Samus (SSB6)

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This article is about Samus's appearance in Super Smash Bros. 6. For the character in other contexts, see Samus Aran.
Samus
in Super Smash Bros. Ultimate
Samus Dread Thegameandwatch.png
MetroidSymbol.svg
Universe Metroid
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Zero Laser
Final Smash 2 Hyper Beam
Samus (SSBU)

Samus (サムス, Samus) is a playable character in Super Smash Bros. 6. She was 5th character announced in the announcement trailer in E3 2029, and officially confirmed in the gameplay trailer on September 12, 2029 during a Nintendo Direct. Samus design was changed to her Metroid Dread appearance instead of her modified Metroid: Other M design from Smash 4 and Ultimate.


Update history

Aside from glitch fixes, Samus has received a mix of buffs and nerfs via game updates, but has been buffed overall.

Update 2.0.0 increased Ice Missile's range, which allows her to space better and deal damage at safer ranges. However, it also received more ending lag when used in the air, which standardized it with Dark Samus' version. Additionally, grounded Morph Ball is less laggy, which allows her to act out of it more effectively and reduces her chances of getting punished.

Update 7.0.0 would later provide Samus with substantial buffs. Forward smash, Up smash and up throw each gained considerable increases to their knockback, which noticeably improved their KO potentials. On a similar note, early dash attack deals 3% more damage: this makes it functionally identical to the clean hit, and thus improved dash attack's consistency as a situational, yet viable KO option. Aside from these improved KO options, aerial Grapple Beam's damage output and hitbox duration were increased, which slightly improved her spacing game.


Moveset

  • Samus can wall jump and wall cling
  • Samus can use her Ice Beam and Missiles after using her Side Taunt.
  • Samus possesses a tether attack and grab.

