airborne opponents), long duration (hits on frame 15-18). Good for use beneath platforms, spiking opponents against the ground into the air. Otherwise useful as a kind of anti-air move.
  • Down tilt - Creates a fire burst on the ground with arm cannon. This is very similar to Snake's forward smash. 14% damage. High knockback for a down tilt. Samus's quickest kill move, but laggy if shielded, has a small hitbox, and doesn't defend against short-hops well. Start-up of 6 frames.
Smash
  • Forward smash - Thrusts Arm Cannon forward. Below-average KOing power for a side smash, having high knockback scaling, but very low base knockback. It has fast start-up (10 frames), which can counter balance its poor reach and below-average knockback; surprising opponents up close after a cancelled forward aerial or whenever the opportunity presents itself. This attack is not likely to KO before 130%, unless charged. Due to its high knockback scaling, it is arguably Samus' most reliable finisher. It can also be angled upwards or downwards. Does 12%-19% damage.
  • Up smash - Releases 5 fire bursts in an arc above herself. Moderately fast start-up lag (11 frames), but has punishable ending lag with poor horizontal reach. The first four hitboxes have negligible knockback, designed to link each hitbox. However, the up smash is easy to escape out of, especially at high percentages. One of the least effective smashes in the game, this move can occasionally redeem itself by catching larger characters for significant damage at low percentages. It is otherwise very situational. Does 4-6% for each hit, dealing 23%-32% if all hits connect.
  • Down smash - Spins around on the ground with her feet, sending her victims upward (back hit sends foes diagonally in front of Samus). Good for spacing. Fast start-up (9 frames), but the back hit does not happen quickly (only hits on frame 17) and the down smash has some ending lag, but the lag pays off if the leg behind her makes contact. It has fairly low knockback however, and will not reliably KO under 150%. Does 15-21% in the frontal hitbox and 14-19% in the back hitbox.

Aerial attacks

  • Neutral aerial - Sex kick. Does 9% initially, 6% if hit afterwards. Below-average knockback. Samus's large character model makes this neutral longer-ranged than many of the others in the game, but it's still a primarily defensive maneuver. Hits on frame 5-24.
  • Forward aerial - Creates fire burst in front of her. Does 3-4% per hit, 18% total. Decent knockback on final hit. Cancels quickly enough on landing to follow up with a down tilt if someone was caught before the final fire burst. Great on ledge-hops, and an overall useful offensive move. Great to use after down throw. Start-up of 7 frames.
  • Back aerial - Spins once backward with kick. Does 10% damage with low knockback normally, 14% damage with good knockback if hit with the tip of her foot. Somewhat slow with a tiny sweetspot at the tip of her foot, this kill move can only be landed properly through mindgames and good spacing. Hits on frame 9-10.
  • Up aerial - Spins in a drill upward. Inflicts 11% damage if all hits connect. Multiple hitboxes with low knockback makes this move one of Samus's setup moves. Low frames for startup (5 frames). Autocanceled uair can set-up a Screw Attack.
  • Down aerial - Swings arm cannon in an arc underneath herself, can meteor smash with average power and has a fairly large hitbox. Inflicts 15% worth damage. A great move to use while floating backwards over run-ins, but has a sweeping hitbox that needs good placement and is fairly slow. This is her only way to KO at lower percentages. Start-up of 18 frames and it ends on frame 22.
  • Grapple Beam - Sends grapple forward, with long range. Does 4% damage, 7% with tip. A staple Samus move that makes Samus one of the best campers in the game. Combine with Homing Missile/Super Missile-cancels and Charge Shots for a tremendous long-range obstacle course for opponents. Longest zair (grab air/Z-Button in midair) in the game. Hits on frame 9-18.

