This article is about Samus' 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
Tier J (51)
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.

Samus is currently ranked 51st out of 56 on the tier list, placing her at the top of the J tier and resulting in her remaining a bottom-tier character as in Brawl, where she was ranked 32nd out of 38. Samus has a rather strong camping game thanks to her projectiles and Grapple Beam, a good air game that allows for powerful and highly damaging combo when she finds or sets up an opening, and multiple moves that can set up said combos, such as her dash attack, up tilt, down aerial, down throw and Grapple Beam. Her Charge Shot poses a constant threat to opponents, functioning as a fearsome KOing option and a strong punishing option in many situations due to its high damage output and excellent knockback.

However, Samus is reliant on defensive spacing to keep opponents at bay; her moves are generally less effective at point-blank range, with the exception of down tilt. Even at mid-range, Samus is prone to trading hits with opponents. Combined with her floatiness and average mobility, this can make it difficult for her to escape from juggling and other bad situations, although she can easily return to the ledge through use of Bombs and Grapple Beam, where she has multiple get up options.

While Samus has noticeably improved since Brawl, largely due to game updates, most of her fellow veterans having also improved at varying degrees. This has stagnated her possible ascent to a higher tier placement and resulted in her overall representation being poor. Nevertheless, she has a slightly more significant playerbase than other bottom-tier characters, even some that are ranked higher than her, with professionals such as ESAM bringing her some degree of competitive success. Additionally, Samus' current tier placement is largely debatable, due to her becoming noticeably more viable courtesy of her buffs from update 1.1.5, while her current placement only is based on the 1.1.3 metagame.

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, dealing 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. However, it still possesses considerable ending lag in spite of being 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 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. Screw Rush, while making her vertical recovery worse, grants more horizontal distance and KOs earlier then Screw Attack depending where on the stage and deals more damage, making it more useful for racking up percent. Relentless Missile, while traveling slower, has more accurate tracking as a homing missile while dealing less damage. The Super Missile deals more damage and slightly more knockback. Turbo Missile travels more distance and is considerably faster then both Missile and Relentless Missile, at the cost of dealing less damage in general. 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 and with the increased damage, can force shield breaks much easier and KO much easier. Slip Bomb, while doing less damage, has the useful property of tripping grounded opponents and meteor smashing airborne opponents, making it useful as a set up for a grab or a punish and a edgeguarding option to spike the opponent. Mega Bomb can be used to stall opponents, since Samus can stay next to the bomb itself, Waiting until the Bomb explodes, allowing Samus to either retreat, launch Missiles, charge her charge shot or make the opponent approach. Melee Charge shot has a shorter charge time then both Charge Shot and Dense Charge shot, while also having considerably more hitstun and shieldstun with the inclusion of extra pushback after its use, making it extremely safe if shielded or outright whiffed.

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. She is a character hard to master, and rewards patient play like Shulk.

Changes from Brawl

Samus has received a mix of buffs and nerfs in the transition from Brawl to SSB4, but is buffed overall due to her buffs being more abundant and helpful. 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, neutral aerial, forward aerial and Screw Attack. Forward smash now has a powerful sweetspot in the form of a fiery blast at the tip of her Arm Cannon. Neutral aerial, forward aerial, up smash and Screw Attack have each have had their knockback improved, most notably on neutral aerial (and only to the final hit in Screw Attack's case). Additionally, forward aerial, up smash and Screw Attack's mulit-hits now connect better to further ensure that opponents cannot escape the final hits. Samus' dash attack is also capable of KOing due to strengthened sweetspot growth (though not as viable in doing so as the aforementioned moves). Aside from her new KOing options, Samus benefits from the general changes between Brawl and Smash 4. With the changes to hitstun cancelling, Samus's combo game has been improved. Her attacks such as down throw and dash attack have been given better knockback angles, and she is able to combo attacks into eachother far easier, with multiple combo starters and combo oriented moves, including dash attack, up tilt, forward aerial, up aerial and down aerial. Due to the overall higher fall speeds in the transition, Samus was given improvements to her falling speed, air speed, and gravity, which makes her aerial presence more threatening, giving her access to combos she never had before, and also allows her to land slighty easier than in Brawl. The changes to shields and shieldstun in patch 1.1.1 also benefit her, as she can use her Charge Shot, Super Missile and Bomb in tandem with other moves to easily break shields.

