This article is about Samus's appearance in Super Smash Bros. 4. For the character in other contexts, see Samus Aran.
Samus
in Super Smash Bros. 4
Samus
MetroidSymbol.svg
Universe Metroid
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Zero Laser
Samus (SSB4)

Samus (サムス, Samus) was confirmed to be a playable character in Super Smash Bros. 4 in the E3 2013 trailers on June 11th, 2013. She was also among the first wave of amiibo figures that are compatible with SSB4. However, unlike in Super Smash Bros. Brawl, she is no longer capable of transitioning into Zero Suit Samus due to the latter now being an entirely separate character.

Attributes

Samus is unique among the other heavyweights in the game. While she is tied with Bowser Jr. as the sixth heaviest in the game, she is a floaty character with slow falling speed and average air and ground speeds. While this gives her an easier time chasing down aerial opponents and forcing air dodges, it also causes her to be juggled easier, leaving her with few reliable landing options as her slow fall speed gives the opponent more time to punish her as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and in some cases getting punished after landing a move despite her being visually out of range of the opponents counterattack. Furthermore, some of the hitboxes on her moves, most notably up smash, forward smash and down aerial, have the issue of failing to connect properly or outright whiffing.

Samus' moveset is defensively-oriented, as she uses her projectiles to space, rack up damage from a distance and pressure shields. Many of her moves can be used to place opponents in unfavorable positions that can allow Samus to tech-chase or guarantee a shield break if Bombs are used in conjunction with a sweetspotted back aerial or a sufficiently charged Charge Shot. Many of her combos can rack up more than 30% and when using platforms to her advantage, she is capable of stringing her up aerials multiple times and even finish with Screw Attack, leading to a KO or at the very least dealing 40%-50%. In addition, back aerial is one of her best moves courtesy of its power, damage output and speed. Screw Attack can be used as a decent out of shield move, doing 12% and can KO near the upper blast line. Samus possesses a very strong off-stage game thanks to her high jumps, which enable to recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts. Her throw game is also useful: Grapple Beam has impressive range, doubles as a tether recovery (with its range as such having been increased since Brawl) and it is useful for spacing when used as a grab aerial, but it still possesses considerable ending lag even though it has been reduced since Brawl and in update 1.0.8. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Finally, her pummel is tied with Lucas' as the second fastest in the game, although it is the weakest one in the game.

In terms of customs, Samus slightly benefits from a few. Apex Screw Attack has slightly more start-up and the recovery it provides is slightly worse, but it does more damage and massive knockback to the point of KOing most middleweights at 75% from the stage and as low as 50% near the upper blast line. Dense Charge Shot is dependent on the match-up and the person's playstyle. As one of the strongest projectiles in the game, it takes a bit longer to charge, and has much less speed and range. However, it gives Samus multiple set-ups due to the length of time the Charge Shot stays in the air. Slip Bomb, while doing less damage, has the useful property of tripping grounded opponents and meteor smashing airborne opponents. Most of her other customs are situational, with Mega Bomb and Melee Charge Shot offering little to no improvement from their standard versions.

Overall, Samus is a character that works best when using her Missile, Bomb and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage or KO them outright with Charge Shot. Despite her veteran status, Samus' optimal playstyle is highly unorthodox; as she falls short in regards to either zoning-exclusive offense or melee-exclusive offense, success with Samus requires careful, calculated use of her various tools to keep momentum in her favor.

Changes from Brawl

Samus has received a mix of buffs and nerfs in the transition from Brawl to SSB4, despite her status as a low-tier character in Brawl. Samus has gained several new KOing options, the most notable of which is her staple move, Charge Shot, which has drastically increased speed and knockback. The other noteworthy options include her forward smash, up smash and Screw Attack. Forward smash now has a powerful sweetspot in the form of a fiery blast at the tip of her Arm Cannon. Up smash and Screw Attack have each have had their knockback improved (though only to the final hit in Screw Attack's case), while up smash's hits now connect better to further ensure that opponents cannot escape it. Samus' dash attack and neutral aerial are also capable of KOing due to a strengthened sweetspot and increased knockback respectively, but they are not as viable in doing so like the aforementioned attacks. Aside from her new KOing options, Samus' combo game has also been improved; attacks such as down throw and dash attack have been given better knockback angles, and with the removal of hitstun cancelling, she is able to chain attacks much easier.

