This article is about Samus's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Samus.
Samus
in Super Smash Bros. Ultimate
Samus SSBU.png
MetroidSymbol.svg
Universe Metroid
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
(Unlockable in World of Light)
Final Smash Zero Laser
Samus (SSBU)
With her Charge Shot, Missile and Bomb, Samus has three different projectiles to keep her opponents in check from a distance. When fully charged up, her Charge Shot is quite powerful. For her Final Smash, she launches a wide laser beam that can be moved up and down!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Samus (サムス, Samus) is a playable character in Super Smash Bros. Ultimate. She retains her modified Metroid: Other M design from SSB4. Samus is classified as fighter #04.

Changes from Super Smash Bros. 4

  NOTE: SmashWiki is not speculative. Please refrain from adding detailed data values derived from pre-release gameplay footage, such as the E3 demo. Such data (damage values, launch trajectories, frame data, etc.) are subject to change before the official release.

Aesthetics

  •   Samus's model features a more subdued color scheme.
  •   Samus has a new air dodge animation.
  •   Samus's eighth costume, formerly based on Dark Samus, has been replaced with a black and yellow costume due to Dark Samus's inclusion as a playable fighter.
  •   Samus has two new victory poses:
    • She fires a Super Missile and strikes a pose similar to her official artwork.
    • She lands on the ground and readies her arm cannon.

Attributes

  •   Like all characters, Samus's jumpsquat animation now takes 3 frames to complete (down from 4).
  •   Samus dashes faster.
  •   Samus has faster horizontal air speed.
  •   Samus reaches the maximum height of her jumps more quickly.
  •   Samus's roll is significantly faster.

Ground attacks

  •   Neutral attack's first hit has set knockback and hitstun, causing it to struggle to combo into other moves (including the second hit of neutral attack) and making it more punishable.
  •   Dash attack now produces a visual effect similar to the Shinespark ability from Super Metroid.
    •   Dash attack has increased knockback, allowing it to KO at high percents.
    •   Dash attack has more endlag, reducing its combo potential.
  •   Forward smash's explosion sweetspot is slightly larger.
  •   Down smash deals more knockback.
    •   Down smash has an altered ending animation, with Samus retaining more momentum from the kick.

Aerial attacks

  •   All aerials aside from up aerial have less landing lag.
  •   Neutral aerial's animation is faster.
  •   Back aerial has a slightly different animation. Samus now faces further behind herself while kicking and curls in her leg afterwards.
  •   Up aerial's hits link together more reliably.
  •   Down aerial has significantly reduced landing lag.
  •   Grab aerial no longer follows Samus's vertical movement, with the Grapple Beam staying in place, similar to how it behaved in Melee.

Throws/other attacks

  •   Standing grab has fewer startup frames and less end lag.
  •   Samus's pummel is slower.
  •   All throws deal more damage.
  •   Down throw is a more consistent combo starter.
  •   Back throw and up throw can KO at high percents.
    •   Up throw has a new animation, with Samus blasting her opponent upward with her arm cannon.

Special moves

  • Charge Shot:
    •   Charge Shot can now be charged in midair. A midair charge can be cancelled by jumping or airdodging, but doing so incurs additional landing lag.
    •   Charge Shot deals more damage at full charge.
    •   Charge Shot charges faster.
  • Missile:
    •   Missiles have updated designs. When firing a missile, Samus's visor and armor lights flash blue in reference to Samus's palette when Missiles are selected in the original Metroid.
    •   Super Missiles travel faster and stall initially before flying forward, similar to the Turbo Missile custom move from SSB4.
    •   Super Missiles deal more damage.
    •   Super Missiles have slightly less endlag.
    •   Samus can drift horizontally while firing a missile in the air.
  • Screw Attack:
    •   Screw Attack has less lag before Samus begins falling.
  • Bomb:
    •   Bombs have an earlier contact hitbox.
  • Zero Laser:
    •   When Samus unleashes Zero Laser, the jets on the back of her suit vent flames as exhaust.
    •   The exhaust deals damage to anyone standing behind Samus

Classic Mode: Another Planet, Another Bounty

The opponents Samus faces are akin to the battles that she has faced throughout the Metroid Series.

Round Opponent Stage
1 Wolf Brinstar
2 Giant King K. Rool Brinstar (Ω form)
3 6 R.O.B.s Brinstar Depths
4 Giant Ridley Norfair
5 Mewtwo, Bowser, and Charizard Norfair (Ω form)
6 Dark Samus Frigate Orpheon
Bonus Stage
Final Master Hand Final Destination

Role 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).

Alternate costumes

 


Gallery

Character Showcase Video

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Trivia

  • Samus is the only female character on the game's starting roster (aside from Pikachu's female alternate costumes.)
  • Samus is the only one of the original 12 characters from Smash 64 to have an Echo Fighter.
  • In her official artwork, Samus's pose matches the image of her alongside Anthony Higgs from Metroid: Other M. This same image was used on the official Other M website with Higgs removed.
  • Coincidentally, Samus's character number is the same as the number of playable Metroid characters in Ultimate.