Dark Samus (SSBU)
Dark Samus (ダークサムス, Dark Samus) is a playable character in Super Smash Bros. Ultimate. She was announced as a newcomer during the August 8th, 2018 Super Smash Bros. Direct alongside Simon, Richter, Chrom, and King K. Rool. Dark Samus is Samus's Echo Fighter, thus being classified as Fighter #04ε.
How to unlock
Complete one of the following:
With the exception of the third method, Dark Samus must then be defeated on Frigate Orpheon.
Like Samus, Dark Samus is a heavyweight. She is a floaty character with slightly below average walking and dashing speeds, average air speed, above average air acceleration, high jump height 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 Dark Samus as she attempts to return to the stage.
Similarly to Samus, Dark Samus' moveset consists of playing defensively, 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 when fully charged, due to its speed and power. Missile is mostly used for spacing, due to both its Homing and Super variants being extremely inefficient at KOing, while 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.
In addition, Dark Samus has a strong air game. The changes to air dodges have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as forward aerial or her renowed Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall mid-air using her Bombs, and her Grapple Beam tether recovery's long range. All of Dark Samus' aerials have no more than 20 frames of landing lag, and her back aerial is one of her best moves courtesy of its power, damage output, speed and range. Her down aerial can be a powerful meteor smash, forward aerial is a good pressuring tool due to its long duration, and up aerial is an excellent combo option. Lastly, her neutral aerial is a viable KOing option. When coupled with her high jumps, Dark Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts.
Dark Samus' grab game is also somewhat useful, as her Grapple Beam has impressive range, doubles as a tether recovery and has very little landing lag. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Many of her combos can rack up more than 30% and when using platforms to her advantage, or string together multiple times and then be finished with Screw Attack, leading to a KO or dealing 40%-50% at the very least. Up throw has decent to good KO power, becoming Dark Samus' strongest throw. Lastly, forward and back throw can KO earlier at the ledge.
However, Dark Samus shares similar flaws to Samus. Dark Samus' ground game is mediocre overall as her smash attacks are punishable, with only her forward smash being a fairly reliable KOing option due to its quick start-up lag. Her neutral attack is very mediocre, which is noticeably exemplified in its inability to connect at high percentages and thus limits Dark Samus' anti-pressuring ability. Due to this and her average dashing speed, most Dark Samus players will often find themselves in the air, where her strengths lie.
Dark Samus also has issues with her recovery. Her grab aerial has very long range, her jumps are among the highest in the game, Screw Attack is fast and hard to punish, and Bomb jumping provides infinite horizontal recovery, but they are all offset by Screw Attack's only average distance, Bomb's high ending lag in the air and Dark Samus' only average air speed and reliance on her grab aerial to grab ledges from a distance. Altogether, this results in her recovery being slightly slow, linear and predictable.
Overall, Dark 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, Dark Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Dark Samus requires careful, calculated use of her various tools to keep momentum in her favor. As such, she is a character that is hard to master, but greatly rewards patient and calculated play.
As with certain other Echo Fighters, Dark Samus is nearly identical gameplay-wise to Samus, with largely aesthetic differences. However, she has many basic animations that are different from Samus, a more standard roll which does not involve turning into a Morph Ball, electric effects instead of fire effects for most of Samus's fire-based moves, and different models for both the Morph Ball and Missile. However, Dark Samus's small advantages over Samus (such as a slightly faster roll) are considered to be less situational than Samus's small advantages over Dark Samus (such as the ability to detonate enemy bombs with her flame properties, larger shield size, or a smaller hurtbox after rolling). As such, Dark Samus is commonly agreed to be a straight upgrade from Samus, though the gameplay differences are so marginal that it is ultimately up to preference over which character to choose from.
Grabs and throws
Like her heroic counterpart, Dark Samus has received a mix of buffs and nerfs, but has been buffed overall in game patches.
For a gallery of Dark Samus' hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Classic Mode: The Great Poison Given Form
Dark Samus faces off against protagonist characters while she is teamed up with dark, evil, or corrupted variants of characters from their series, except for the penultimate battle, which is a free-for-all against Samus and Ridley. The pairing choices reference a time where the fighter was possessed or brainwashed into fighting the protagonist. The name is a reference to the title the Chozo gave to the Metroid Prime experiments and, by extension, Dark Samus herself.
Role in World of Light
Dark Samus is absent from the World of Light opening cutscene, though she was vaporized and placed under Galeem's imprisonment alongside the rest of the playable fighters (excluding Kirby) when Galeem unleashed his beams of light.
Dark Samus was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat, and is found in The Final Battle as one of the last fighters under his command. She is one of the few obligatory unlocks, and defeating her leads to a fight with Crazy Hand and the subsequent reveal of Palutena's location.
Dark Samus's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Dark Samus in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
As a minion
Character introduction video