Editing Samus (SSB4)
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y|protected=editwar}} | ||
{{disambig2|Samus' appearance in ''Super Smash Bros. 4''|the character in other contexts|Samus Aran}} | {{disambig2|Samus' appearance in ''Super Smash Bros. 4''|the character in other contexts|Samus Aran}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Samus | |name = Samus | ||
|image = [[ | |image = [[Image:Samus SSB4.png|250px|Samus]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
|ssbgame2 = SSBM | |ssbgame2 = SSBM | ||
|ssbgame3 = SSBB | |ssbgame3 = SSBB | ||
|ssbgame4 = SSBU | |ssbgame4 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = | |ranking = 37 | ||
}} | }} | ||
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was confirmed in the [[E3 2013]] trailers on June 11th, 2013, while she was also among the first wave of [[amiibo]] figures that are compatible with ''SSB4''. However, unlike in ''Brawl'', Samus is no longer capable of transitioning into {{SSB4|Zero Suit Samus}}, | '''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was confirmed in the [[E3 2013]] trailers on June 11th, 2013, while she was also among the first wave of [[amiibo]] figures that are compatible with ''SSB4''. However, unlike in ''Super Smash Bros. Brawl'', Samus is no longer capable of transitioning into {{SSB4|Zero Suit Samus}}, with the latter now becoming a standalone character. | ||
Samus is ranked | Samus is currently ranked 37th out of 55 on the [[tier list]] (tied with {{SSB4|Robin}}), placing her at the bottom of D tier and middle of mid tier. This is a noticeable improvement over her bottom-tier placement in ''Brawl'', where she was ranked 32nd out of 38. Samus possesses numerous projectiles in the form of her [[Charge Shot]], [[Missile]] and [[Bomb (Samus)|Bomb]], all of which grant her strong zoning potential alongside her [[Grapple Beam]]. Charge Shot also functions as a fearsome KOing option and a strong [[punish]]ing option in many situations due to its high damage output and excellent knockback, while her Bomb and Grapple Beam can aid her recovery. Samus also possesses a good air game that allows for powerful and highly damaging combos when she finds or sets up an opening, which is further supplemented by set-ups in the form of her dash attack, up tilt, down aerial, down throw and Grapple Beam. | ||
However, Samus' moveset forces her to be reliant on defensive [[spacing]] to keep opponents at bay. Except for her down tilt, all of her moves are generally less effective at point-blank range, while they also render her prone to trading hits with opponents even at mid-range. When combined with her floatiness and average mobility, these traits can make it difficult for Samus to escape from [[Juggle|juggling]] and other problematic situations. | However, Samus' moveset forces her to be reliant on defensive [[spacing]] to keep opponents at bay. Except for her down tilt, all of her moves are generally less effective at point-blank range, while they also render her prone to trading hits with opponents even at mid-range. When combined with her floatiness and average mobility, these traits can make it difficult for Samus to escape from [[Juggle|juggling]] and other problematic situations. | ||
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==Attributes== | ==Attributes== | ||
Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is a [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]] | Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is a [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]] and slow [[falling speed]]. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus 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 opponent's counterattack. Furthermore, some of the hitboxes on her moves, most notably up smash, forward smash and up aerial, have the issue of failing to connect properly or even whiffing outright. | ||
Samus' moveset is defensive, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] grants Samus various mix-ups and can aid her recovery. However, Missile and Bomb also possess valuable utility, in that they can guarantee a shield break when used in conjunction with a sufficiently charged Charge Shot or a sweetspotted back aerial. Lastly, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO very early. | Samus' moveset is defensive, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] grants Samus various mix-ups and can aid her recovery. However, Missile and Bomb also possess valuable utility, in that they can guarantee a shield break when used in conjunction with a sufficiently charged Charge Shot or a sweetspotted back aerial. Lastly, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO very early. | ||
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Overall, Samus is a character that performs best when using her projectiles 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. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful, calculated use of her various tools to keep momentum in her favor, much like in [[Metroid (universe)|her home series]]. As such, she is like {{SSB4|Shulk}} in that she is a character that is hard to master, but greatly rewards patient and calculated play. | Overall, Samus is a character that performs best when using her projectiles 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. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful, calculated use of her various tools to keep momentum in her favor, much like in [[Metroid (universe)|her home series]]. As such, she is like {{SSB4|Shulk}} in that she is a character that is hard to master, but greatly rewards patient and calculated play. | ||