However, Samus also received some nerfs that can offset her buffs. Her forward smash now has a new sourspot that is weak and runs along the Arm Cannon as well as more ending lag, while her up smash now deals less damage overall. To compound this, some of her finishers in Brawl, such as her down tilt and down smash, can no longer KO until very high percents. Her projectile game was weakened slightly, as Missiles are less effective due her losing the ability to perform her Missile Cancel technique, though her projectiles are still powerful in their own right. Additionally, many of Samus' attacks deal slightly less damage and have more landing lag (although these are universal nerfs among the cast), meaning that she still has some trouble in racking up damage. However, this has resulted in Samus being re-balanced to be slightly less reliant on projectiles while now wielding a slightly improved close-range game.

As many of Samus' issues were not addressed, she has little representation in major SSB4 tournaments. However, her few dedicated players like ESAM have brought her some degree of tournament success and continue to develop her metagame; because of this, she is seen as a difficult-to-learn character who can be quite viable and versatile when mastered that still suffers from major flaws that hold her back in the metagame, similarly to Shulk.

Aesthetics

  •   Instead of retaining her Super Metroid and Metroid: Zero Mission-inspired design, Samus' design is now based off of her appearance in Metroid: Other M with some minor alterations. These include the addition of numerous black vents, perforated metal, an opaque visor, and the retention of her taller height.
  •   Missile and Bomb have updated designs, although Missile's design is still inspired by its appearance in Super Metroid.
  •   Samus' running animation has changed.
  •   Samus' Super Missile firing animation has changed.

Attributes

  •   Samus is no longer connected to Zero Suit Samus via Final Smash, taunt, or menu input usage, with the latter becoming her own separate character.
  •   Samus jumps higher.
  •   Samus dashes faster (1.445 → 1.504).
  •   Samus walks faster (1.05 → 1.0615).
  •   Samus' air speed is slower (0.987 → 0.95).
  •   Samus' falls faster (1.07 → 1.25).

Ground attacks

  •   Neutral attack's first hit has decreased hitstun and increased knockback scaling. This means the opponent may shield between the first and second hits, or the first hit will launch the opponent too far away and thus fail to connect with the second hit. It appears that the move is intentionally designed this way, as mentioned by an in-game tip.
  •   Neutral attack's second hit deals 1% more damage (7% → 8%) and has increased vertical range.
  •   Forward tilt now has a sourspot that deals minimal damage, hitstun and knockback.
  •   Down tilt and angled forward tilts deal less damage (14% → 12% (down).
  •   Up tilt is better for setting up combos on grounded opponents and has increased knockback against aerial opponents.
  •   Down tilt has slightly increased range.
  •   Down tilt is much weaker, no longer KOing until 200%.
  •   Dash attack's sweetspot is stronger, now being able to KO at higher percentages. It also produces a more active sweetspot hitbox, and the move as a whole can now set up combos at very low percentages, most notably with its sourspot.
  •   Dash attack starts up 2 frames later.
  •   Forward smash now has a sweetspot at the tip that deals more damage (14%/13%/12% → 15%/14%/13.5%), KOing around 70% when angled upward and fully charged.
  •   Forward smash has 5 more frames of ending lag. It also now has a sourspot on the cannon that deals less damage (14%/13%/12% → 13%/12%/11%).
  •   Forward smash's sweetspot is indicated by a fiery blast that deals flame damage.
  •   Up and down smashes deal less damage (23% → 18% (up), 10%/12% → 15%/14% (down).
  •   Up smash has increased knockback, to the point where it can now KO at around 110%. The hits also connect better.
  •   Up smash deals less damage (23% → 18%).
  •   Down smash deals less damage (hit 1: 15% → 10%, hit 2: 14% → 12%) and is much weaker, going from a reliable KO move at 150% to 180% assuming fully charged, and is now the weakest down smash in the game.

