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. Samus has gained several new KO options, the most notable of which is her staple move, Charge Shot, which has drastically buffed speed and knockback. Her forward smash now has a powerful sweetspot, at the cost of hitting with the cannon being a sourspot. Screw Attack has increased knockback, making it an effective finisher near the upper blast line. Generally, 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 comboing ability.

However, Samus also received some nerfs to compensate. Some of her finishers in Brawl, such as her down tilt and down smash, can no longer KO until extremely high percentages. Her Missiles are less effective due her losing the ability to Missile cancel, weakening her projectile game. 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 (even though they are still very powerful) and now wielding an improved close-range game.

Despite receiving important initial buffs, it is often agreed that Samus has only improved slightly in the transition from Brawl to SSB4 (or perhaps unchanged, or even slightly nerfed). This causes her to be in a troubling position when compared to the majority of the returning cast, as they have been generally buffed to varying degrees in the transition from Brawl to SSB4. Furthermore, Samus has only received a mix of slight buffs and nerfs via game updates since SSB4's initial release unlike other low-tier characters such as Charizard, Wii Fit Trainer, Zelda, Marth and Lucina, who have received a number of useful buffs via the updates. Due to this, as well as a severe lack of representation, Samus is considered by some to be one of the worst characters in the game, despite having some dedicated players such as ESAM, who does not believe Samus to be among the game's weakest characters.


  • Notice.png Samus's overall design is now based off her appearance in Metroid: Other M with some minor alterations, including the addition of numerous black vents, a permanently opaque visor, and the retention of her taller height, as opposed to the previous three games where her design was primarily based on her appearances in Super Metroid and Metroid: Zero Mission.
  • Notice.png Samus's 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.


  • Notice.png Samus is no longer connected to Zero Suit Samus via Final Smash, taunt, or menu input usage.
  • Buff.png Samus jumps higher, improving her aerial approach.
  • Buff.png Samus dashes slightly faster (1.445 → 1.504).
  • Buff.png Samus walks slightly faster (1.05 → 1.0615).
  • Nerf.png Samus's air speed is slightly slower (0.987 → 0.95).
  • Notice.png Samus's falls faster (1.07 → 1.25).

Ground attacks[edit]

  • Nerf.png Forward tilt, down tilt, forward smash (sourspot), up smash and down smash all deal less damage than in Brawl.
  • 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 link 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 setup combos on grounded opponents, and has more knockback against airborne opponents.
  • Nerf.png Up tilt can now be teched along with all grounded meteors
  • Buff.png Down tilt has slightly more range.
  • Nerf.png Down tilt is much weaker, no longer KOing until 200%.
  • Buff.png Forward smash now has a fiery sweetspot that can start KOing at 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, Cover Fire, 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 (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 than in Brawl.
  • Nerf.png All aerial attacks (especially forward aerial) have more landing lag than in Brawl.
  • Buff.png Neutral aerial is now a quick swiveling kick in front of her and behind her. Compared to her old sex kick, it has much more knockback and can now KO.
  • Nerf.png New neutral aerial has 3 additional frames of startup, and its hitbox is significantly smaller, no longer covering her entire body.
  • Buff.png Forward aerial now autolinks, 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 in one short hop.
  • Notice.png Back aerial has received a late hitbox that deals 9% damage, 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 links 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 followup trajectory.
  • Buff.png Samus's tether recovery has longer range.
  • Buff.png Front floor attack deals 1% more damage (6 → 7).
  • Notice.png Back floor attack and edge attack both now deal 7% instead of 6%/8%.

Special moves[edit]

  • Buff.png Charge Shot charges slightly faster and has drastically higher speed and knockback.
  • Nerf.png Normal Missiles travel less distance. Samus can now only have two normal Missiles and one Super Missile on screen at the same time. If she attempts to shoot a Super Missile while one is already onscreen, 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 travels more vertical distance.
  • Nerf.png Samus' bombs, when used airborne, do 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 overall less damage.

Update History[edit]

SSB4 Icon.png 1.0.6

  • Buff.png Forward tilt (sweetspot) knockback and damage increased, making it capable of KOing kill middleweight characters around 180% at the edge. damage: 7/8% → 8/9%.
  • Nerf.png Forward tilt sourspot added mid part of the leg with low damage and minimal to no hitstun. damage: 6/7% → 5/6%.
  • Nerf.png Forward tilt can no longer lead into Charge Shot tech chases due to increased knockback on the sweetspot and the added sourspots.
  • Buff.png Missile travels faster as a Super Missile, but the speed increase is very negligible.
  • Nerf.png Due to the increased speed of Super Missile, it no longer true combos into Charge Shot if fired in succession.

SSB4 Icon.png 1.0.8

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


  Name Damage Description
Neutral attack   3% Samus punches and then smacks the opponent with her cannon.
Forward tilt   9% (foot), 8% (lower leg), 6% (upper leg), 7% (body) Samus does a roundhouse kick. The sourspot located on the mid part of her leg deals minimal 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   13% (aerial), 12% (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 rams the opponent.
Forward smash   15% (fire), 13% (cannon) Samus punches forwards with her cannon, which releases a small blast of fire. 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 arcs five blasts overhead.
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 pair of kicks, forwards and backwards.
Forward aerial   3% (hit 1), 1% (hits 2-4), 5% (hit 5), 11% total. Samus shoots five blasts forwards.
Back aerial   14% (clean foot), 12% (clean leg), 9% (late) Samus kicks backwards.
Up aerial   3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total. Samus does a drill kick upwards.
Down aerial   10% (early), 14% (clean), 11% (late) Samus swings her cannon downwards. 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. Has remarkable range.
Pummel   1.2% Samus chops the opponent with her free hand. One of the fastest pummels in the game, 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 up, them whips them into the ground. Can be followed up with aerials.
Floor attack (front)   7% Samus waves her arm cannon in front of her, then blasts behind her.
Floor attack (back)   7% Samus delivers a low roundhouse.
Floor attack (trip)   5%
Edge attack   7% Samus climbs onto the edge and 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 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.
Custom 2 Melee Charge Shot 5% (min), 18% (max) Fires a "shotgun 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 travels less range but are stronger.
Custom 2 Turbo Missile 4% (homing), 9% (super) Missiles pause in the air once fired before shooting out at high speed at the cost of damage.
Up special Default Screw Attack 2% (ground hit 1), 1% (ground hits 2-11), 1% (air 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 with more control. More horizontal movement, less vertical.
Custom 2 Apex Screw Attack 2% (hit 1), 9% (ground hit 2), 7% (air 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 up and drops a bomb, which explodes on a timer. Get hit to bomb jump.
Custom 1 Slip Bomb 2.5% (grounded explosion), 3.5% (aerial explosion) Bombs deal little damage, but trip grounded opponents and meteor aerial ones.
Custom 2 Mega Bomb 4% (contact), 9% (explosion) Can only have one out at a time, but deals more damage. Higher bomb jump.
Final Smash Zero Laser 0.5% (fringe loop), 1.5% (main loop), 2.5% (fringe last), 5.5% (main last) Samus fires a huge beam across the stage. The laser can be angled slightly up or slightly down.


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

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 similar to the 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