==Changes from '' | ==Changes from ''Brawl''== | ||
Samus has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but | Samus has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but has been buffed overall due to her buffs being more abundant and helpful. Samus has gained several new KOing options, the most notable of which is [[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 last hit in Screw Attack's case). Additionally, forward aerial, up smash and Screw Attack's multiple hits now connect better to further ensure that opponents cannot escape their respective last hits. Samus' dash attack is also capable of KOing due to its sweetspot having increased knockback growth, although it is 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 ''SSB4''. With the changes to [[hitstun canceling | Aside from her new KOing options, Samus benefits from the general changes between ''Brawl'' and ''SSB4''. With the changes to [[hitstun canceling]], Samus' 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 each other 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 slightly easier than in ''Brawl''. The changes to shields and [[shieldstun]] in update [[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. | ||
Samus | However, Samus also received a few nerfs in other areas during the initial. Her forward smash now has sightly increased ending lag as well as a new sourspot that is rather weak and runs along the Arm Cannon, while her up smash now deals less damage overall, though its knockback was heavily compensated, however. Likely due to receiving more KOing options, some of Samus' more reliable finishers in ''Brawl'', such as her down tilt and down smash, can no longer KO until very high percents. [[Missile]] is 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 Samus' most damaging attacks deal slightly less damage (though they still deal high damage relative to the cast), while her aerials have slightly more landing lag (though this is a universal nerf among the cast). | ||
Overall, Samus has been buffed overall from ''Brawl'' despite receiving a fair share of nerfs. She has been slightly re-balanced to be less reliant on projectiles, now wielding a slightly improved close-range game, with both her damage racking ability and combo game having been vastly improved. Most importantly, she has noticeably improved KOing potential, enabling her to score KOs much easier. While a few of her moves now require slightly more precision, such as her forward smash, neutral aerial and Missile, they compensate for this by being more rewarding. As such, she has a relatively high learning curve, but can be quite viable and versatile when mastered, similarly to {{SSB4|Shulk}}. Dedicated players like {{Sm|IcyMist}}, {{Sm|ESAM}}, and {{Sm|Afro Smash}} have managed to bring her some degree of tournament success and continue to develop her metagame. | |||
Overall, Samus has been buffed overall from ''Brawl'' despite receiving a fair share of nerfs. She has been slightly re-balanced | |||
===Aesthetics=== | ===Aesthetics=== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Samus [[Walking|walks]] | *{{buff|Samus [[Walking|walks]] faster (1.05 → 1.0615).}} | ||
*{{buff|Samus [[dash]]es | *{{buff|Samus [[dash]]es faster (1.445 → 1.504).}} | ||
*{{buff|Samus' | *{{buff|Samus' [[air speed]] is faster (0.987 → 1.03).}} | ||
*{{change|Samus' | *{{change|Samus' [[falling speed]] is faster (1.07 → 1.3).}} | ||
*{{buff|Samus' [[fast fall]]ing speed is faster (2.0 → 2.08).}} | |||
*{{ | *{{buff|Samus' [[gravity]] is higher (0.75 → 0.77).}} | ||
*{{buff|[[Jump]] is higher.}} | *{{buff|[[Jump]] is higher.}} | ||
*{{ | *{{change|Samus is no longer connected to {{SSB4|Zero Suit Samus}} via [[Final Smash]], taunt, or menu input usage, with the latter becoming her own separate character.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Neutral attack's second hit deals slightly more damage (7% → 8%) and has increased vertical range.}} | |||
*{{nerf|Neutral attack's first hit has decreased hitstun and increased knockback growth. This allows opponents to shield the second hit or even be launched out of range for the second hit to land, hindering its utility.}} | |||
*{{buff|Forward tilt has adjusted hitbox properties. Its non-angled variant has received two sweetspots covering the lower leg and foot that deal more damage and received sourspots on her upper leg and body that deal the same damage as in ''Brawl'' (7%/8% → 7%/8%/9%/10%). Additionally, its upward and downward angles have each received a sweetspot on her foot that deals 1% more damage (10% → 11%). Lastly, it has increased knockback.}} | |||
*{{nerf|Forward tilt's upward and downward angles have received sourspots covering her upper leg and body (10% → 8%/9%/10%). It also has slightly increased startup lag (frame 7 → 8).}} | |||
*{{nerf|Down tilt deals 2% less damage (14% → 12%) and has decreased knockback growth (60 → 48), hindering its KO potential.}} | |||
*{{buff|Down tilt has slightly increased range.}} | |||
