Samus (SSB4)

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

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.



Changes from Brawl[edit]

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 buffed 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 link together 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' 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, improving her combo game.

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 extremely 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 and now wielding an improved close-range game.

It is debatable whether Samus has been buffed or nerfed overall, as well as how viable she is post-update 1.1.1. However, she is widely considered to still be a low-tier character and was even considered one of the worst characters in the game prior to update 1.1.1. Like in Brawl, this is ironic considering her status as a top-tier character when she is not wearing her Power Suit. As many of Samus' issues were not addressed, she has little representation in major SSB4 tournaments, despite having some dedicated players such as ESAM.


  • Notice.png 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.
  • Notice.png Samus' Missiles and Bombs have updated designs, although her Missiles still draw inspiration from Super Metroid.
  • Notice.png Samus has a new running animation and a different pose when firing Super Missiles.


Ground attacks[edit]

  • Nerf.png Forward tilt, down tilt, up smash, down smash and sourspotted forward smash all deal less damage.
  • Nerf.png Neutral attack's first hit has less hitstun and increased knockback scaling. This means the opponent may shield between the first and second hits, or the first hit knocking the opponent too far away, failing to connect to the second hit. It appears that this move is intentionally designed this way, as mentioned by an in-game tip.
  • Buff.png Neutral attack's second hit has more vertical range and deals 1% more damage.
  • Nerf.png Forward tilt now has a sourspot that deals minimal damage, hitstun and knockback.
  • Buff.png Up tilt is now much easier to set up combos on grounded opponents, and has more knockback against aerial opponents.
  • Nerf.png Up tilt can now be teched along with all grounded meteor smashes.
  • Buff.png Down tilt has slightly more range.
  • Nerf.png Down tilt is much weaker, as it no longer KO's until 200%.
  • Buff.png Forward smash now has a sweetspot, a fiery blast at the tip of the arm cannon. It can start KOing around 70% when aimed up and fully charged.
  • Nerf.png Forward smash has 5 more frames of ending lag and its new sourspot is weaker.
  • Buff.png Up smash deals drastically more knockback, to the point where it can now KO at around 110%. The hits also connect better.
  • Nerf.png Down smash is much weaker, as it could KO at around 150% in Brawl when fully charged, but not until 180% in SSB4. It has also become possibly the biggest nerf on a down smash from the transition to SSB4 due to becoming her weakest smash attack, and by extension the game's weakest down smash.
  • Buff.png 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 percents, most notably with the sourspot.
  • Nerf.png Dash attack starts up 2 frames later.

Aerial attacks[edit]

  • Nerf.png Neutral aerial, forward aerial and down aerial all deal less damage.
  • Nerf.png All aerial attacks, especially forward aerial, have more landing lag.
  • Buff.png Neutral aerial has been tweaked to a swiveling flying kick. Compared to her previous flying kick, it has much more knockback and can now KO.
  • Nerf.png New neutral aerial has 3 more frames of start-up and its hitbox is significantly smaller, as it no longer covers her entire body.
  • Buff.png Forward aerial now hits at an auto-link angle and the last hit has more knockback.
  • Buff.png Back aerial's sweetspot is stronger and its sourspot deals 2% more damage (10% → 12%).
  • Nerf.png Back aerial can no longer be used twice from a short hop.
  • Notice.png Back aerial received 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 percentages.
  • Buff.png Up aerial connects together better, and the final hit can now KO starting at 100% near the upper blast line.
  • Buff.png Down aerial comes out 1 frame faster.
  • Nerf.png Down aerial now contains a sourspot at the edges of the attack that knocks back horizontally.
  • Notice.png Grab aerial now has two hitboxes, with a sweetspot located at the tip of the beam.
  • Nerf.png Grab aerial deals less damage (4%/7% → 1%/3.5%) and now has 8 frames of landing lag.

Throws/other attacks[edit]

  • Buff.png Standing grab has 18 less frames of ending lag. When combined with her pummel being the second fastest in the game, this drastically improves her grab game.
  • Buff.png Pummel has been fixed to always strike Bowser.
  • Buff.png Down throw has a better follow-up trajectory.
  • Buff.png Samus's Grapple Beam has longer range as a tether reovery.
  • Buff.png Front floor attack deals 1% more damage (6% → 7%).
  • Notice.png Back floor attack and edge attack both deal 7% instead of 6%/8%.

Special moves[edit]

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

Update history[edit]

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 also a mixed bag for her; while it gave Samus some newfound shield-breaking ability by using Charge Shot in conjunction with other moves, she otherwise does not really seem to gain much benefit from outside of her Charge Shot, down tilt and forward aerial, which are already difficult moves to hit by themselves, and most of her moveset has low hitlag which makes some of her close-ranged attacks difficult to land.