Aerial attacks

  •   All aerial attacks have increased landing lag, especially her forward aerial.
  •   Samus has a new neutral aerial, a swiveling roundhouse kick. Compared to her previous neutral aerial, it has increased knockback and can now KO.
  •   Neutral aerial has 3 more frames of start-up and its hitbox is significantly smaller, as it no longer covers her entire body.
  •   Forward and down aerials deal less damage (18% → 12.8% (forward), 15% → 10%/14%/11% (down)).
  •   Forward aerial now launches opponents at the auto-link angle and its last hit has increased knockback.
  •   Forward aerial can no longer auto-cancel from a short hop due to Samus' significantly faster falling speed.
  •   Back aerial's sweetspot is stronger and its sourspot deals 2% more damage (10% → 12%).
  •   Back aerial now has a late hitbox that deals 9%, slightly extending the move's duration and making it likelier to hit opponents who evaded a clean hit. However, it leaves Samus vulnerable at lower percents.
  •   Back aerial can no longer be used twice from a short hop.
  •   Up aerial's hits connect better and the last hit can now KO at around 100% near the upper blast line.
  •   Down aerial comes out 1 frame faster.
  •   Down aerial now has a sourspot at the edges of the attack that launches opponents horizontally.
  •   Grab aerial now has two hitboxes, with a sweetspot located at the tip of the Grapple Beam.
  •   Grab aerial deals less damage (4%/7% → 1%/3.5%) and now has 8 frames of landing lag instead of auto-canceling.

Throws/other attacks

  •   Grab has 18 less frames of ending lag. When coupled with her incredibly fast pummel, this noticeably improves her grab game.
  •   Pummel has been fixed to always hit Bowser.
  •   Down throw has a better follow-up trajectory.
  •   Grapple Beam has increased range as a tether recovery.
  •   Front floor attack deals 1% more damage (6% → 7%).
  •   Back floor attack and edge attack both deal consistent damage (6%/8% → 7%).

Special moves

  •   Charge Shot charges slightly faster, fires drastically faster and it has increased knockback, making it her most viable KOing option.
  •   Missile covers less distance and Samus is no longer able to perform the Missile canceling technique.
  •   Samus can now only have two Missiles and one Super Missile on-screen at the same time. If she attempts to shoot a Missile while one is already on-screen, she will still perform the firing pose, but no Missile will be fired.
  •   Screw Attack's last hit has increased knockback, to the point where it can KO near the upper blast line at around 100%. It also has increased vertical distance.
  •   Bomb has decreased knockback, which improves Samus' combo game.
  •   Aerial Bomb does not stop her falling speed as much as in Brawl.
  •   Zero Laser comes out faster and has a wider range.
  •   Zero Laser deals less damage overall.

Update history

Samus has received a mix of buffs and nerfs in the game's updates, but has been buffed overall as of update 1.1.1. The new shield mechanics in 1.1.0 and 1.1.1 are a mixed bag for Samus, buffing her projectile game while nerfing her close-ranged game. The new mechanics gave Samus a number of new Charge Shot combos that allow her to break shields (previously, she only had one such combo, using a Super Missile). However, it makes most of her close-ranged attacks more difficult to land, and the only other moves that get improved are her down tilt and forward aerial (which are already difficult to land by themselves). Thus, while Samus has been buffed overall as of update 1.1.1 and is slightly better than she was in Brawl, she is still poorly-regarded overall apart from ESAM's efforts. Like in Brawl, this is ironic considering her status as a potent choice for tournament play when she is not wearing her Power Suit.

  1.0.6

  •   Sweetspotted forward tilt deals more knockback and 1% more damage: 7%/8% → 8%/9%. This makes it capable of KOing middleweight characters around 180% at the edge.
  •   Forward tilt has a sourspot added to the middle part of Samus' leg. This results in little to no hitstun and it dealing 1% less damage: 6%/7% → 5%/6%.
  •   Forward tilt can no longer lead into Charge Shot tech chases due to the aforementioned sweetspot's increased knockback and added sourspot.
  •   Super Missile's speed is negligibly faster, resulting in it no longer being able to combo into Charge Shot if fired in succession.

  1.0.8

  •   Up smash's hitbox sizes increased by 0.5.
  •   Up smash's final hitbox's size increased: 7/3.5 → 7.3/4.
  •   Up smash's final hit's knockback growth increased: 135 → 150.
  •   Certain hitboxes in up smash have split.
  •   Standing and pivot grabs have 4 less frames of ending lag: 79/92 → 75/88.