*{{buff|Up tilt has reversed damage outputs (13% → 12% (grounded opponents), 12% → 13% (aerial opponents)), improving its combo potential on grounded opponents and its KO potential on aerial opponents.}} | |||
*{{buff|Dash attack has received an early hitbox that deals 7% and prevents point-blank whiffing. It also has adjusted hitbox timings and longer hitbox durations (frames 8-10 (clean)/11-16 (late) → 8-9 (early)/10-13 (clean)/14-18 (late)), decreased ending lag ([[IASA]] 38 → 34), improved knockback against aerial opponents. When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential.}} | |||
*{{buff|Forward smash has received a sweetspot and a sourspot. The sweetspot is at the tip of the Arm Cannon and deals more damage (14%/13%/12% → 15%/14%/13.5%), while the sourspot is along the Arm Cannon and deals 1% less damage (14%/13%/12% → 13%/12%/11%). However, the sourspot is still stronger than her previous forward smash (20 (base)/100 (growth) → 16/112), making this negligible. Forward smash also has much greater reach because of the sweetspot, restoring its utility from ''Melee''.}} | |||
*{{nerf|Forward smash has increased ending lag (IASA 47 → 49).}} | |||
*{{nerf|Up smash deals less damage (23% → 18%).}} | |||
*{{buff|Up smash's linking hits connect together better and the last hit has increased knockback, improving its KO potential.}} | |||
*{{nerf|Down smash deals less damage (15% (front)/14% (back) → 10%/12%) and has decreased knockback (90 (base)/50 (growth) → 70/46 (front), 80 (base)/40 (growth) → 70/48 (back)), hindering its KO potential. Both hits also have shorter hitbox durations (frames 9-11 (front)/17-19 (back) → 9-10/17-18).}} | |||
*{{buff|Down smash has decreased ending lag (IASA 52 → 45) and it is now a [[semi-spike]], granting it edge-guarding potential.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{nerf|All aerials' have increased landing lag (9 frames → 16 (neutral), 9 frames → 25 (forward), 12 frames → 18 (back) 9 frames → 12 (up), 9 frames → 20 (down)).}} | *{{nerf|All aerials' have increased landing lag (9 frames → 16 (neutral), 9 frames → 25 (forward), 12 frames → 18 (back) 9 frames → 12 (up), 9 frames → 20 (down)).}} | ||
*{{buff|Samus has a new [[neutral aerial]], a spinning roundhouse kick. Compared to the previous neutral aerial, it deals more damage (9%/6% → 10%/9%/8%) and significantly more knockback, granting it KO potential. It also has much better range behind herself and launches at a lower angle, making it better at edgeguarding.}} | |||
*{{nerf|Neutral aerial has more startup lag (frame 5 → 8), a much shorter duration, and significantly smaller hitboxes compared to the previous neutral aerial, hindering its range in front of her.}} | |||
*{{nerf|Samus' faster falling speed removes forward aerial's ability to auto-cancel from a short hop and back aerial's ability to be used twice from a short hop. Additionally, its first four hits deal less damage (4% (hit 1)/3% (hits 2-4) → 3%/1.6%).}} | |||
*{{buff|Forward aerial has received a hitbox to make its hits connect together better. It also launches at the [[Autolink angle|auto-link angle]] and its last hit has increased knockback, improving its edgeguarding potential.}} | |||
*{{buff|Back aerial's sourspot deals 2% more damage (10% → 12%) and its sweetspot has much higher damage and knockback, making it among the strongest back aerials in the game, improving its KO potential. Additionally, it has received a lingering sourspot that deals 9% and knockback that enables it to be used in a [[Wall of Pain]], improving its utility.}} | |||
*{{buff|Up aerial's hits connect together better and its last hit has increased knockback, granting it KO potential near the upper blast line. It also has juggling potential now due to launching vertically instead of horizontally.}} | |||
*{{nerf|Up aerial has significantly less edgeguarding ability due to its angle being changed.}} | |||
*{{buff|Down aerial has decreased start-up lag (frame 18 → 17). It also has spacing potential and much more KO potential because of its new sourspots.}} | |||
*{{nerf|Down aerial deals less damage (15% → 10% (early)/14% (clean)/11% (late)) and it has received a sourspot along the edges of its arc that launches opponents horizontally.}} | |||
*{{nerf|Grab aerial deals less damage (4% (early)/7% (clean) → 1%/3.5%). It also has 8 frames of landing lag, rather than auto-canceling.}} | |||
*{{buff|Grab aerial has increased range as a [[tether recovery]]. It also has received two additional hitboxes.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have | *{{buff|All grabs have decreased start-up (frame 17 → 16 (standing/dash), frame 19 → 17 (pivot)) and ending lag (IASA 94 (standing)/74 (dash)/96 (pivot) → 69/67/83).}} | ||
*{{nerf|All grabs' durations are 5 frames shorter.}} | *{{nerf|All grabs' durations are 5 frames shorter.}} | ||
*{{bugfix|Pummel now always hits every fighter.}} | |||
**{{buff|This removes its ability to whiff.}} | |||
*{{buff|Up throw now deals full damage to all lightweights.}} | |||
*{{buff|Front floor attack deals 1% more damage (6% → 7%).}} | |||
*{{change|Back floor attack and edge attack deal consistent damage (6%/8% → 7%).}} | |||
===Special moves=== | ===Special moves=== | ||
*{{buff|Fully charged [[Charge Shot]] has increased knockback growth (56 → 62), improving its KO potential. Charge Shot also charges slightly faster and travels significantly faster.}} | |||