However, Samus also received a few nerfs in other areas during the initial. Her forward smash now has a new sourspot that is rather weak which runs along the Arm Cannon, and also has slightly increased ending lag, while her up smash now deals less damage overall (up smash's knockback was heavily compensated, however). Likely due to her receiving more new KO and finishing moves, some of her more reliable finishers in Brawl, such as her down tilt and down smash, can no longer KO until very high percents. Missiles are harder to camp with due her losing the ability to perform her Missile Cancel technique, though her projectiles overall are still powerful and useful in their own right. Additionally, a few of of Samus' most damaging attacks deal slightly less damage (although they still deal high damage relative to the cast) and her aerials have slightly more landing lag (though this universal among the cast).

Overall, Samus has received more buffs than nerfs in the transition, and is buffed overall from Brawl. She has been slighty re-balanced to be less reliant on projectiles, now wielding a slightly improved close-range game, with a vastly improved damage racking and combo game. Most importantly, she has far better KOing potential, and can finish off stocks much easier. A few of her moves require slightly more precision however, in compensation for having more reward (such as forward smash, neurtal aerial and missiles), and as such, she has a relatively high learning curve but can be quite viable and versatile when mastered, similarly to Shulk. Dedicated players like ESAM have managed to bring her some degree of tournament success and continue to develop her metagame.

Aesthetics

  •   Samus' design is based off of Metroid: Other M rather Super Metroid and Metroid: Zero Mission. Samus' new design also has minor alterations: 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 dashes faster (1.445 → 1.504).
  •   Samus walks faster (1.05 → 1.0615).
  •   Samus' air speed is faster (0.987 → 1.03).
  •   Samus' falls faster (1.07 → 1.3).
  •   Samus' fast falling speed is faster (2.0 → 2.08).
  •   Samus' gravity is higher (0.75 → 0.77).
  •   Samus jumps higher.
  •   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.

Ground attacks

  •   Neutral attack's second hit deals 1% more damage (7% → 8%) and has increased vertical range.
  •   Neutral attack's first hit has decreased hitstun and increased knockback growth, allowing opponents to shield or are knocked out of range for the second hit.
  •   Forward tilt now starts up 1 frame later (frame 7 → 8). Angled up and down now have sourspots covering the upper leg and body (10% → 8%/9%/10%).
  •   Unangled forward tilt has adjusted hitbox properties, with two new sweetspots covering the lower leg and foot that deal more damage and sourspots on the upper leg and body that deal the same damage as in Brawl (7%/8% → 7%/8%/9%/10%). Angled up and down now have a sweetspot on the foot that deals 1% more damage (10% → 11%). Additionally, the move has increased knockback, with the sweetspot being able to KO at the ledge under 150%.
  •   Down tilt has slightly increased range.
  •   Down tilt deals 2% less damage (14% → 12%) and is much weaker, no longer KOing until 200%.
  •   Up tilt is better for setting up combos on grounded opponents and has increased knockback against aerial opponents.
  •   Dash attack has adjusted hitbox timing and longer hitbox duration overall (frame 8-10 sweet/11-16 late → 8-9 early/10-13 clean/14-18 late), improved knockback against aerial opponents, decreased ending lag (IASA 38 → 34), a more vertical angle, and it received an early hitbox at the start of the move that deals 7% damage that prevents blank point whiffing. These changes, along with changes to hitstun cancelling, now make the move a fantastic combo starter.
  •   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 Arm Cannon that deals 1% less damage (14%/13%/12% → 13%/12%/11%).
  •   Forward smash's sweetspot is indicated by a fiery blast that deals flame damage.
  •   Up smash connects better and has increased knockback, to the point where it can now KO at around 110%.
  •   Up smash deals 5% less damage (23% → 18%).
  •   Down smash has decreased ending lag (IASA 52 → 45) and now semi-spikes, improving its usability as an edgeguard.
  •   Down smash deals less damage (15% → 10% (front), 14% → 12% (back)). It is also much weaker, having gone from being able to KO at 150%-180% when fully charged in Brawl to the weakest down smash in SSB4. Both hits also have 1 less active frame.

