Editing Samus (SSB4)
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|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 good 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, and she has an above average damage output as well. Samus also possesses a great air game: her neutral aerial and sweetspotted back aerial are among the strongest of their type, while her forward and up aerials deal impressive damage and have good follow-up potential, allowing 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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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Samus has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but while she was initially nerfed despite already being a low tier character, she received significant buffs via game [[updates]] resulting in her ultimately being buffed overall due to her buffs fixing one of her main issues in ''Brawl'' combined with the game's mechanics greatly benefiting her overall. 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]] improving one of her main weaknesses in the previous game. 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, back aerial, up 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 due to alterations to those moves along with the weakening of [[SDI]] to further ensure that opponents cannot escape their respective last hits. | Samus has received a mix of [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but while she was initially nerfed despite already being a low tier character, she received significant buffs via game [[updates]] resulting in her ultimately being buffed overall due to her buffs fixing one of her main issues in ''Brawl'' combined with the game's mechanics greatly benefiting her overall. 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]] improving one of her main weaknesses in the previous game. 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, back aerial, up 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 due to alterations to those moves along with the weakening of [[SDI]] to further ensure that opponents cannot escape their respective last hits. | ||
Aside from her new KOing options, Samus benefits from the general changes between ''Brawl'' and ''SSB4''. With the changes to [[hitstun canceling]] and [[DI]], Samus' combo game has been improved. Some of her attacks (most notably her dash attack) have been altered to give them much greater followup potential, 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 | Aside from her new KOing options, Samus benefits from the general changes between ''Brawl'' and ''SSB4''. With the changes to [[hitstun canceling]] and [[DI]], Samus' combo game has been improved. Some of her attacks (most notably her dash attack) have been altered to give them much greater followup potential, 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. Samus also greatly benefits from the introduction of [[rage]] as it not only further supplements her improved KO power but it also allows her to KO with her grounded Screw Attack at insanely early percents and her high weight and solid recovery allow her to build up rage. The changes to shields, shield damage and [[shieldstun]] also benefit her, as she can use her Charge Shot, Super Missile and Bomb in tandem with other moves to easily break shields. | ||
Samus' falling speed and gravity have noticeably increased. This makes it much easier for Samus to land however, it also hinders her aerial output as she can no longer perform two aerials in a short hop, autocancel forward aerial in a short hop and it makes her more susceptible to combos. | Samus' falling speed and gravity have noticeably increased. This makes it much easier for Samus to land however, it also hinders her aerial output as she can no longer perform two aerials in a short hop, autocancel forward aerial in a short hop and it makes her more susceptible to combos. | ||
However, Samus also received a few nerfs. The most significant nerf being the fact that she is no longer connected to {{SSB4|Zero Suit Samus}}. As such, she can no longer utilize her Zero Suit counterpart's far superior mobility and moveset to alleviate her own. As for Samus' more direct nerfs, some of Samus' moves her nerfed frame data with her landing lag in particular being significantly increased. While this is a common nerf across the cast, it harmed Samus more than most other returning veterans as Samus went from having the lowest average landing lag in the game to having fairly mediocre landing lag on her aerials with down aerial and forward aerial seeing the largest increase to their landing lag. This is especially an issue with forward aerial | However, Samus also received a few nerfs. The most significant nerf being the fact that she is no longer connected to {{SSB4|Zero Suit Samus}}. As such, she can no longer utilize her Zero Suit counterpart's far superior mobility and moveset to alleviate her own. As for Samus' more direct nerfs, some of Samus' moves her nerfed frame data with her landing lag in particular being significantly increased. While this is a common nerf across the cast, it harmed Samus more than most other returning veterans as Samus went from having the lowest average landing lag in the game to having fairly mediocre landing lag on her aerials with down aerial and forward aerial seeing the largest increase to their landing lag. This is especially an issue with forward aerial as it can no longer [[auto-cancel]] in a short hop. While her KO potential has improved, some of Samus' previous KO moves, such as her down tilt and down smash, have reduced KO potential. [[Missile]] is harder to camp with due it no longer auto-canceling on landing, though her projectiles overall are still powerful and useful in their own right. Additionally, Samus' overall damage output is lower (though it is higher relative to the cast) and despite her improved combo potential, some of her moves have reduced followup potential with two notable examples being her landing forward aerial and down aerial. One move which notably got nerfed however was her [[grab aerial]]. While it has increased tether range and it benefits from the changes to ledges, it has increased landing lag, deals less damage and has altered knockback hindering its spacing and followup potential. | ||