For a gallery of Samus' hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Power Beam 6% Shoots small projectiles. Deals moderate damage and knockback but doesn't kill. The Power Beam can be angled like in the Metroid games unlike her Charge Beam. Like with Megaman and Steve, it can be used while she is walking or when she is using her neutral aerial but are separate moves that can only activate if he is already using her Power Beam.
Forward tilt   11% (foot), 10% (leg), 9% (body) Does a roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed Charge Shot, as regardless of teching, Charge Shot can catch the opponent's option in time if they are knocked down.
10% (foot), 9% (leg), 8% (body)
11% (foot), 10% (leg), 9% (body)
Up tilt Melee Counter 13% (ground),
12 (aerial)
1.4× (counter)
Swings her Arm Cannon upwards then counterattacks. Its a counterattack that deals 1.4 times the damage back to the opponent. Its surprisingly fast for a counter but that's because it can be used as standard attack.
Down tilt Silde 15% Quickly slides to the ground. Her legs are intangible while the hitbox is active, and it will sometimes deal less damage if landed early. It has very quick startup, propels Samus a good distance forward, launches opponents vertically, and significantly lowers her hurtbox. Based on the Slide ability in Metroid Dread
Dash attack Shinespark 10% (clean), 6% (late) A shoulder tackle with a white aura around Samus, similar to the Shinespark technique from her home series. Deals more damage and knockback at the start and the middle of the attack, KOing opponents at around 150% from the center of Final Destination, and earlier near edges. However, the late hit is noticeably weaker, and the move lacks combo potential, especially compared to its previous appearance. This move originates from the Shinespark technique, first becoming available in Super Metroid.
Forward smash Wave Beam {{{fsmashupdmg}}} Quickly thrusts her Arm Cannon forward to fire three green lazers. Functions similarly to Mega Man's forward smash. It is one of the fastest forward smashes in the game, coming out on frame 9, it's a great spacing tool and it can be angled like her Power Beam. However, it is rather weak otherwise, with the lasers only KOing at around 135%.
{{{fsmashsidedmg}}}
{{{fsmashdowndmg}}}
Up smash Cover Fire 3% (hits 1-4), 6% (hit 5) Fires five fiery blasts in an overhead arcing motion. True to its name, this move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are close enough to Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Samus, it can fail to fully connect if the opponent is hit from too far. If all 5 hits connect, it can KO middleweights at around 100% from ground level.
Down smash   10% (front), 12% (back) Does a spinning legsweep. A semi-spike with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. The front hit can KO middleweights center stage around 150%, with the back hit KOing even earlier at around 135%.
Neutral aerial   10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late) A spinning roundhouse kick, similar to the aerial version of the Counter Attack from Metroid: Other M. Comes out in frame 8. Hits on both sides quickly and can autocancel with a short hop fast fall. Its front hit and sweetspotted back hit also deal powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher and one of the strongest aerials of its type.
Forward aerial   3% (hit 1), 1.6% (hits 2-4), 5% (hit 5) Fires five fiery blasts in a slow, downward arcing motion. Fast, coming out on frame 6, thus having the second lowest startup lag of Samus's aerials. The first four hits drag opponents into the rest of the move using the autolink angle, with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again. It's her only aerial that does not autocancels In a short hop. It can KO middleweights at around 155% from center-stage if all hits connect.
Back aerial   14% (clean foot), 12% (clean leg), 9% (late) A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding. When sweetspotted, it is among the strongest back aerials in the game, KOing Mario at 100% from center stage.
Up aerial   3% (hit 1), 1.3% (hits 2-5), 4% (hit 5) Does a upward corkscrew kick, hitting multiple times. It is her fastest aerial, due to coming out on frame 5. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so, and risky due to the move's high landing lag. It can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a Screw Attack. On stages with platforms, it even has potential for a zero-to-death when using a platform to extend the combo. Can KO if used high enough and close to the blast line.
Down aerial   10% (early, late), 14% (clean) Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail meteor smashes opponents, while the edges of the move at the very start and end deal decent horizontal knockback. Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt.
Grab aerial Grapple Beam 2.5% (hit 1), 4% (hit 2) Fires the Grapple Beam. A useful spacing option due to having only 8 frames of landing lag. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting an opponents causes the Grapple Beam to retract earlier, while not reducing the move's ending lag.
Grab Grapple Beam Fires the Grapple Beam from Super Metroid. It has impressive range and is the longest tether grab in the game. However, it is tied with her Zero Suited form's grab as the second slowest in terms of ending lag, making it very punishable if missed.
Pummel   1.3% A palm strike. Has moderate damage and speed relative to other pummels.
Forward throw   10% Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has rage and is at the edge of the stage.
Back throw   10% Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.
Up throw   5% (hit 1), 7% (throw) Puts the opponent above herself and blasts them upward with her Arm Cannon. Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights around 150% from ground level and without rage. At low percents, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters, though the latter will only connect its hits reliably on a few characters.
Down throw   8% Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack, small step forward smash or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings her Arm Cannon in front of herself and then fires a blast behind herself.
Floor attack (back)
Floor getups (back)
  7% Performs a low-level roundhouse kick.
Floor attack (trip)
Floor getups (trip)
  5% Performs a shin kick in front of herself and then a back kick behind herself.
Edge attack
Edge getups
  9% Performs a legsweep while climbing up.
Neutral special Charge Beam/Ice Beam 5% (uncharged), 28% (fully charged), 2% (Ice uncharged), 22% (Ice fully charged) Charges a ball of energy and fires it. The Regular version boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction other moves. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Beam, regardless of the opponent's tech option, as Charge Beam will always catch their tech direction. The Ice Beam freezes opponent similars to PK Freeze but while it still kills its less than the Charge Beam.
Side special Missile 8% (Homing), 12% (Super),10% (Ice Homing), 18% (Ice Super) Deploys a plasma or ice missile depending on whether the player is in Plasma or Ice Mode (can be toggled via side-taunt). 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 Ice Missiles have a shorter range than its plasma counterpart. Homing Ice Missiles do not explode after a certain distance, they keep on going until they either hit their target, terrain, or go offscreen. the Ice Missiles have decent knockback but more damage while the Regular Missiles have average knockback but less damage .
Up special Screw Attack 3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12) Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.
Down special Morph Ball 4% (contact), 5% (explosion) Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. The Morph Ball can be used to decrease her hurtbox and avoid many attacks. The Bombs are useful to force an opponent to shield and for edgeguarding, being capable of 2 frame punishes if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Beam.
Final Smash Hyper Beam 1% (charge loop), 0.5% (fringe loop), 1.5% (thruster, main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast) Fires a very large, rainbow color energy beam. The beam can be angled vertically during the Final Smash.

On-screen appearance

Taunts

  • Up taunt: Holds her arm cannon upright. Taken from Melee
  • Side taunt: Faces the screen and changes her Arm Cannon to its Zero Laser configuration. Also allows her change between Regular or Ice Missiles or Beams.
  • Down taunt: Crouches down while holding her arm cannon upright. Based on her pose on the box art of Metroid 2: Return of Samus.