  1.1.1

  •   Up tilt's damage outputs have been reversed: 13% → 12% (grounded opponents), 12% → 13% (aerial opponents).
  •   Partially charged Melee Charge Shot deals 1% more damage: 5% → 6%.
  •   Partially charged Melee Charge Shot's base knockback increased: 30 → 50.
  •   Partially charged Melee Charge Shot's hitbox sizes decreased: 4.0u → 2.5u.
  •   Fully charged Melee Charge Shot deals 2% more damage: 18% → 20%.
  •   Fully charged Melee Charge Shot's base knockback increased: 65 → 70.
  •   Fully charged Melee Charge Shot's knockback growth decreased: 35 → 32.
  •   Fully charged Melee Charge Shot's hitbox's size increased: 8 → 10.
  •   Melee Charge Shot's recoil distance increased.
  •   Screw Attack's loop hits' weight knockback increased: 150/120 → 178/140.
  •   Screw Attack's loop hits' angles altered: 100° → 96°.
  •   Neutral aerial's initial hitbox size increased: 5.5 → 6.0.
  •   Neutral aerial's hitbox duration increased: 2 frames → 4.
  •   Neutral aerial's second hit's sweetspot hitbox size increased: 3.5 → 4.0.
  •   Neutral aerial's second hit's sourspot growth increased: 80 → 98.
  •   Neutral aerial's second hit's sourspot hitbox size increased: 2.8 → 3.3.
  •   Neutral aerial's aerial second hit's hitbox duration increased by 2 frames.
  •   Neutral aerial's second hit's angle altered: Sakurai angle → 45°.
  •   Forward aerial's loop hits deal 0.6% more damage: 1% → 1.6%.
  •   Forward aerial's landing lag decreased: 30 → 24.

