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This article is about Dark Samus's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Dark Samus.
Dark Samus
in Super Smash Bros. Ultimate
Dark Samus SSBU.png
MetroidSymbol.svg
Universe Metroid
Availability Unlockable
Final Smash Phazon Laser
Dark Samus (SSBU)
Dark Samus Joins the battle!!!
—Introduction Tagline
Dark Samus joins the battle as Samus's echo fighter. With floatier movement, she's a little different from Samus--and she doesn't roll when dodging or jumping. If you look closely, you can see that her bombs and missiles look a little different, too.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Dark Samus (ダークサムス, Dark Samus) is a playable character in Super Smash Bros. Ultimate. She was announced as a newcomer alongside Simon, Richter, Chrom, and King K. Rool in the Nintendo Direct on August 8th, 2018. She is an Echo Fighter of Samus. Dark Samus is classified as fighter #04ε.

How to unlock

Complete one of the following:

With the exception of the third method, Dark Samus must then be defeated on Frigate Orpheon.

Differences from Samus

As with some Echo Fighters, Dark Samus is virtually identical in function to Samus, so choosing between the two is largely a matter of preference. However, she has various aesthetic differences, with many basic animations that are different from Samus, a more standard roll which does not involve turning into a Morph Ball, electric effects instead of fire effects for most of Samus's fire-based moves, and different models for both the Morph Ball and Missile.

Aesthetics

  •   As with all other Echo Fighters, Dark Samus has different taunts and victory animations.
  •   Dark Samus has a different victory theme, shared with Ridley.
  •   Dark Samus's on-screen appearance has her warp onto the stage from a dark portal.
  •   Dark Samus has many animations that are different from Samus, which extends to her idle, walking, dashing, double jumping, perfect shield, and dodge animations. Additionally, these animations visually appear floatier than Samus's equivalents.
    •   Many of Samus's two-handed animations are one-handed for Dark Samus, such as with Charge Shot and Missile.
  •   Dark Samus's projectile attacks are visually different.
    •   Charge Shot is mostly black and dark blue, with tendrils extending from the edges.
    •   Her Arm Cannon-based attacks like up smash and forward aerial use dark and neon blue clouds instead of orange explosions.
    •   Missiles and Bomb have an organic appearance.
    •   Dark Samus's Final Smash is also mostly black and dark blue.
  •   Dark Samus's arm cannon splits apart and grows Phazon tendrils for some moves, such as her grab, Missiles, forward smash, and Final Smash.
  •   Dark Samus doesn't transform into the Morph Ball when rolling or spin while jumping.

Miscellaneous

  •   Dark Samus's shield size is slightly larger than Samus's (11 → 11.7), to compensate for her not crouching properly during her shielding animation.
  •   Both of Dark Samus's rolls have less ending lag than Samus's (FAF 35 → 32 (forward), 40 → 37 (back)).
    •   However, Dark Samus is more vulnerable during ending lag due to her larger hurtboxes when rolling.
  •   Dark Samus's forward smash has slightly less range.
  •   Dark Samus's up smash can catch opponents at a lower height.
  •   Dark Samus fires her Charge Shot and Missiles at a slightly lower elevation.
    •   This allows Charge Shot to hit low profiling opponents more easily, such as a crouching Pichu or Pikachu hanging from the ledge.
    •   However, this makes it slightly easier for opponents to jump over it.
  •   Dark Samus' Final Smash lacks the thruster hitboxes of Samus' equivalent Final Smash.

