Samus in Super Smash Bros. Ultimate | |
---|---|
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 (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
- Arrives from a Save Station.
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
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.
In competitive play
Most historically significant players
See also: Category:Samus players (SSBU); Category:Dark Samus players (SSBU)
- Abadango - Plays Samus alongside Meta Knight and Mr. Game & Watch. Placed 2nd at Kagaribi 8, 3rd at VCA 2022, 4th at Shinosuma HEROES 1, 5th at Sumabato SP 24, and 9th at KOWLOON 3, with wins over players such as takera, Peli, and alice.
- IcyMist - One of the best Samus players in North America in the post-online metagame, peaking at 76th on the UltRank 2022. She is considered one of the best players in the Midwest, regularly placing top 8 at Midwest events including 4th at both Riptide 2023 and The Big House 11. Outside of the Midwest, her best results including placing 9th at Let's Make Big Moves 2022 and 13th at Super Smash Con: Fall Fest, while her best wins include Sonix at Super Smash Con 2023 and Riddles at Fall Fest.
- Joker - The best Samus player in North America in the early metagame, peaking at 95th on the OrionRank 2019, and was a top 10 player in Mexico during this period. His best results during this period were in the United States, placing 7th at 2GG: SwitchFest 2019 defeating Nicko and WaDi as well as 9th at Low Tier City 7 defeating ESAM. Although less active since then, he still places highly at Mexican events when he does attend.
- Parme - The best Samus player in Japan in 2019, placing highly at multiple Sumabatos including 9th at Sumabato SP 6 and 13th at Sumabato SP 5. Although his results have since declined, he still remains a threat in Chūgoku and has seen some decent results at majors, including placing 33rd at Maesuma TOP 13.
- quiK - The third-best Samus player of all-time who was the definitive best in 2019, ranked 37th on the OrionRank 2019. He was the second-best player in Europe during this time as well, notably placing 2nd behind Glutonny at Syndicate 2019, Ultimate WANTED 2, and Valhalla III, and also placed 7th at Ultimate Fighting Arena 2019 and 9th at Albion 4.
- Sisqui - One of the two best Samus players of all-time, peaking at 21st on the LumiRank 2023, and is one of the best players in Europe in the post-online metagame. He regularly places top 8 at European majors, including 2nd at Ultimate Fighting Arena 2023 and 5th at COLOSSEL 2022, while internationally he has notably placed 4th at Rise 'N Grind and 5th at Smash Factor X.
- Teaser - One of the best Samus players in North America in 2022, peaking at 134th on the OrionRank 2022. He was a consistent threat in the Southeast, especially with wins over some of its best players such as Kola, Wrath, and Fatality and placing highly at Southeast majors, including 17th at Let's Make Moves Miami and 25th at MomoCon 2022. Outside of his region, he notably placed 17th at GENESIS 8.
- Toura - The second-best Samus player in Japan especially in the post-online metagame, peaking at 97th on the OrionRank 2022. He frequently places highly at Japanese majors, most notably 5th at Umebura SP 9 and 9th at both Maesuma TOP 8 and Maesuma TOP 9.
- Yaura - One of the two best Samus and Dark Samus players of all-time who regularly places top 8 at major Japanese events, most notably 4th at the supermajors Maesuma TOP 10 and DELTA 5, and has wins over three of the four Horsemen. He is the only Samus player ever ranked in the top 20, with his highest being 18th on the LumiRank 2023.
- YB - Mainly known for dominating the early Smashmate ladder, including ranking 1st on half of the first ten Smashmate rankings. He has only made a handful of appearances offline but is best known offline for his appearances in the United States, which includes placing 13th at 2GG: Prime Saga defeating VoiD and WaDi as well as top 8 finishes at 2GG: Prime Saga Kickoff and Mega Smash Mondays 185, where he also defeated Ally in the latter.
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
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:
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
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 | 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
Samus's unlock notice when obtaining her in World of Light.
Samus on The Great Cave Offensive.
Back throwing Mega Man with her Grapple Beam on Find Mii.
About to fire a Missile at Mother Brain on Lylat Cruise.
Preparing her Charge Beam on Summit.
Taunting on Coliseum in her Gravity Suit-inspired costume.
Samus getting hit by Bayonetta's forward smash on Spirit Train.
Buried by the Inkling's Splat Roller on Figure-8 Circuit.
Samus watching an aerial Lucario on Prism Tower.
Samus getting launched by Shulk's dash attack on Gaur Plain.
Posing behind her Zero Suit on Gaur Plain.
Struck by Bewear's uppercut on Wuhu Island.
Firing a Missile on Wrecking Crew.
With Mario, Donkey Kong, Link, Ice Climbers, Pit, Villager and Inkling on Battlefield.
Samus, Palutena, Villager, and Shovel Knight fighting on Find Mii Ω with the Moon about to crash into the stage.
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.