- This article is about Samus's appearance in Super Smash Bros. 4. For the character in other contexts, see Samus Aran.
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
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.
- 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.
- Samus's Missiles and Bombs have updated designs, although her Missiles still draw inspiration from Super Metroid.
- Samus has a new running animation and a different pose when firing Super Missiles.
- Samus is no longer connected to Zero Suit Samus via Final Smash, taunt, or menu input usage.
- Samus jumps higher, improving her aerial approach.
- Samus dashes slightly faster (1.445 → 1.504).
- Samus walks slightly faster (1.05 → 1.0615).
- Samus's air speed is slightly slower (0.987 → 0.95).
- Samus's falls faster (1.07 → 1.25).
- Forward tilt, down tilt, forward smash (sourspot), up smash and down smash all deal less damage than in Brawl.
- 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.
- Neutral attack's second hit has more vertical range and deals 1% more damage.
- Forward tilt now has a sourspot that deals minimal damage, hitstun and knockback.
- Up tilt is now much easier to setup combos on grounded opponents, and has more knockback against airborne opponents.
- Up tilt can now be teched along with all grounded meteors
- Down tilt has slightly more range.
- Down tilt is much weaker, no longer KOing until 200%.
- Forward smash now has a fiery sweetspot that can start KOing at around 70% when aimed up and fully charged.
- Forward smash has 5 more frames of ending lag, and its new sourspot is weaker.
- Up smash, Cover Fire, deals drastically more knockback to the point where it can now KO at around 110%. The hits also connect better.
- 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).
- 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).
- Dash attack starts up 2 frames later.
- Neutral aerial, forward aerial and down aerial all deal less damage than in Brawl.
- All aerial attacks (especially forward aerial) have more landing lag than in Brawl.
- 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.
- New neutral aerial has 3 additional frames of startup, and its hitbox is significantly smaller, no longer covering her entire body.
- Forward aerial now autolinks, and the last hit has more knockback.
- Back aerial's sweetspot is stronger and its sourspot deals 2% more damage (10% → 12%).
- Back aerial can no longer be used twice in one short hop.
- 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.
- Up aerial links together better, and the final hit can now KO starting at 100% near the upper blast line.
- Down aerial comes out 1 frame faster.
- Down aerial now contains a sourspot at the edges of the attack that knocks back horizontally.
- Grab aerial now has two hitboxes, with a sweetspot located at the tip of the beam.
- Grab aerial deals less damage (4/7 → 1/3.5）, and now has 8 frames of landing lag.
- 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.
- Pummel has been fixed to always strike Bowser.
- Down throw has a better followup trajectory.
- Samus's tether recovery has longer range.
- Front floor attack deals 1% more damage (6 → 7).
- Back floor attack and edge attack both now deal 7% instead of 6%/8%.
- Charge Shot charges slightly faster and has drastically higher speed and knockback.
- 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.
- 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.
- Samus' bombs, when used airborne, do not stop her falling speed as much as in Brawl.
- Bombs have reduced knockback, which improves Samus' combo game.
- Zero Laser comes out faster, and has wider range.
- Zero Laser deals overall less damage.
- 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%.
- Forward tilt sourspot added mid part of the leg with low damage and minimal to no hitstun. damage: 6/7% → 5/6%.
- Forward tilt can no longer lead into Charge Shot tech chases due to increased knockback on the sweetspot and the added sourspots.
- Missile travels faster as a Super Missile, but the speed increase is very negligible.
- Due to the increased speed of Super Missile, it no longer true combos into Charge Shot if fired in succession.
- Up smash hitbox sizes increased by 0.5.
- Certain hitboxes in up smash split.
- Up smash (final hit) knockback growth: 135 → 150
- Up smash final hitbox sizes: 7/3.5 → 7.3/4
- Standing and pivot grabs have 4 less frames of ending lag.
||Samus punches and then smacks the opponent with her cannon.
||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)
||13% (aerial), 12% (grounded)
||Samus does an axe kick. Aerial opponents take extra damage and are meteor smashed.
||Samus blasts the opponent's feet. Very powerful for a tilt.
||10% (clean), 6% (late)
||Samus shoulder rams the opponent.
||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)
||3% (hits 1-4), 6% (hit 5), 18% total.
||Samus arcs five blasts overhead.
||10% (hit 1), 12% (hit 2)
||Samus does a 360° legsweep.
||8% (hit 1), 7% (hit 2 clean), 6% (hit 2 late)
||Samus does a pair of kicks, forwards and backwards.
||3% (hit 1), 1% (hits 2-4), 5% (hit 5), 11% total.
||Samus shoots five blasts forwards.
||14% (clean foot), 12% (clean leg), 9% (late)
||Samus kicks backwards.
||3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% total.
||Samus does a drill kick upwards.
||10% (early), 14% (clean), 11% (late)
||Samus swings her cannon downwards. Sweetspot will meteor smash opponents.
||1.5% (early), 3% (clean)
||Samus fires the Grapple Beam forwards.
||Samus sends out her Grapple Beam to catch the opponent. Has remarkable range.
||Samus chops the opponent with her free hand. One of the fastest pummels in the game, but also the weakest.
||Samus twirls the enemy over her head, then flings them forward.
||Samus swings the opponent behind her.
||1% (hits 1-5), 4% (throw), 9% total
||Samus holds the foe above her, then blasts them upwards with the Grapple Beam.
||Samus pulls the victim up, them whips them into the ground. Can be followed up with aerials.
|Floor attack (front)
||Samus waves her arm cannon in front of her, then blasts behind her.
|Floor attack (back)
||Samus delivers a low roundhouse.
|Floor attack (trip)
||Samus climbs onto the edge and sweep kicks.
||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.
||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.
||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.
||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.
||3% (homing), 12% (super)
||Normal Missiles more persistently chase the target but are weaker and slower. Super Missiles travels less range but are stronger.
||4% (homing), 9% (super)
||Missiles pause in the air once fired before shooting out at high speed at the cost of damage.
||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%.
||2% (loop), 5% (last)
||Deals damage more sporadically with more control. More horizontal movement, less vertical.
||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.
||4% (contact), 5% (explosion)
||Samus rolls up and drops a bomb, which explodes on a timer. Get hit to bomb jump.
||2.5% (grounded explosion), 3.5% (aerial explosion)
||Bombs deal little damage, but trip grounded opponents and meteor aerial ones.
||4% (contact), 9% (explosion)
||Can only have one out at a time, but deals more damage. Higher bomb jump.
||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.
Arrives from a save point.
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.
- 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.
||Custom sets available
- 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.
Samus in the Nintendo Direct from April 8th, 2014.
Samus's appearance during E3 2013.
Samus charging a Charge Shot in the 3DS version of the game.
Samus firing a missile in the Wii U version of the game.
Samus dropping a Bomb in the 3DS version of the game.
The second hit of her neutral combo.
Samus in a new color change based on the Light Suit.
Samus as she appears on the 3DS cover