Moveset

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

  Name Damage Description
Neutral attack   3% A left-handed jab followed by a forearm club with the Arm Cannon. Despite dealing above-average damage for a neutral attack, it is poor overall, as opponents can usually act out before the second hit connects by shielding or using a fast attack, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo at high percents, but only if the first hit connects relatively close to the arm and not at the fist. The second hit does have KO potential at very high percentages, however.
8%
Forward tilt   11% (foot), 10% (leg), 9% (body) A reverse 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   13% (grounded), 12% (aerial) An axe kick, which is identical to Captain Falcon's up tilt. It behaves unusually as it meteor smashes grounded opponents, but launches aerial opponents at a horizontal angle. This allows it to set up combos against the former at a wide range of percents, while still being a reliable edgeguard tool, due to its wide coverage and powerful enough knockback to KO aerial opponents at around 95% at the edge. At high percents, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has noticeable startup, due to coming out on frame 15, making it Dark Samus's slowest normal attack on the ground.
Down tilt   12% Kneels and quickly thrusts her Arm Cannon downward to fire a small, electric blast. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Dark Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded of missed.
Dash attack   7% (early), 10% (clean), 6% (late) A shoulder tackle with a white aura around Dark Samus. Deals more damage and knockback near the middle of the attack, KOing opponents at around 150% from the center of Final Destination, and earlier near edges. However, the early and late hits are noticeably weaker, and the move lacks combo potential, especially compared to its previous appearance.
Forward smash   13% (Arm Cannon), 15% (blast) Quickly thrusts her Arm Cannon forward to fire a small, electric blast. Functions similarly to Mario's forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has enough knockback to KO at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135%. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit ledge hanging opponents, but deals slightly less damage and knockback.
12% (Arm Cannon), 14% (blast)
11% (Arm Cannon), 13.5% (blast)
Up smash   3% (hits 1-4), 6% (hit 5) Fires five electric blasts in an overhead arcing motion. 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 Dark Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Dark Samus, it can fail to fully connect if the opponent is hit from too far.
Down smash   10% (front), 12% (back) A legsweep. A semi-spike with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. However, it is relatively weak from center stage, with the front hit not KOing until around 200%.
Neutral aerial   10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late) A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall. Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher.
Forward aerial   3% (hit 1), 1.6% (hits 2-4), 5% (hit 5) Fires five electric blasts in a slow, downward arcing motion. 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. Dark 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 Dark Samus lands again.
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 at around 110% from center stage.
Up aerial   3% (hit 1), 1.3% (hits 2-5), 4% (hit 5) A diagonal corkscrew flying 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 Dark 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.
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 1.5% (hit 1), 3% (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. It has impressive range and is the longest tether grab in the game. However, it is one of the slowest grabs 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 Dark 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. Dark Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights under 190% 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 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 Shot 5% (uncharged), 28% (fully charged) Charges a ball of energy and fires it. 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 with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction.
Side special Missile 8% (Homing), 12% (Super) Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Dark Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities.
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 Bomb 4% (contact), 5% (explosion) Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. 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 Shot.
Final Smash Phazon Laser 0.5% (fringe loop), 1.5% (main loop), 2.5% (fringe blast), 5.5% (main blast) Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.

On-screen appearance

  • Warps onto the stage from a dark portal.

Taunts

  • Up Taunt: Hovers up slightly while glowing with Phazon.
  • Side Taunt: Spins around while glowing with Phazon.
  • Down Taunt: Crouches down while holding her arm cannon upright. Slightly resembles Samus's taunt in Melee.

Idle poses

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

Victory poses

  • Raises her arm and lowers it in a fist bump pose.
  • Splits into two, then recombines.
  • Turns toward the camera while glowing with Phazon, then the camera dramatically zooms in, showing two of her eyes.

Classic Mode: The Great Poison Given Form

Dark Samus faces off against protagonist characters while she is teamed up with dark/evil/corrupted variants of characters from their series, except for the penultimate battle, which is a free-for-all against Samus and Ridley.

Round Opponents Stage Music Notes
1 Link Hyrule Castle Hyrule Castle (Outside) Zelda in her black costume is a CPU ally.
2 Chrom and Lucina Arena Ferox Power-Hungry Fool Robin in his white costume is a CPU ally.
3 Ryu Suzaku Castle M. Bison Stage Type B Ken in his black costume is a CPU ally.
4 Squirtle, Charizard, and Pikachu Saffron City Battle! (Team Galactic) Ivysaur in its green costume is a CPU ally.
5 Mario, Peach, and Daisy Princess Peach's Castle Main Theme - Luigi's Mansion (Brawl) Luigi in his purple costume is a CPU ally.
6 Samus and Ridley Norfair Vs. Ridley (Brawl) This battle is a free-for-all.
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Dark Samus is absent from the World of Light opening cutscene, though she was vaporized and placed under Galeem's imprisonment alongside the rest of the playable fighters (excluding Kirby) when Galeem unleashed his beams of light.