Moveset

  Name Damage Description
Neutral attack   3% Samus punches with her left hand and then performs a forearm club with her Arm Cannon. The first hit can jab reset opponents, but the attack overall is mediocre, as opponents can act out before the second hit to shield or counterattack, while the second hit may not connect at medium percentages.
8%
Forward tilt   9% (foot), 8% (lower leg), 6% (upper leg), 7% (body) Samus does a reverse roundhouse kick. Deals more damage and knockback with her heel, while her leg deals low knockback. Can be aimed at strong angles: if angled up, it can even miss medium sized characters like Mario.
8% (foot), 7% (lower leg), 5% (upper leg), 6% (body)
9% (foot), 8% (lower leg), 6% (upper leg), 7% (body)
Up tilt   12% (aerial), 13% (grounded) Samus does an axe kick. If an opponent is hit directly by her heel as it comes down, they take extra damage and are meteor smashed. If not, this move deals upwards diagonal knockback.
Down tilt   12% Samus blasts the opponent's feet. Fast start-up, but high ending lag. Decently powerful for a tilt, although it cannot KO until extremely high percentages.
Dash attack   10% (clean), 6% (late) Samus activates her thrusters and shoulder tackles the opponent. It lacks a hitbox at the start, meaning it can miss at point blank. Deals lower damage at the end of the tackle. Good follow-up potential, as it can lead into an up aerial or Screw Attack at low percentages.
Forward smash   15% (fire), 13% (cannon) Samus quickly thrusts her Arm Cannon forward, which releases a small fiery blast. Despite the blast's looks, it has an extremely small hitbox. An attack reliant on spacing, as only the blast deals moderate knockback which can KO at 100% from the middle of Final Destination; her arm KOs at 138% instead. Can be angled like her forward tilt. Angling up causes it to deal more damage and knockback, but this can typically miss due to its strong angle. Angling down can hit ledge hanging opponents.
14% (fire), 12% (cannon)
13.5% (fire), 11% (cannon)
Up smash Cover Fire 3% (hits 1-4), 6% (hit 5), 18% total. Samus 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, this move is unable to hit grounded opponents unless they are touching Samus. KOs at 115%.
Down smash   10% (hit 1), 12% (hit 2) Samus does a 360° legsweep. Sends opponents at a semi spike angle. Decently fast and provides protection against rolls and near ledges, but significantly toned down in power compared to Brawl, now being one of the weakest down smashes in the game.
Neutral aerial   8% (hit 1), 7% (hit 2 clean), 6% (hit 2 late) Samus does a swiveling roundhouse kick that hits on both sides quickly. Auto-cancels from a short hop. The first few frames deal surprisingly strong knockback, which is especially deadly off-stage. However, its small hitboxes can make it difficult to connect.
Forward aerial   3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% total. Samus fires five fiery blasts forward from her Arm Cannon, with each shot slowly arcing downward. The first four hits drag opponents into the rest of the move, with the final shot carrying all the knockback. Samus' main aerial move for both combos and protection. Extremely useful as a ledge getup option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the final hit before Samus lands again.
Back aerial   14% (clean foot), 12% (clean leg), 9% (late) Samus performs a back kick. Fast with decent knockback. A viable KOing option, especially while edge-guarding, although it has a small hitbox like her neutral aerial.
Up aerial   3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total. Samus does a corkscrew flying kick upwards which hits multiple times. Only the final hit deals moderate knockback. Mostly useful in the air due to its small hitbox. Unlike most drills, the opponent can easily be sent out before the move is complete. Grounded opponents can be hit by the final hitbox if Samus lands while starting the move in the air, although difficult to do so.
Down aerial   10% (early), 14% (clean), 11% (late) After a brief pause, Samus swings her Arm Cannon downwards. Hitting with the move's "trail" will meteor smash opponents, while the sourspot deals strong upwards diagonal knockback. Auto-cancels from a short hop.
Grab aerial Grapple Beam 1.5% (early), 3% (clean) Samus fires the Grapple Beam forwards. Can be a useful spacing option, as it auto-cancels from a full hop and has impressive range.
Grab Grapple Beam Samus sends out her Grapple Beam to catch the opponent. It has remarkable range, as expected for a tether grab, though with punishable ending lag.
Pummel   1.2% Samus palm strikes the opponent with her free hand. Tied with Lucas' pummel as the second fastest pummel in the game, only behind Lucario's pummel, but it is also the weakest in the game.
Forward throw   9% Samus twirls the enemy over her head, then flings them forward. Low knockback scaling.
Back throw   8% Samus swings the opponent behind her. Possesses low knockback scaling like her forward throw.
Up throw   1% (hits 1-5), 4% (throw), 9% total Samus holds the foe above her, then blasts them upwards with the Grapple Beam. Can combo into a Screw Attack at 0% against heavyweights, but otherwise sends opponents too high for followups.
Down throw   6% Samus pulls the opponent high above her head, then whips them into the ground. A dependable combo throw, as it can be reliably followed up with her aerial attacks, particularly her forward aerial, or a Charge Shot or Screw Attack at low to medium percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Samus waves her Arm Cannon in front of her, then blasts behind her.
Floor attack (back)
Floor getups (back)
  7% Samus performs a low-level roundhouse kick.
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  7% Samus climbs onto the edge and performs sweep kicks.
Neutral special Default Charge Shot 3% (min), 25% (max) Samus charges up a ball of energy and fires it. Unless the move is already charged, Samus will instantly fire the weakest shot if used in the air. Gains good KO potential when fully charged, while a useful intercepting move at a low charge.
Custom 1 Dense Charge Shot 4% (min), 27% (max) Takes 30% longer to charge. Shots fired deal slightly more damage and travel at an extremely slow speed; up to three uncharged shots can exist at once. This can be used as an edge-guarding option, as it can be used to trap opponents and put them at a tough spot. The ending lag after Samus fires the shot is increased.
Custom 2 Melee Charge Shot 6% (min), 20% (max) Fires a shotgun-style blast of energy that only hits at point-blank range. Takes less time to charge, but the ending lag is increased.
Side special Default Missile 5% (homing), 10% (super) If the special button is held, Samus will fire a Missile that chases the target. If tapped like a smash attack, Samus will fire a Super Missile that travels in a straight line. Both versions deal low knockback.
Custom 1 Relentless Missile 3% (homing), 12% (super) Missiles more persistently chase the target, but are weaker and slower. Super Missiles cover less range, but are stronger.
Custom 2 Turbo Missile 4% (homing), 9% (super) Missiles pause in the air once fired before shooting forward at high speed at the cost of dealing slightly less damage.
Up special Default Screw Attack 2% (ground hit 1), 1% (ground hits 2-11), 1% (aerial hits 1-12), 12% (total) Samus leaps upwards in a high speed somersault while discharging energy. Shoots upwards if started from the ground, while the move gains distance slower if started in the air. A useful out of shield, and deals good knockback that can KO near the upper blast line as low as 100%.
Custom 1 Screw Rush 2% (loop), 5% (last) Deals damage more sporadically, but with more control. It also covers more horizontal distance, but at the cost of decreased vertical distance.
Custom 2 Apex Screw Attack 2% (hit 1), 9% (ground hit 2), 7% (aerial hit 2) A much more powerful version of the regular Screw Attack that can KO as low as 50% near the upper blast line, depending on weight and DI. However, this version provides mostly vertical movement and only hits twice.
Down special Default Bomb 4% (contact), 5% (explosion) Samus rolls into her Morph Ball form and drops a Bomb, which explodes on a timer. She can hit herself with the Bombs to bomb jump. Useful for edge-guarding or to force an opponent to shield.
Custom 1 Slip Bomb 2.5% (grounded explosion), 3.5% (aerial explosion) Bombs do little damage, but trip grounded opponents and meteor smash aerial ones. If done properly, it can act as a set-up for a grab.
Custom 2 Mega Bomb 4% (contact), 9% (explosion) Samus can only have one Bomb out at a time, but the single Bomb deals more damage and provides a higher bomb jump.
Final Smash Zero Laser 0.5% (fringe loop), 1.5% (main loop), 2.5% (fringe blast), 5.5% (main blast) Samus fires a very large energy beam across the stage. The beam can be angled slightly up or slightly down.