*{{buff|[[Missile]]s have decreased startup lag (frame 20 (Homing)/23 (Super) → 18/21), longer durations (frames 18-116 (Homing)/21-82 (Super) → 18-118/21-84), and decreased ending lag on the ground (IASA 60 (both) → 57 (Homing)/59 (Super)). Super Missile also has increased base knockback (40 → 50), slightly improving its KO potential.}} | |||
*{{nerf|Samus can only have two Homing Missiles and one Super Missile onscreen at the same time. If she attempts to shoot another one while one is already on-screen, she will perform the firing animation, but no Missile will be fired. Homing Missile also appears to target less reliably. Additionally, Missile covers less distance and Samus is no longer able to perform the Missile Cancel, hindering its utility.}} | |||
*{{buff|[[Screw Attack]] travels more vertical distance, improving its recovery potential, and its last hit has drastically increased knockback, granting it KO potential.}} | |||
*{{buff|{{b|Bomb|Samus}} has decreased knockback, improving its combo potential. It also has decreased ending lag (IASA 47 → 45). Additionally, aerial Bomb can be used faster. When coupled with her faster air speed, these changes improve its horizontal recovery potential.}} | |||
*{{nerf|Aerial Bomb delays Samus' descent for a slightly shorter amount of time and Bomb grants slightly less height, hindering its vertical recovery potential. Additionally, Bomb's explosion is now [[Absorption|absorbable]].}} | |||
*{{nerf|[[Zero Laser]] deals less damage overall.}} | |||
*{{buff|Zero Laser has less startup lag and more range.}} | |||
*{{change|Zero Laser's animation has slightly changed. The beam now starts out thin before expanding, rather than starting out wide before thinning. It also produces slightly more prominent visual effects around the Arm Cannon's tip.}} | |||
*{{b|Bomb|Samus}} | |||
==Update history== | ==Update history== | ||
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'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|Up tilt's damage outputs reversed|13% (grounded opponents)/12% (aerial opponents)|12%/13%, improving its combo potential on grounded opponents and its KO potential on aerial opponents.}} | |||
*{{buff|Neutral aerial improved. Its late second hit's knockback growth increased|80|98, its hitboxes' sizes increased: 5.5u (hit 1)/3.5u (hit 2 clean)/2.8u (hit 2 late) → 6u/4u/3.3u and its hitboxes' durations increased by 2 frames.}} | *{{buff|Neutral aerial improved. Its late second hit's knockback growth increased|80|98, its hitboxes' sizes increased: 5.5u (hit 1)/3.5u (hit 2 clean)/2.8u (hit 2 late) → 6u/4u/3.3u and its hitboxes' durations increased by 2 frames.}} | ||
*{{change|Neutral aerial's second hit's angle altered|[[Sakurai angle]]|45°.}} | *{{change|Neutral aerial's second hit's angle altered|[[Sakurai angle]]|45°.}} | ||
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==Moveset== | ==Moveset== | ||
*Samus can [[wall jump]]. | *Samus can [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=8% | |neutral2dmg=8% | ||
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|ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback at her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can actually miss medium-sized characters like {{SSB4|Mario}}. Comes out on frame 8. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO near the edge at around 150%. At varying percentages, such as from 30%-40% when sweetspotted and 100%-120% when sourspotted, it can lead into a guaranteed [[Charge Shot]]. This is because, regardless of [[tech]]ing, Charge Shot will catch their option in time. | |ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback at her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can actually miss medium-sized characters like {{SSB4|Mario}}. Comes out on frame 8. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO near the edge at around 150%. At varying percentages, such as from 30%-40% when sweetspotted and 100%-120% when sourspotted, it can lead into a guaranteed [[Charge Shot]]. This is because, regardless of [[tech]]ing, Charge Shot will catch their option in time. | ||
|utiltname= | |utiltname= | ||
|utiltdmg= | |utiltdmg=12% (grounded), 13% (aerial) | ||
|utiltdesc=An axe kick, which is identical to {{SSB4|Captain Falcon}}'s up tilt. If an opponent is hit directly by her heel as it comes down, they are dealt extra damage. While the move can [[meteor smash]], it oddly only does so on grounded targets, making it ineffective as an edge-guard. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage. However, it has noticeable start-up, due to coming out on frame 15. KOs aerial opponents at the edge around 90% or earlier depending on the opponent's weight. If the opponent misses their grounded tech, it is a good combo starter for her aerials at low to medium percentages, while it functions as a true combo into Charge Shot at high percentages. | |utiltdesc=An axe kick, which is identical to {{SSB4|Captain Falcon}}'s up tilt. If an opponent is hit directly by her heel as it comes down, they are dealt extra damage. While the move can [[meteor smash]], it oddly only does so on grounded targets, making it ineffective as an edge-guard. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage. However, it has noticeable start-up, due to coming out on frame 15. KOs aerial opponents at the edge around 90% or earlier depending on the opponent's weight. If the opponent misses their grounded tech, it is a good combo starter for her aerials at low to medium percentages, while it functions as a true combo into Charge Shot at high percentages. | ||