Grabs & Throws

  • Grab - Reaches forward with Grapple Beam. Incredibly laggy and dangerous, faster while dashing.
  • Pummel - Hits with fist. Does 1% per hit. She sometimes cannot pummel attack Bowser. The glitch only takes effect on solid platforms or fall-through platforms, but no damage is inflicted on Bowser. Moderately fast pummel with very low startup frames.
  • Back throw - Flings backward. Does 8% damage.
  • Forward throw - Flings forward. Does 9% damage. Low launch power but a dash attack can make up for it at low percentages.
  • Up throw - Spins above her head and blasts opponent upward. Gradually deals a total of 9% damage. Last shock from throw deals decent knockback, but not enought to kill.
  • Down throw - Slings back over her head then slams down. Does 6%. Forward aerial is a good follow-up.

Special moves

Taunts

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

If a player rapidly alternates the up and down taunts, she'll transform into Zero Suit Samus in mid-match.

Matchups

Changes from Melee to Brawl

As mentioned before, Samus's killing power and projectile game have been severely nerfed. Her neutral aerial, her Charge Shot, and her Forward Smash all deal less knockback, and Super Missiles can no longer KO. However, her Down Tilt is more powerful, making it one of her very few kill moves. Her Grapple Beam extends very far and straight forward, unlike melee, throwing off opponent's combos and canceling quickly upon landing. Her Bomb Jump technique is less effective as recovery, and she can no longer attack out of Morph Ball form. While she is overall slightly slower, her aerials have absolutely no landing lag, making her damage-racking and setup abilities slightly better. Her Homing Missiles are now much better at homing in, and her Screw Attack now traps opponents for damage racking. The last real change to her playstyle is that her bombs no longer explode upon enemy contact.

In terms of cosmetics, she has been updated graphically, her Super Missiles now have a new design, she has a new "toppling" pose, and she has new electronic sounds.

Role in Subspace Emissary

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

As they attempt to escape the complex, Ridley strikes without warning, snatching up Samus and grinding her viciously against the wall. Pikachu electrocutes Ridley to free Samus and the two face off against Ridley.

Samus in the SSE

After escaping from the facility, Samus and Pikachu come upon a factory mass-producing Subspace Bombs. The two enter it, and after fighting their way through, discover the Ancient Minister in a room filled with Subspace Bombs. The allies prepare to battle, but the Ancient Minister does not seem to want to fight them. Donkey Kong, Diddy Kong, Captain Falcon, and Captain Olimar then break into the room, and all of them, including Samus, witness the Ancient Minister defy the holographic Ganondorf's commands. As a result, the R.O.B. Squad fires upon him, burning off his robe and revealing him as a R.O.B. as well. It turns out that all of the R.O.B.s had been forced to work with the Subspace Army, with the main R.O.B., the Master Robot, as their leader. The rest of the R.O.B.s activate all the Subspace Bombs in the room, prompted by Ganondorf's override, forcing our heroes to escape. As they rush to the exit aboard Captain Falcon's Falcon Flyer, Meta Ridley races after them, furiously seeking revenge on Samus and Pikachu. The group defeats the space dragon once more, and escapes just before the Isle of the Ancients is engulfed in Subspace.

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

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

Trophy

Samus - Brawl Trophy.png

The intergalactic bounty hunter named Samus Aran. Orphaned at an early age, she was taken in and raised by the alien race known as the Chozo. The Power Suit she wears is a product of their technology. Her unique combat skills combined with her athleticism and Arm Cannon have seen her through countless missions.

NES: Metroid
SNES: Super Metroid

Costume Gallery

File:Alt-samus3.jpg
Samus' alternate costumes

Trivia

  • Samus (along with Olimar, R.O.B., and Mr. Game and Watch) never talks or makes any verbal noises. The only sounds she makes are those of her attacks and Star KO cry. However, she has a voice as Zero Suit Samus.
  • In Brawl, if a player selects Samus using a Wii remote or classic controller, the screw attack sound from Melee will sound in the Wii Remote's speaker despite the fact that the screw attack makes a completely different noise in Brawl.
  • Samus, Captain Falcon, and Yoshi are the only SSB veterans that remain the only character to represent their own series in Brawl.
  • Throughout normal gameplay, Samus' visor is opaque. The only time the player can see her face from behind her visor is in the Subspace Emissary, where she looks at Pikachu after retrieving her Power Suit.

External links