Dark Samus was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat, and is found in The Final Battle as one of the last fighters under his command. She is one of the few obligatory unlocks, and defeating her leads to a fight with Crazy Hand and the subsequent reveal of Palutena's location.

Alternate costumes

 
               

Gallery

Character introduction video

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Trivia

  • Dark Samus, alongside Little Mac and Isabelle, is one of three playable characters who was initially an Assist Trophy in a previous game.
    • Out of these, she is the only one to be an Echo Fighter.
  • Dark Samus is the second character to be cloned from a female (in this case, Samus), with Daisy being the first.
    • Much like Daisy's base fighter, Peach, having had Daisy-based alternate costumes in all of her previous appearances, Dark Samus's base fighter, Samus, had a Dark Samus-based color scheme in Smash 4. This color was removed in Ultimate, likely to make it easier to distinguish Samus and Dark Samus.
  • Dark Samus, following Diddy Kong, is the second non-Japanese character to be playable in Smash Bros., and she is the first character in the series that was created by an American developer, Retro Studios.
  • Dark Samus is the second playable female villain, the first being Wendy.
    • However, Dark Samus is the first female villain to have a dedicated slot on the character select screen due to Wendy being an alternate costume for Bowser Jr.
    • Originally on the Super Smash Blog, Dark Samus was referred to with neutral pronouns, despite being referred to as a female in scan data in the Metroid Prime games and in previous Smash Bros. trophies. This choice may have been due to her being composed entirely of a mutagenic substance known as Phazon, and her original form, Metroid Prime, was referred to with neutral pronouns before absorbing Samus's Phazon Suit and becoming Dark Samus. This error on the blog was later corrected.
  • Dark Samus' Final Smash resembles Samus's fully charged Phazon Beam while in the Hyper Mode of her PED Suit in Metroid Prime 3: Corruption.
  • Just like fellow Metroid newcomer Ridley, Super Smash Bros. Ultimate marks Dark Samus's first playable appearance.
    • Dark Samus also marks the first time the Metroid series has a playable Metroid.
  • According to Sakurai's weekly Famitsu column, Dark Samus was added due to her popularity overseas, while Chrom was added due to his popularity in Japan.
  • Dark Samus is the only Echo Fighter who is a villain, as the rest of the Echo Fighters are either heroes or, in Dark Pit's case, an anti-hero.
  • While Dark Samus normally has a different idle stance from Samus, she will assume Samus's idle stance briefly if killed by a low-damaging attack in Stamina Mode.
  • All of Dark Samus' Arm Cannon-based moves (except for down tilt, up smash and forward aerial) alter the Arm Cannon to match the color of her "visor" and armor highlights.
  • Dark Samus' Classic Mode pairs her up with corrupted versions of fighters to fight the heroes of the respective series. The pairing choices reference a time where the fighter was possessed or brainwashed into fighting the protagonist.
    • Zelda fought against Link when she was possessed by Ganondorf in The Legend of Zelda: Twilight Princess.
    • The future Robin was possessed by Grima and fought Chrom and Lucina in Fire Emblem Awakening.
    • Ken was brainwashed by M. Bison and became Violent Ken in SNK vs. Capcom: SVC Chaos and Ultra Street Fighter II: The Final Challengers.
    • Ivysaur is the only one that wasn't corrupted in its game. It was likely paired with Dark Samus because it is a Poison type Pokémon.
    • Luigi was brainwashed by Natasia and became Mr. L in Super Paper Mario (though his costume here is based on his rival, Waluigi).