Aerial attacks

  •   All aerials' have increased landing lag (9 frames → 16 (neutral), 9 frames → 25 (forward), 12 frames → 18 (back) 9 frames → 12 (up), and (9 frames → 20 (down)).
  •   Samus has a new neutral aerial: a swiveling roundhouse kick. Compared to her previous neutral aerial, it has increased knockback, can now KO, deals more damage (9%/6% → 10%/9%/8%), sends the opponent at a more horizontal angle, and has more reach behind her.
  •   Neutral aerial has 3 more frames of start-up (5 frames → 8) and its hitbox is significantly smaller, as it no longer covers her entire body.
  •   Forward aerial 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. It also gained an additional hitbox to help the move connect even further.
  •   Forward aerial can no longer auto-cancel from a short hop due to Samus' significantly faster falling speed.
  •   Back aerial's sweetspot is much stronger, making it among the strongest back aerials if the foot connects. The sourspot also deals 2% more damage (10% → 12%). In addition, the move now has a lingering sourspot that deals 9% damage with good Wall of Pain knockback, which allows it to hit opponents who dodged a clean hit.
  •   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

  •   All grabs have significantly less ending lag (IASA 94 (standing)/74 (dash)/96 (pivot) → 69/67/83). 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, travels drastically faster and has increased knockback, making it her most viable KOing option.
  •   Homing and Super Missile both fire 2 frames earlier (20 (homing)/23 (super) → 18/21), their shooting durations were increased by 2 frames, and both have less ending lag on the ground (IASA 60 both → 57 homing/59 super).
  •   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. Missiles also appear to target less reliably and Super Missiles deal less knockback than in Brawl, though not by much. Additionally, Missile covers less distance and Samus is no longer able to perform the Missile Cancel technique.
  •   Screw Attack travels vertically higher and its last hit has increased knockback, to the point where it can KO near the upper blast line at around 100%.
  •   Bomb has decreased knockback, improving Samus' combo game. It also has slightly less ending lag (IASA 47 → 45). In addition, aerial Bomb can be used quicker, which when tied with her higher air speed improves Bomb's horizontal recovery by stalling Samus' falling speed more often and travel more horizontally than before.
  •   Aerial Bomb stalls Samus' falling speed for a slightly shorter time. Additionally, Bomb Jumps bounce Samus slightly lower than before, weakening this as a recovery option.
  •   Zero Laser comes out faster and has a wider range.
  •   Zero Laser deals less damage overall.

Update history

Samus has been heavily buffed via game updates. She received plenty of significant buffs during game updates, along with two minor nerfs that were either negligible or even fixed outright in later updates, causing her to fair much better after the updates.

In terms of direct changes, Samus started receiving relevant minor buffs in update 1.0.8. Said update saw her up smash buffed so that its hit can connect together slightly better than before, while her grabs' ending lag was reduced, making them slightly safer. 1.1.1 bought about more minor buffs; Screw Attack was changed to help its hits connect together better. Her neutral and forward aerials were also slightly buffed, with neutral aerial having its hitbox sizes and timings improved, while forward aerial had its damage output increased and its landing lag decreased. In term of indirect changes, the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 are a mixed bag for Samus. The new mechanics gave Samus a number of new Charge Shot combos that allow her to break shields, of which she previously only had one such combo. However, these same changes also make most of her close-ranged attacks more difficult to land, while the only other moves that have been improved are her down tilt, the sweetspot of forward smash, up smash, and forward aerial, which are already difficult to land (or in up smash's case, the opponent to be above on a platform).