|dtiltname= | |dtiltname= | ||
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|fsmashdowndmg={{ChargedSmashDmgSSB4|13.5}} (blast), {{ChargedSmashDmgSSB4|11}} (Arm Cannon) | |fsmashdowndmg={{ChargedSmashDmgSSB4|13.5}} (blast), {{ChargedSmashDmgSSB4|11}} (Arm Cannon) | ||
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Despite the blast's appearance, the hitbox does not quite reach the end of the blast, and actually reaches slightly into the Arm Cannon's barrel. Despite this, the sweetspot relies heavily on spacing in order to land, as only the blast deals knockback strong enough to KO at 100% from center-stage. Conversely, the Arm Cannon itself KOs at 138%, which makes its overall functionality largely similar to {{SSB4|Mario}}'s forward smash. However, it is tied with {{SSB4|Marth}} and {{SSB4|Lucina}}'s forward smashes as the fastest one in the game, due to coming out on frame 10. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result. The downward angle can hit edge hanging opponents, similarly to her down tilt. | |fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Despite the blast's appearance, the hitbox does not quite reach the end of the blast, and actually reaches slightly into the Arm Cannon's barrel. Despite this, the sweetspot relies heavily on spacing in order to land, as only the blast deals knockback strong enough to KO at 100% from center-stage. Conversely, the Arm Cannon itself KOs at 138%, which makes its overall functionality largely similar to {{SSB4|Mario}}'s forward smash. However, it is tied with {{SSB4|Marth}} and {{SSB4|Lucina}}'s forward smashes as the fastest one in the game, due to coming out on frame 10. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result. The downward angle can hit edge hanging opponents, similarly to her down tilt. | ||
|usmashname=Cover Fire<!--official from all-star trophy--> | |usmashname=Cover Fire<!--official from all-star trophy--> | ||
|usmashdmg={{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|18}} (all hits connect) | |usmashdmg={{ChargedSmashDmgSSB4|3}} (hits 1-4), {{ChargedSmashDmgSSB4|6}} (hit 5), {{ChargedSmashDmgSSB4|18}} (all hits connect) | ||
|usmashdesc=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, it 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. | |usmashdesc=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, it 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. | ||
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|nairname= | |nairname= | ||
|nairdmg=10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late) | |nairdmg=10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late) | ||
|nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its | |nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its first few frames deal very powerful knockback, which makes it a viable KOing option off-stage or near the edge. It is also a decent combo finisher. | ||
|fairname= | |fairname= | ||
|fairdmg=3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (all hits connect) | |fairdmg=3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (all hits connect) | ||
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|bairname= | |bairname= | ||
|bairdmg=14% (clean foot), 12% (clean leg), 9% (late) | |bairdmg=14% (clean foot), 12% (clean leg), 9% (late) | ||
|bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a [[Wall of Pain]]. KOs under 100% and around 80% at the edge | |bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a [[Wall of Pain]]. KOs under 100% and around 80% at the edge. | ||
|uairname= | |uairname= | ||
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect) | |uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect) | ||
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. 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, it can even [[zero-to-death]] the entire cast when using a platform to extend the combo | |uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. 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, it can even [[zero-to-death]] the entire cast when using a platform to extend the combo. | ||
|dairname= | |dairname= | ||
|dairdmg=10% (early), 14% (clean), 11% (late) | |dairdmg=10% (early), 14% (clean), 11% (late) | ||
|dairdesc=Swings her Arm Cannon in a downward arcing motion. 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. Auto-cancels from a short hop and is a relatively good combo starter. | |dairdesc=Swings her Arm Cannon in a downward arcing motion. 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. Auto-cancels from a short hop and is a relatively good combo starter. | ||
|zairname=[[Grapple Beam]] | |zairname=[[Grapple Beam]] | ||
|zairdmg=1.5% (early), 3% (clean) | |zairdmg=1.5% (early), 3% (clean) | ||
|zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag from a short hop. It auto-cancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up an opening for a dash attack, which Samus can then further capitalize on with combos. | |zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag from a short hop. It auto-cancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up an opening for a dash attack, which Samus can then further capitalize on with combos. | ||