SSB4 Icon.png 1.0.6

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

SSB4 Icon.png 1.0.8

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

SSB4 Icon.png 1.1.1

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


  Name Damage Description
Neutral attack   3% Samus punches with her left hand and then performs a downward strike her arm cannon. The first hit deals minimal hitstun.
Forward tilt   9% (foot), 8% (lower leg), 6% (upper leg), 7% (body) Samus does a reverse roundhouse kick. The sourspot located on the middle part of her leg deals little to no hitstun.
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. Aerial opponents take extra damage and are meteor smashed.
Down tilt   12% Samus blasts the opponent's feet. Very powerful for a tilt.
Dash attack   10% (clean), 6% (late) Samus shoulder tackles the opponent.
Forward smash   15% (fire), 13% (cannon) Samus thrusts her arm cannon forward, which releases a small fiery blast. Can be angled.
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.
Down smash   10% (hit 1), 12% (hit 2) Samus does a 360° legsweep.
Neutral aerial   8% (hit 1), 7% (hit 2 clean), 6% (hit 2 late) Samus does a swiveling pair of kicks.
Forward aerial   3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% total. Samus shoots five fiery blasts forwards.
Back aerial   14% (clean foot), 12% (clean leg), 9% (late) Samus performs a back kick. A viable KOing option, especially while edge-guarding.
Up aerial   3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total. Samus does a corkscrew kick upwards.
Down aerial   10% (early), 14% (clean), 11% (late) Samus swings her arm cannon downwards. Its sweetspot will meteor smash opponents.
Grab aerial   1.5% (early), 3% (clean) Samus fires the Grapple Beam forwards.
Grab   Samus sends out her Grapple Beam to catch the opponent. It has remarkable range, as expected for a tether grab.
Pummel   1.2% Samus slaps the opponent with her free hand. Very fast, being in fact the second fastest pummel in the game, only behind Lucario, but also the weakest.
Forward throw   9% Samus twirls the enemy over her head, then flings them forward.
Back throw   8% Samus swings the opponent behind her.
Up throw   1% (hits 1-5), 4% (throw), 9% total Samus holds the foe above her, then blasts them upwards with the Grapple Beam.
Down throw   6% Samus pulls the victim high above her head, then whips them into the ground. Can be reliably followed up with her aerial attacks, particularly her forward aerial.
Floor attack (front)   7% Samus waves her arm cannon in front of her, then blasts behind her.
Floor attack (back)   7% Samus performs a low-level roundhouse kick.
Floor attack (trip)   5%
Edge attack   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.
Custom 1 Dense Charge Shot 4% (min), 27% (max) Takes 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 a 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.
Custom 1 Relentless Missile 3% (homing), 12% (super) Normal 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 front flip of energy. 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.
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 open up 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 does 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.


  • Up Taunt: Salutes vigorously with her left arm as her Gravity Booster pulses.
  • Side Taunt: Faces the screen and demonstrates the arm cannon mechanics.
  • Down Taunt: Holding her arm cannon with her left hand, she aims behind her, then kneels and aims lower in front of her.

Idle Poses[edit]

  • Rubs her arm cannon with one finger.
  • Brings her arm cannon down and then pulls it back up.

On-Screen Appearance[edit]

Arrives from a save point.

Victory Fanfare[edit]

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. It is shared with Zero Suit Samus.

Victory Poses[edit]

  • Shoots multiple shots while kneeling, and finishes with a pose. The pose she does is based on the box art of Metroid II: Return of Samus.
  • Side kick flexes and readies her arm cannon.
  • Punches twice, then fires from her arm cannon.

In Competitive Play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
SamusHeadSSB4-U.png Samus 1211 1221 1231 1212 1222
1232 2211 2231 3211 1213

Notable Players[edit]


ntsc 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!
pal 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.
NES: Metroid (08/1987)
SNES: Super Metroid (04/1994)
Samus (Alt.)
ntsc 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.
pal 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.
NES: Metroid (08/1987)
SNES: Super Metroid (04/1994)
Zero Laser
ntsc 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.
pal 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[edit]

Solo Events[edit]

Co-op Events[edit]

Alternate costumes[edit]

Samus Palette (SSB4).png
SamusHeadSSB4-U.png SamusHeadBlueSSB4-U.png SamusHeadPinkSSB4-U.png SamusHeadBrownSSB4-U.png SamusHeadPurpleSSB4-U.png SamusHeadGreenSSB4-U.png SamusHeadWhiteSSB4-U.png SamusHeadBlackSSB4-U.png