However, update 1.1.5 has granted Samus arguably her most noteworthy buffs. Dash attack now has a hitbox that deals 7% at the beginning of the dash, which prevents it from whiffing and makes its hitbox timing virtually identical to Brawl. Forward tilt has been vastly improved; after being nerfed overall in update 1.0.6, all of its hitboxes now deal 2% more damage, its sourspot deals more knockback (thus making it safer and more rewarding upon landing) and its tech-chase combos have effectively been restored after they had been severely weakened to the point of necessitating its sweetspot for said combos to be performed. Like her forward tilt, her neutral aerials hitboxes all deal 2% more damage, which naturally increases its knockback and improves both its damage racking and KO potentials. Although it is still a very unimpressive move, down smash had its ending lag decreased, making it safer as a quick anti-pressure option. All of her grabs had their ending lag deceased even further. Bombs were also changed slightly, as Samus now gets more momentum out of one in the air. Lastly, Samus' attributes were also changed for the better. Her gravity and both her falling and air speeds were increased, which improves her already great survivability and allows her to land more effectively than before, which has been made even easier thanks to the aforementioned Bomb buff. As a result, Samus has been significantly buffed overall as of update 1.1.5, having become considerably better than she she was in Brawl and even better than she was during SSB4's initial release.

  1.0.6

  •   Sweetspotted forward tilt deals 1% more damage: 7%/8% → 8%/9% and its knockback increased. This makes it capable of KOing middleweight characters around 180% at the edge.
  •   Forward tilt received a sourspot on the middle part of Samus' leg. This makes it deal 1% less damage: 6%/7% → 5%/6% and little to no hitstun. When coupled with the aforementioned sweetspot buff, forward tilt has also lost its ability to lead into Charge Shot tech-chases.
  •   Super Missile's speed increased, although it is rather negligible.

  1.0.8

  •   Up smash's hitbox sizes increased by 0.5.
  •   Up smash's last hit's hitbox size increased: 7u/3.5u → 7.3u/4u.
  •   Up smash's last hit's knockback growth increased: 135 → 150.
  •   Standing and pivot grabs' ending lag decreased: 79 (standing)/92 (pivot) → 75/88.

  1.1.1

  •   Up tilt's damage outputs reversed: 13% → 12% (grounded opponents), 12% → 13% (aerial opponents). This makes it easier to combo grounded opponents and easier to KO aerial opponents near the ledge.
  •   Neutral aerial has been improved. Its hitboxes' sizes increased: 5.5u → 6u (first), 3.5u → 4u (sweetspotted second), 2.8u → 3.3u (sourspotted second), its hitboxes' durations increased by 2 frames and its sourspotted second hit's knocback growth increased: 80 → 98.
  •   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 frames → 24.
  •   Melee Charge Shot has been improved. It deals more damage: 5% → 6% (partially charged), 18% → 20% (fully charged), its partially charged base knockback increased: 30 → 50 and its fully charged hitbox sizes increased: 8u → 10u.
  •   Partially charged Melee Charge Shot's hitbox sizes decreased: 4u → 2.5u.
  •   Fully charged Melee Charge Shot's knockback altered: 65 (base)/35 (growth) → 70/32.
  •   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°.