|grabname=Grapple Beam | |grabname=Grapple Beam | ||
|grabdesc=Fires the Grapple Beam. It has impressive range and is the longest tether grab in the game. However, it is tied with [[Zero Suit Samus (SSB4)|her Zero Suited form]]'s grab as the second slowest in terms of ending lag, making it very punishable if missed. | |grabdesc=Fires the Grapple Beam. It has impressive range and is the longest tether grab in the game. However, it is tied with [[Zero Suit Samus (SSB4)|her Zero Suited form]]'s grab as the second slowest in terms of ending lag, making it very punishable if missed. | ||
|pummelname= | |pummelname= | ||
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|uthrowname= | |uthrowname= | ||
|uthrowdmg=1% (hits 1-5), 4% (throw) | |uthrowdmg=1% (hits 1-5), 4% (throw) | ||
|uthrowdesc=Hoists the opponent overhead and then blasts them upward | |uthrowdesc=Hoists the opponent overhead and then blasts them upward. Can combo into Screw Attack or up aerial at 0% against heavyweights or fast-fallers, but it otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to-death the same characters when followed up by her up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=6% | |dthrowdmg=6% | ||
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|nsc1name=Dense Charge Shot | |nsc1name=Dense Charge Shot | ||
|nsc1dmg=4% (uncharged), 27% (fully charged) | |nsc1dmg=4% (uncharged), 27% (fully charged) | ||
|nsc1desc=The blast deals slightly more damage, more shield damage and considerably more knockback, making it even better for KOing and breaking shields. However, the charge time is increased by 30% and its ending lag after being fired is increased. The shots travel at extremely slow speeds, so much so that three uncharged shots can exist at once | |nsc1desc=The blast deals slightly more damage, more shield damage and considerably more knockback, making it even better for KOing and breaking shields. However, the charge time is increased by 30% and its ending lag after being fired is increased. The shots travel at extremely slow speeds, so much so that three uncharged shots can exist at once. As a result, this grants it edge-guarding potential, as it can be used to trap opponents and put them in a problematic position. | ||
|nsc2name=Melee Charge Shot | |nsc2name=Melee Charge Shot | ||
|nsc2dmg=6% (uncharged), 20% (fully charged) | |nsc2dmg=6% (uncharged), 20% (fully charged) | ||
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|ssc1name=Relentless Missile | |ssc1name=Relentless Missile | ||
|ssc1dmg=3% (Homing), 12% (Super) | |ssc1dmg=3% (Homing), 12% (Super) | ||
|ssc1desc=Missiles are slower and weaker, but have significantly improved homing capabilities. Super Missiles cover less range, but are stronger and have increased KO potential | |ssc1desc=Missiles are slower and weaker, but have significantly improved homing capabilities. Super Missiles cover less range, but are stronger and have increased KO potential. | ||
|ssc2name=Turbo Missile | |ssc2name=Turbo Missile | ||
|ssc2dmg=4% (Homing), 9% (Super) | |ssc2dmg=4% (Homing), 9% (Super) | ||
|ssc2desc=Upon being fired, the default Missiles lock onto the opponent's position before flying towards it in a straight line, while Super Missiles pause briefly before shooting forward at a high speed. Both variations deal slightly less damage | |ssc2desc=Upon being fired, the default Missiles lock onto the opponent's position before flying towards it in a straight line, while Super Missiles pause briefly before shooting forward at a high speed. Both variations deal slightly less damage. | ||
|uspage=Screw Attack (move) | |uspage=Screw Attack (move) | ||
|usdefname=Screw Attack | |usdefname=Screw Attack | ||
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|usdefdesc=[[metroidwiki:Screw Attack|Leaps upward to perform a high-speed somersault while discharging energy]]. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option and deals good knockback that can KO around 100% while near the upper blast line. With high rage, certain setups are capable of landing only the initial high-knockback hit, forcing the opponent out of the rest of the move for an abnormally early KO. | |usdefdesc=[[metroidwiki:Screw Attack|Leaps upward to perform a high-speed somersault while discharging energy]]. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option and deals good knockback that can KO around 100% while near the upper blast line. With high rage, certain setups are capable of landing only the initial high-knockback hit, forcing the opponent out of the rest of the move for an abnormally early KO. | ||
|usc1name=Screw Rush | |usc1name=Screw Rush | ||
|usc1dmg=2% (loop | |usc1dmg=2% (loop), 5% (last), 15% (all hits connect) | ||
|usc1desc=Deals more damage and knockback, which grants it better KO potential. However, because it launches opponents horizontally, it only KOs reliably near the edge instead of near the upper blast line. It covers more horizontal distance | |usc1desc=Deals more damage and knockback, which grants it better KO potential. However, because it launches opponents horizontally, it only KOs reliably near the edge instead of near the upper blast line. It also covers more horizontal distance, but covers significantly less vertical distance, making it less effective for recovery. | ||
|usc2name=Apex Screw Attack | |usc2name=Apex Screw Attack | ||