On-screen appearance

Taunts

  • Up taunt: Salutes vigorously with her left arm as her thrusters activate.
  • Side taunt: Faces the screen and demonstrates the Arm Cannon mechanics.
  • Down taunt: Holds her Arm Cannon with her left hand and aims behind her, then kneels and aims lower in front of her.
Up taunt Side taunt Down taunt
     

Idle poses

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

Crowd cheer

English Japanese
Cheer
Description Sa-mus! Sa-mus!
Pitch Group chant Group chant

Victory poses

A flourished remix directly from Brawl based on the sound clip 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 and Kraid.
  • Fires multiple shots from her Arm Cannon while kneeling and finishes with a pose. The pose she does is based on the box art of Metroid II: Return of Samus.
  • Does a side kick and then readies her Arm Cannon.
  • Punches twice, fires from her Arm Cannon, then strikes a pose. The pose she does is based on the box art of Super Metroid.
     

In competitive play

Official Custom Moveset Project

Character Custom sets available
  Samus 1211 1221 1231 1212 1222
1232 2211 2231 3211 1213

Notable Players

Trophies

Samus
  Samus Aran has fought her way across a variety of planets in the Metroid series. She wears a Power Suit designed by the Chozo, giving her incredible versatility in a fight. She can wade in, but she favors beams and missiles. A fully charged Charge Shot packs a serious punch!
  The heroine of the Metroid series, Samus Aran. Her missions take her across the reaches of space, and her Power Suit gives her immeasurable fighting prowess. In this game, she uses a variety of ranged attacks based around beams and missiles. When her Charge Shot is fully charged, it can launch foes with devastating force.
 : Metroid (08/1987)
 : Super Metroid (04/1994)
Samus (Alt.)
  Samus protects herself from overhead enemies with her up smash, Cover Fire, which can land multiple hits on anyone it connects with. Samus also fires a homing missile by holding sideways and pressing the special- attack button or launches a Super Missile by quickly tapping sideways instead.
  Samus's up smash attack, Cover Fire, fires five small blasts overhead, making it great for countering incoming aerial attacks. Her Missile attack fires a homing missile if you hold sideways and then press the special button, but if you do these things at the same time, you'll fire a Super Missile.
 : Metroid (08/1987)
 : Super Metroid (04/1994)
Zero Laser
  Samus unleashes a massive, long-range beam from her Arm Cannon as her Final Smash. Fighters on the edges of the beam will be drawn in, taking more and more damage. The sheer power of this weapon makes it tough to aim once it's firing, but it's possible to adjust the beam up and down.
  In Samus's Final Smash, she unleashes a huge laser beam from her Arm Cannon that draws opponents to the centre of the beam. Quite handy, since the closer they are to the centre, the more damage they'll take! You can also angle it up and down (albeit slowly), letting you catch more of your enemies and create more havoc.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

 
               

Gallery


References