  1.1.5

  •   Samus' air speed (0.95 → 1.03), falling speed (1.25 → 1.3), fast falling speed (2 → 2.08) and gravity (0.75 → 0.77) increased.
  •   Dash attack ending lag decreased by four frames (IASA 37 → 33).
  •   Dash attack has received a new 2 frame hitbox on frame 8 that deals 7%. This makes it no longer whiff at point-blank range.
  •   All of forward tilt's hitboxes deal 2% more damage (6%/7%/8%/9% → 8%/9%/10%/11%) and the sourspots have more base knockback (10 → 20), overriding the nerf in 1.0.6 and restoring its tech-chasing abilities.
  •   Down smash ending lag decreased by seven frames (IASA 52 → 45).
  •   Neutral aerial deals 2% more damage: 8%/6%/7% → 10%/8%/9%.
  •   The second hit of neutral aerial (late) has a larger hitbox size and z position: 3.3 (hitbox)/5.3/0 (z position) → 3.6/5.4/0.
  •   Forward aerial's angles have been altered, its hitboxes values have been extended, and its first hit has received a new hitbox that deals 3% to make it connect together better.
  •   All grabs have decreased ending lag by six frames each (75 (standing)/73 (dash)/89 (pivot) → 69/67/83.
  •   Homing Missile and Super Missile come out 2 frames earlier: (20/23 → 18/21).
  •   Super Missile's shooting duration is increased by 2 frames.
  •   Bombs give Samus more momentum in the air.
  •   Bomb can be cancelled with a crouch sooner (frame 47 → 45).