|usc2dmg=2% (hit 1), 9% (grounded hit 2), 7% (aerial hit 2) | |usc2dmg=2% (hit 1), 9% (grounded hit 2), 7% (aerial hit 2) | ||
|usc2desc=Deals more damage | |usc2desc=Deals more damage and much more knockback, which grants it much better KO potential, to the point that it can KO as low as 50% near the upper blast line and without rage, depending on weight and DI. However, it only hits twice and covers significantly less horizontal distance. | ||
|dspage=Bomb (Samus) | |dspage=Bomb (Samus) | ||
|dsdefname=Bomb | |dsdefname=Bomb | ||
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|dsc1name=Slip Bomb | |dsc1name=Slip Bomb | ||
|dsc1dmg=2.5% (grounded explosion), 3.5% (aerial explosion) | |dsc1dmg=2.5% (grounded explosion), 3.5% (aerial explosion) | ||
|dsc1desc=Bombs deal slightly less damage, but [[trip]] grounded opponents and meteor smash aerial ones. This makes them useful for edge-guarding or as a set-up | |dsc1desc=Bombs deal slightly less damage, but [[trip]] grounded opponents and meteor smash aerial ones. This makes them useful for edge-guarding or as a set-up. | ||
|dsc2name=Mega Bomb | |dsc2name=Mega Bomb | ||
|dsc2dmg=4% (contact), 9% (explosion) | |dsc2dmg=4% (contact), 9% (explosion) | ||
|dsc2desc=Only one Bomb is able to be dropped at a time | |dsc2desc=Only one Bomb is able to be dropped at a time, but its explosion deals more damage and shield damage, making it better for breaking shields when used in conjunction with Samus' other moves. It is also more effective for bomb recoveries. It is based on the {{s|metroidwiki|Power Bomb}}. | ||
|fsname=Zero Laser | |fsname=Zero Laser | ||
|fsdmg=0.5% (fringe loop), 1.5% (main loop), 2.5% (fringe blast), 5.5% (main blast) | |fsdmg=0.5% (fringe loop), 1.5% (main loop), 2.5% (fringe blast), 5.5% (main blast) | ||
|fsdesc=Fires a very large, bluish white energy beam. The beam can be angled slightly up or slightly down. | |fsdesc=Fires a very large, bluish white energy beam. The beam can be angled slightly up or slightly down. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=Samus}} | |char=Samus}} | ||
==In [[competitive play]]== | ==In [[Competitive play|competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1213 | |set10=1213 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | ||
====Active==== | |||
*{{Sm|Afro Smash|UK}} - The best Samus player in Europe, and one of the best in the world. Placed 13th at [[Syndicate 2016]]. Ranked 2nd on the [[United Kingdom Smash 4 Power Rankings]]. | |||
*{{Sm|ChoZox|USA}} - One of the best Samus players in the United States. Placed 7th at [[Paragon Orlando 2015]]. | |||
*{{Sm|ESAM|USA}} - One of the two best Samus players in the world. He has wins over {{Sm|Ally}}, {{Sm|ANTi}}, {{Sm|Zenyou}}, {{Sm|Locus}}, {{Sm|NAKAT}}, and some ranked Florida players, such as {{Sm|Xaltis}}, with Samus. Notably won [[Combo Breaker 2017]] using only Samus. | |||
*{{Sm|H-Man|USA}} - Ranked 19th on the [[Midwest Smash 4 Power Rankings]]. | |||
*{{Sm|IcyMist|USA}} - The best Samus player in the world. She has wins over {{Sm|Dabuz}}, {{Sm|Elegant}}, {{Sm|Marss}}, {{Sm|Wrath}}, {{Sm|Captain L}}, and more. Placed 9th at Royal Flush and 17th at [[Mega Smash Mondays 100]]. | |||
*{{Sm|Joker|Mexico}} - The best Samus player in Mexico. 9th at [[Smash Factor 5]]. | |||
*{{Sm|Parme|Japan}} - The best active Samus in Japan. Placed 7th at [[Sumabato 21]] and 17th at [[Sumabato 19]]. Has wins over {{Sm|Sigma}}, {{Sm|Kuro}}, and {{Sm|Saiya}}. | |||
*{{Sm|Pyreeze|USA}} - One of the best Samus players in the United States, has wins over {{Sm|Elegant}}, {{Sm|Konga}}, {{Sm|KOSSismoss}} and more. Ranked 7th on the [[Washington Power Rankings#Super Smash Bros. for Wii U rankings|Western Washington Smash 4 Power Rankings]]. | |||
*{{Sm|Salem|USA}} - He has wins over {{Sm|Saj}}, {{Sm|Ryo}}, {{Sm|Dyr}}, and {{Sm|Kome}} with Samus. | |||
*{{Sm|Wes|USA}} - One of the best Samus players from the Tristate Area. Placed 13th at [[KTAR XIII]] and 33rd at [[SKTAR 4]]. | |||
*{{Sm|YB|Japan}} - The best Samus player in Japan and a "Wi-Fi Warrior". | |||
====Inactive==== | |||
*{{Sm|Jonny Westside|USA}} - The best Samus player in the world when he was active. Formerly ranked 17th on the [[SoCal Power Rankings#Super Smash Bros. for Wii U rankings|SoCal Smash 4 Power Rankings]]. He has a win over {{Sm|Mr. ConCon}}. Went on a hiatus mid-2016. | |||
*{{Sm|KayJay|Austria}} - The second best Samus player in Europe when he was active. Placed 13th at [[Smashdown World]]. Ranked 6th on the [[Austria Smash 4 Power Rankings]]. He has wins over {{Sm|Sodrek}}, {{Sm|Luigi player}}, {{Sm|Chimera}}, {{Sm|Anragon}} and more. | |||
'' | ===Tier placement and history=== | ||
Samus was initially considered to have improved from ''Brawl'', due to the improvements to her KO potential, a trait she previously lacked in tournament play. However, it soon became clear the buffs to other bottom-tier characters (such as {{SSB4|Captain Falcon}}, {{SSB4|Link}} and {{SSB4|Mario}}) had made them significantly better than her. When combined with glaring blind spots on her hitboxes, extended hurtboxes, and struggling much more often than not when attempting to score a KO despite the buffs to her power, Samus would later go on to be considered one of the worst characters in the game. Despite the buffs gained in game updates, notably update [[1.1.1]], her poorly regarded status remained intact, with only a handful of dedicated mains, such as {{Sm|IcyMist}}, {{Sm|KayJay}}, {{Sm|Afro Smash}} and {{Sm|Jonny Westside}}, making impacts on tournaments. As such, she was ranked 51st on the first ''4BR'' [[tier list]], confirming her status as a bottom-tier character. | |||