Idle poses

  • Rubs her Arm Cannon with one finger.
  • Brings her Arm Cannon down and then pulls it back up.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
 

 
Description Sa - mus! Sam - Su! Sa - mus! Sa - mus! Sa - mus!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
 

 
Description Sa - mus! Saaaaa - mus! Sa - mus! Sa - mus! Sa - mu - s!

Victory poses

  • Left: Lands on the ground and readies her Arm Cannon.
  • Up: Fires multiple Power Beams from her Arm Cannon while kneeling, then strikes a pose. The pose is based on her appearance on the cover of Metroid II: Return of Samus.
  • Right: Fires a Super Missile and does a thumbs up.
A flourished remix of the theme 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 or Kraid.

In competitive play

Most historically significant players

See also: Category:Samus players (SSBU); Category:Dark Samus players (SSBU)

Tier placement and history

Initial impressions of Samus and Dark Samus in Ultimate were negative, largely due to comparisons with Samus's previous iteration. Players pointed out how she lost the combo potential of her dash attack, one of her most useful tools in Smash 4, along with her general lack of mechanical changes compared to fellow veterans such as Link. Her unsafe jab, seemingly unchanged from Smash 4 and once again acknowledged in in-game tips, became a common point of mockery. However this viewpoint did not stick for long, as Samus players began demonstrating how her improved projectile game, KO potential, and Charge Shot shield break potential allowed her to compete in the top level, although the latter was eventually nerfed in updates. Early Samus representation came from YB, who despite being a relatively unknown player from Japan shocked the world by placing 13th at 2GG: Prime Saga. Other Samus players later followed suit, most notably Joker and quiK, both of who became one of the best players in Mexico and Europe, respectively. As such, players in the early metagame considered the Samuses as a high-tier character.

This viewpoint was maintained in the post-online metagame, which saw the Samuses' overall representation improve significantly, notably entering the top 10 by 2022.[1] This rise was due to the continued success of older Samus players alongside the appearances of several other Samus players on the global scene, including Sisqui, IcyMist, and Yaura. Due to this high representation and strong results, the Samuses were ranked 25th on the first tier list. Since then, the Samuses continued to be a top 10 character representation-wise, and Sisqui and Yaura remained top level threats in the metagame. As such, the Samuses received a large boost on the second tier list, and they are currently sitting at 15th in the A-tier.


Classic Mode: Another Planet, Another Bounty

 
Samus' congratulations screen.

The opponents Samus faces are akin to the battles that she has faced throughout the Metroid series. In addition, all of the battles take place on stages from the Metroid universe.

Round Opponent Stage Music Notes
1   Wolf Brinstar Title Theme - Metroid
2 Giant   King K. Rool Brinstar (Ω form) Brinstar Depths References Samus' battles with Kraid.
3        R.O.B. (x6) Brinstar Depths Brinstar (Melee) Horde Battle.
4 Giant   Ridley Norfair Vs. Ridley References Samus' battles with Ridley.
5   Mewtwo,   Bowser, and   Charizard Norfair (Ω form) Multiplayer - Metroid Prime 2: Echoes Items do not appear.
6   Dark Samus Frigate Orpheon Vs. Parasite Queen References Samus' battles with Dark Samus.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (7.0 or higher intensity)
On Intensity 7.0 or higher, Crazy Hand teams up with Master Hand.

Credits roll after completing Classic Mode. Completing it as Samus has Ending - Metroid accompany the credits.

Character unlock tree

Samus' Classic Mode character unlock tree includes the following characters in order:

  1. Inkling
  2. Wii Fit Trainer
  3. Pit
  4. Incineroar
  5. Dark Samus
  6. Cloud
  7. Wario
  8. Dark Pit

Each character can be unlocked by clearing Samus' Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.

Role in World of Light

 
Finding Samus in World of Light

Samus was among the fighters summoned to the cliffside to fight an army of Master Hands.

During the opening cutscene, Samus was present when Galeem unleashed his beams of light. Samus attempted to fight back against the beams by shooting them with her arm cannon, but to no avail. Samus was vaporized and placed under Galeem's imprisonment alongside the rest of the fighters (except for Kirby).

In gameplay, Zero Suit Samus has a separate awakening battle from Samus.

Samus can be found blocking the path of the bridge once engulfed in light and a location reminiscent of Pac-Maze. Defeating her is necessary to progress through the story, making her an obligatory unlock.

Samus is later seen among several other fighters, making their last stand against Galeem and Dharkon. She also shows up in the ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.

Fighter Battle

No. Image Name Type Power Stage Music
04 Samus
 
Shield
7,500 Brinstar (Ω form) Title Theme - Metroid

Spirits

Samus's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Samus in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Samus makes an appearance in various primary and support spirits. Note that Zero Suit Samus' fighter spirit is not listed here due to her status as a separate playable character (despite the fact that she is the puppet/possessed fighter who represents Young Samus).