Moveset

  Name Damage Description
Neutral attack   3% 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 is mediocre overall, as opponents can usually act out before the second hit to shield or counterattack, while the second hit may not even connect at high percentages. At percentages ranging from 35%-75% though (varies with weight), the attack is safe, and can true combo into itself, but only if the first hit connects relatively close to the arm and not at the fist. First hit comes out at frame 3, while the second hit comes out 6 frames later, meaning it is a much safer option overall to connect the first hit and retreat. The second hit does have KO potential at high percentages, however.
8%
Forward tilt   11% (foot), 10% (lower leg), 8% (upper leg), 9% (body) A reverse roundhouse kick. Deals more damage and knockback with her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can even miss medium sized characters like Mario. Comes out at frame 8. The foot sweetspot deals rather potent knockback for a tilt, which can KO near the edge at around 150%. At varying percentages (from 30%-40% on the sweetspotand 100%-120% on the sourspot), the move can lead into a guaranteed Charge Shot, because regardless of tech, the shot will catch their option in time.
10% (foot), 9% (lower leg), 7% (upper leg), 8% (body)
11% (foot), 10% (lower leg), 8% (upper leg), 9% (body)
Up tilt   13% (aerial), 12% (grounded) 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 upward diagonal knockback. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage, but has slight start-up. KOs aerial opponents at the ledge around 90% or earlier depending on weight. Functions similar to Captain Falcon's up tilt but deals more damage and knockback. Comes out at frame 15. If the opponent misses the grounded tech, is a good combo starter for her aerials at low to mid percents, and at high percents, can lead into a true combo Charge Shot.
Down tilt   12% Quickly blasts the opponent's feet. Fast start-up, but high ending lag. Decently damaging for a tilt attack, although it cannot KO until extremely high percentages. It comes out at frame 6, making it useful as a close range anti-pressure option on opponents in front of Samus, a punishment option, and a damage racker. With maximum rage, it can KO middleweights at 150%.
Dash attack   7% (early), 10% (clean), 6% (late) Activates her thrusters and shoulder tackles the opponent. Deals lower damage at the beginning and end of the tackle. A fantastic combo starter as of update 1.1.5, as it can lead into neutral, forward and up aerial or Screw Attack at a variety of percentages depending on which hitbox connects.
Forward smash   15% (fire), 13% (Arm Cannon) Quickly thrusts her Arm Cannon forward, which releases a small fiery blast. Despite the blast's appearance, the hitbox does not quite reach the end of the blast, and even reaches slightly into the Arm Cannon. An attack reliant on spacing, as only the blast deals strong knockback which can KO at 100% from the middle of Final Destination; her Arm Cannon KOs at 138% instead, similar to Mario. It is, however, the quickest forward smash in the game tied with Marth and Lucina, coming out at frame 10. 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% (Arm Cannon)
13.5% (fire), 11% (Arm Cannon)
Up smash Cover Fire 3% (hits 1-4), 6% (hit 5), 18% (total) 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. When reversed on the ground, it can poke and hit through shields. KOs at 115% uncharged and around 60%-70% when fully charged.
Down smash   10% (front), 12% (back) A legsweep. A semi-spike, its speed is decent and provides protection against rolls and near ledges. However, its power has been significantly toned down since Brawl, as it is now one of the weakest down smashes in the game. KOs at extremely high percentages, making it unreliable. However, the back hit deals more knockback, making it possible to KO at 150% with enough rage. Its ending lag is relatively quick however, making it more useful as a decent anti-pressure move and a punishment option against rolls due to its ability to hit behind Samus.
Neutral aerial   10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late) A swiveling roundhouse kick. Hits on both sides quickly and can autocancel from a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, the first few frames deal very powerful knockback, makes it a viable KOing option off-stage or near the ledge. It also functions as a decent combo/string finisher.
Forward aerial   3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (total) Fires five fiery blasts forward from her Arm Cannon while slowly arcing downward. The first four hits drag opponents into the rest of the move, with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as a ledge 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 final hit before Samus lands again. As of 1.1.5, the first hitbox of the move links into the rest much better, functions as a true combo from down throw up to around 70%, or chain into itself at low percents thanks to Samus' improved air speed in said update.
Back aerial   14% (clean foot), 12% (clean leg), 9% (late) A back kick. In addition to being fast, it has great, powerful knockback, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. Among the strongest back aerials if the sweetspot at the foot connects and can be used as a wall of pain if the sourspot connects. KOs under 100% and around 80% at the ledge.
Up aerial   3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (total) A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most drills, the opponent can easily be launched before the move is complete if Samus does no follow the opponent's previous launch direction. Grounded opponents can be hit by the final hitbox if Samus lands while starting the move in the air, although difficult to do so. It is her fastest aerial, coming out at frame 5. Useful for landing, breaking some certain combos, and countering aerial apporaches. 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, can even zero-to-death the entire cast when using a platform to extend the combo.
Down aerial   10% (early), 14% (clean), 11% (late) Swings her Arm Cannon in a downward arcing motion after a brief pause. Hitting with the move's trail will meteor smash opponents, while the sourspot on the edge of the move at the very start and end deals strong upward diagonal knockback. Autocancels from a short hop. A relatively good combo starter.