It was not until update [[1.1.5]] when Samus gained her most efficient buffs, which allowed her moveset to flow significantly better than before and thus improve her offense and eliminate the majority of her blindspots. These buffs allowed Samus to start achieving significantly better placements at tournaments, and allowed her to now benefit from the nerfs to {{SSB4|Diddy Kong}}, {{SSB4|Sheik}}, {{SSB4|Bayonetta}}, and [[Zero Suit Samus (SSB4)|her Zero Suited self]], some of which are her most difficult matchups. These traits saw Samus ranked 45th on the second tier list and placed in the low tier before she eventually rose to 41st on the third tier list, at the top of the low tier. Her more bountiful results have resulted her in becoming a more stable character as a result, and has seen her rise to the 37th placing on the fourth and current tier list, sharing the spot with {{SSB4|Robin}} and now becoming a mid-tier character. As such, she is considered a far more viable character after game updates, and significantly better than how she was in ''Brawl'' with some smashers claiming that she needs to be even higher such as {{Sm|ESAM}} putting Samus 22nd on his tier list. Although this is highly debatable and subjective, and many players disagree although this isn't objective and many players do agree with ESAM because he is a very good player, though not the best player in the world like Zer0 and he is possibly biased because he likes Samus! Overall it is very hard to know where Samus ranks on the tier list and she either is better than where she is currently placed, worse than where she is currently placed, or placed perfectly. | |||
==Trophies== | |||
:'''Samus''' | |||
{{ | ::{{flag|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!'' | ||
::{{flag|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.'' | |||
::{{Trophy games|console1=NES|game1=Metroid (08/1987)|console2=SNES|game2=Super Metroid (04/1994)}} | |||
| | |||
:'''Samus (Alt.)''' | |||
| | ::{{flag|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.'' | ||
| | ::{{flag|pal}} ''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.'' | ||
{{ | ::{{Trophy games|console1=NES|game1=Metroid (08/1987)|console2=SNES|game2=Super Metroid (04/1994)}} | ||
:'''Zero Laser''' | |||
::{{flag|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.'' | |||
{{ | ::{{flag|pal}} ''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.'' | ||
| | |||
<center> | |||
| | <gallery> | ||
SamusTrophy3DS.png|Classic (3DS) | |||
| | SamusAltTrophy3DS.png|Alt. (3DS) | ||
| | SamusTrophyWiiU.png|Classic (Wii U) | ||
| | SamusAltTrophyWiiU.png|Alt. (Wii U) | ||
ZeroLaserTrophyWiiU.png|[[Zero Laser]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
Line 517: | Line 418: | ||
MissileSSB4.jpg|Using [[Missile|Super Missile]] on {{SSB4|Mario}} as {{SSB4|Kirby}} [[crouch]]es to avoid it. | MissileSSB4.jpg|Using [[Missile|Super Missile]] on {{SSB4|Mario}} as {{SSB4|Kirby}} [[crouch]]es to avoid it. | ||
SamusBomb.jpg|Using {{b|Bomb|Samus}}. | SamusBomb.jpg|Using {{b|Bomb|Samus}}. | ||
Zero Laser.jpg|Using | Zero Laser.jpg|Using [[Zero Laser]], her [[Final Smash]]. | ||
Zero Laser SSB4.png|Using [[Zero Laser]]. | |||
Samus Neutral Attack.png|The second hit of her neutral attack. | Samus Neutral Attack.png|The second hit of her neutral attack. | ||
Samus Back Air SSB4.jpg|Using her neutral aerial alongside {{SSB4|Link}} and {{SSB4|Luigi}}. | Samus Back Air SSB4.jpg|Using her neutral aerial alongside {{SSB4|Link}} and {{SSB4|Luigi}}. | ||
Line 527: | Line 429: | ||
SSB4 - Gust Bellows.jpg|{{SSB4|Toon Link}} using the [[Gust Bellows]] on Samus. | SSB4 - Gust Bellows.jpg|{{SSB4|Toon Link}} using the [[Gust Bellows]] on Samus. | ||
SSB4 - Samus & ZSSamus.jpg|{{SSB4|Zero Suit Samus}} and her Power Suit displaying their Jet Boots and thrusters, respectively. | SSB4 - Samus & ZSSamus.jpg|{{SSB4|Zero Suit Samus}} and her Power Suit displaying their Jet Boots and thrusters, respectively. | ||
SSB4 - Tether Recovery.jpg|Samus and Link simultaneously grabbing an edge with their [[Grapple Beam]] and [[Clawshot]] [[Tether recovery|tether recoveries]]. | SSB4 - Tether Recovery.jpg|Samus and {{SSB4|Link}} simultaneously grabbing an edge with their [[Grapple Beam]] and [[Hookshot and Clawshot|Clawshot]] [[Tether recovery|tether recoveries]]. | ||
SSB4 - Smash Run Samus.jpg|Samus fighting enemies in [[Smash Run]]. | SSB4 - Smash Run Samus.jpg|Samus fighting enemies in [[Smash Run]]. | ||
Mario Golf Design.jpg|Samus displaying her new {{s|metroidwiki|Light Suit}}-inspired alternate costume alongside Mario's new | Mario Golf Design.jpg|Samus displaying her new {{s|metroidwiki|Light Suit}}-inspired alternate costume alongside ''{{SSB4|Mario}}'s new {{s|mariowiki|NES Open Tournament Golf}}''-inspired alternate costume. | ||
Samus_Cover.png|Samus as she appears on the cover of {{for3ds}}. | |||
</gallery> | </gallery> | ||
== | ==References== | ||
{{reflist}} | |||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Metroid universe}} | {{Metroid universe}} | ||
[[Category:Samus (SSB4) | [[Category:Samus (SSB4)]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||