In Spirits Battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
269 Gravity Suit Metroid Series Samus  
 
3,800 Castle Siege (Underground Cavern) •Hazard: High Gravity •Your jumping power decreases Sector 1
276 Chozo Statue Metroid Series Samus  
 
3,600 Brinstar •Item: Screw Attack •The enemy starts the battle with a Screw Attack Brinstar Depths (Melee)
293 Kanden Metroid Prime Series Samus  
 
1,700 Brinstar •Item: Motion-Sensor Bomb •The enemy is easily distracted by items Psycho Bits
294 Trace Metroid Prime Series Samus  
 
1,900 Norfair (Battlefield form) •Invisibility •The enemy is invisible Psycho Bits
896 Skull Man Mega Man Series •Reflect Samus   (140 HP)
 
3,900 Wily Castle (Ω form) •Reflect-Damage Buffed •The enemy reflects projectiles
Stamina battle
•All fighters' reflected projectiles have increased power
Mega Man 4 Medley
1,093 Sandbag Super Smash Bros. Series Samus  
 
2,000 Pokémon Stadium 2 (Ω form) •Item: Home-Run Bat •Timed battle (0:10)
•The enemy prefers not to move
Online Practice Stage - Super Smash Bros. for 3DS / Wii U
1,150 ST Falcon Battle Clash Samus  
 
1,900 Port Town Aero Dive •Item: Super Scope •The enemy starts the battle with a Super Scope Marionation Gear
1,162 Flare Custom Robo Series Samus   (120 HP)
 
1,800 Pokémon Stadium N/A Stamina battle
•The enemy starts the battle with a Ray Gun
•The enemy starts the battle with a Rocket Belt
Marionation Gear

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
899 Dark Man 4 Mega Man Series Mega Man   (100 HP)
Samus  ×3 (30 HP)
 
1,400 Wily Castle (Battlefield form) N/A Stamina battle
•The enemy's shield has extra durability
•Reinforcements will appear after an enemy is KO'd
Dark Man Stage Dark Man 1, Dark Man 2, Dark Man 3
1,127 Diskun Disk System Young Link  
Pit  
Simon  
Samus  
 
9,100 Temple (Battlefield form) N/A •Take your strongest team into this no-frills battle Famicom Medley Samus Aran (Metroid for the Famicom Disk System)
1,163 Bayonette Custom Robo Series Dark Samus   (70 HP)
Samus   (70 HP)
 
1,900 Mushroomy Kingdom (Battlefield form) N/A •The enemy's side special has increased power
Stamina battle
•The enemy favors side specials
Marionation Gear Spear
1,348 Kloster (Grief) DAEMON X MACHINA •Tiny Snake  
•Giant Samus  ×2
•Giant Dark Samus  
 
9,500 Frigate Orpheon (hazards off) •Attack Power ↑
•Item: Shooting Types
•The enemy has increased attack power after a little while
•Reinforcements will appear after an enemy is KO'd
Mechanical Rhythm Antanaklasi
Eleos
1,353 S-Tetrimino & Z-Tetrimino Tetris Series Zero Suit Samus  
Samus  
 
4,300 Mushroom Kingdom U (Slide Lift Tower) •Sudden Final Smash
•Item: Screw Attack
•The enemy will suddenly have a Final Smash Chill (for 3DS / Wii U) S-Tetrimino

Alternate costumes

Samus' default costume is the Dread suit while she has alternate costumes for both the Varia Suit and Fusion Suit.

 
               

Gallery

Fighter Showcase Video

Trivia

  • Samus is the only female character on the game's starting roster (excluding Pikachu's female alternate costumes).
  • Samus is the only one of the original 8 characters from Smash 64 to have an Echo Fighter, that being Dark Samus.
    • Samus is the only character to have an Echo Fighter that represents a separate entity in addition to a non-clone fighter representing an alternate form of herself.
  • In her official artwork, Samus's pose matches her official artwork in Metroid Dread.
  • When fighting off the fifty puppet fighter army as Master Hand in World of Light, Samus is one of the eight fighters fought there, being affiliated with Galeem.
    • Out of all the eight fighters affiliated with either Galeem or Dharkron, Samus is the only female.
  • Samus, Dark Samus, Mr. Game & Watch, and Pac-Man are the only fighters who do not emit red-flashing eyes in the Spirit Battle previews in World of Light.