Grab aerial Grapple Beam 1.5% (early), 3% (clean) Fires the Grapple Beam forward. A useful spacing option due to its unnoticeable landing lag from a short hop (8 frames), autocancels from a full hop, and has impressive range, being the longest grab aerial in game. Good at setting up an opening for a dash attack, which Samus can capitalize on with combos.
Grab Grapple Beam Fires the Grapple Beam to catch the opponent. It has impressive range and is the longest tether grab in the game, though it is tied with her suitless form's grab as the second slowest in terms of ending lag, making it very punishable if missed.
Pummel   1.2% A palm strike. Tied with Lucas' pummel as the second fastest pummel in the game, losing out only to Lucario's pummel. However, it is also the weakest one in the game.
Forward throw   9% Twirls the enemy over her head, then flings them forward. Low knockback growth prevents it from KOing even the lightest of characters unless with rage at extremely high percentages.
Back throw   8% Swings the opponent behind her. Has even lower knockback growth than her forward throw.
Up throw   1% (hits 1-5), 4% (throw), 9% total Holds the opponent above her, then blasts them upward. Can combo into a Screw Attack or up air at 0% against heavyweights or fast-fallers, but otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to death the same characters when followed up by up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth.
Down throw   6% Pulls the opponent high above her head, then whips them into the ground. A dependable combo starter, as it can be reliably followed up with her aerial attacks, particularly her neutral, forward, up aerials, 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% Waves her Arm Cannon in front of her, then blasts behind her.
Floor attack (back)
Floor getups (back)
  7% A low-level roundhouse kick.
Floor attack (trip)
Floor getups (trip)
  5% Sweeps the floor in front and behind her with her feet.
Edge attack
Edge getups
  7% Climbs onto the edge and performs a sweep kick.
Neutral special Default Charge Shot 3% (uncharged), 25% (fully charged) 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 excellent KO potential when fully charged, while a useful intercepting move at a low charge. KOs at 70%-110% depending on weight, DI and rage. Can be used to break shields if used in conjunction after using her up or down tilts, Bombs, Super Missiles, aerials or her netural attack if both hits are shielded. When used in conjunction with forward tilt to force the opponent into tumble, said move can set up a guaranteed Charge Shot, regardless of tech option, as the Charge Shot will catch their tech direction.
Custom 1 Dense Charge Shot 4% (uncharged), 27% (fully charged) Takes 30% longer to charge. Shots fired deal slightly more damage and considerably more knockback, but travels 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. Deals more shield damage, making it even more excellent at shattering them in conjunction with Samus' other moves.
Custom 2 Melee Charge Shot 6% (uncharged), 20% (fully charged) 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. Has a massive amount of shieldstun and hitstun and gets pushed back after use, making it safe if whiffed and if shielded.
Side special Default Missile 5% (standard, homing), 10% (Super) Fires a Missile. If the special button is held, the Missile will chase the opponent. If tapped like a smash attack, Samus will fire a Super Missile that travels in a straight line. Both versions deal low knockback, but can be used for a shield break if used in conjunction with a fully charged Charge Shot. Both Missile variations can be used as set-ups by opening up an opportunity for a dash attack, grab aerial, or Charge Shot, while the Super version sets up better for a true combo into forward jumping Charge Shot at higher percentages. The homing variation is also useful for catching recoveries and forcing air dodges, which can open up punish opportunities.
Custom 1 Relentless Missile 3% (standard, homing), 12% (Super) Missiles are weaker and slower, but have drastically improved tracking capabilities. Super Missiles cover less range, but are stronger and have increased KO potential.
Custom 2 Turbo Missile 4% (standard, 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) Leaps upward and performs 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 option and deals good knockback that can KO near the upper blast line around 100%.
Custom 1 Screw Rush 2% (loop), 5% (last) Deals more damage and knockback sporadically, but with more control. It also covers more horizontal distance, but at the cost of decreased vertical distance. Has more KO potential then Screw Attack depending on stage position.
Custom 2 Apex Screw Attack 2% (hit 1), 9% (ground hit 2), 7% (aerial hit 2) A much more powerful variation that can KO as low as 50% near the upper blast line, depending on weight and DI and can KO earlier with rage. However, this version provides mostly vertical movement and only hits twice.
Down special Default Bomb 4% (contact), 5% (explosion) 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. Deals good shield damage, able to break them if used with her up and down tilts or a fully charged Charge Shot. Good for punishing certain recoveries, and also useful for punishing the two frame ledge grab vulnerability if timed correctly.
Custom 1 Slip Bomb 2.5% (ground explosion), 3.5% (aerial explosion) Bombs deal slightly less damage, but trip grounded opponents and meteor smash aerial ones. If done properly, it can act as a set-up for a grab or a useful edge-guarding option.
Custom 2 Mega Bomb 4% (contact), 9% (explosion) Only one Bomb is able to be launched at a time, but the single Bomb deals more damage and provides a higher bomb jump. Deals more shield damage, making it more useful to break them when used in conjunction with Samus' other moves.
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's 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 for Metroid II: Return of Samus.
  • Does a reverse roundhouse kick, readies her Arm Cannon, then strikes a pose.
  • Punches twice, fires from her Arm Cannon, then strikes a pose. The action is similar to Mii Gunner's neutral attack, while the pose is based on the box art for 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' 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' 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