Overall, Samus has been buffed overall from ''Brawl'' despite receiving a fair share of nerfs. She has been slightly re-balanced having a worse defensive game due to her higher landing lag, altered Missile and grab aerial but now wielding a slightly improved close-range game, with 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. The changes to the game's mechanics also greatly benefit her overall as they make her multi hit moves more reliable, give her access to her greater combo potential and they further supplement her already improved KO potential. 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 having a worse defensive game due to her higher landing lag, altered Missile and grab aerial but now wielding a slightly improved close-range game, with 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. The changes to the game's mechanics also greatly benefit her overall as they make her multi hit moves more reliable, give her access to her greater combo potential and they further supplement her already improved KO potential. 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. | ||
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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 much faster (1.07 → 1.3).}} | ||
*{{buff|Samus' [[fast fall]]ing speed is drastically faster (1.498 → 2.08).}} | |||
*{{change|Samus' [[gravity]] is higher (0.058 → 0.077) | *{{change|Samus' [[gravity]] is much higher (0.058 → 0.077).}} | ||
*{{buff|[[Jump]] is higher.}} | *{{buff|[[Jump]] is higher.}} | ||
*{{buff|[[Roll]]s have less ending lag (FAF 45 → 40).}} | *{{buff|[[Roll]]s have less ending lag (FAF 45 → 40).}} | ||
*{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 50 → 33).}} | *{{buff|[[Air dodge]] has less startup (frame 4 → 3) and ending lag (FAF 50 → 33).}} | ||
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 3-27).}} | *{{nerf|Air dodge has a shorter duration (frames 4-29 → 3-27).}} | ||
*{{nerf|[[ | *{{nerf|[[Spotdodge]] has a shorter duration (frames 2-20 → 2-17) and more ending lag (FAF 26 → 27).}} | ||
*{{nerf|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. This removes Samus' ability to switch into her Zero Suit counterpart mid-match to adapt to different matchups utilizing Zero Suit Samus' far superior mobility and frame data.}} | *{{nerf|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. This removes Samus' ability to switch into her Zero Suit counterpart mid-match to adapt to different matchups utilizing Zero Suit Samus' far superior mobility and frame data.}} | ||
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**{{nerf|Neutral attack's first hit has less range having smaller hitboxes (4.3u/4.3u/4.3u → 4u/4u/3u) and a reduced Y (12.8 → 12) and Z position (15.2/10.4/4.4 → 12.2/6.2/0/2). It also has increased base knockback (5 → 8) and decreased hitstun. This allows opponents to shield the second hit at a wider percent range or even be launched out of range for the second hit to land, hindering its utility. The second hit also has more startup lag (frame 4 → 6) further compounding this.}} | **{{nerf|Neutral attack's first hit has less range having smaller hitboxes (4.3u/4.3u/4.3u → 4u/4u/3u) and a reduced Y (12.8 → 12) and Z position (15.2/10.4/4.4 → 12.2/6.2/0/2). It also has increased base knockback (5 → 8) and decreased hitstun. This allows opponents to shield the second hit at a wider percent range or even be launched out of range for the second hit to land, hindering its utility. The second hit also has more startup lag (frame 4 → 6) further compounding this.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{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, | **{{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, its sweetspots have increased base knockback (10 → 30).}} | ||
**{{nerf|Forward tilt's upward and downward angles have received sourspots covering her upper leg and body (10% → 8%/9%/10%) with the weaker sourspots dealing less knockback on all angles (10 (base), 100 scaling) → 20/70). It also has slightly increased startup (frame 7 → 8) and ending lag (FAF 32 → 34).}} | **{{nerf|Forward tilt's upward and downward angles have received sourspots covering her upper leg and body (10% → 8%/9%/10%) with the weaker sourspots dealing less knockback on all angles (10 (base), 100 scaling) → 20/70). It also has slightly increased startup (frame 7 → 8) and ending lag (FAF 32 → 34).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has slightly increased range.}} | **{{buff|Down tilt has slightly increased range.}} | ||
**{{nerf|Down tilt deals 2% less damage (14% → 12%) and has decreased knockback scaling (60 → 48), hindering its KO potential | **{{nerf|Down tilt deals 2% less damage (14% → 12%) and has decreased knockback scaling (60 → 48), hindering its KO potential.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has received an early hitbox that deals 7%. It also has adjusted hitbox timings and a longer duration (frames 8-10 (clean)/11-16 (late) → 8-9 (early)/10-13 (clean)/14-18 (late)), decreased ending lag (FAF 38 → 34) and altered knockback (30/20 (base), 80 (scaling) → 80/60). When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential now being her best combo starter.}} | **{{buff|Dash attack has received an early hitbox that deals 7% and prevents point-blank whiffing. It also has adjusted hitbox timings and a longer duration (frames 8-10 (clean)/11-16 (late) → 8-9 (early)/10-13 (clean)/14-18 (late)), decreased ending lag (FAF 38 → 34) and altered knockback (30/20 (base), 80 (scaling) → 80/60). When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential now being her best combo starter.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash has received a sweetspot and a sourspot. The sweetspot is the fiery explosion from the Arm Cannon and deals more damage (14%/13%/12% → 15%/14%/13.5%) and | **{{buff|Forward smash has received a sweetspot and a sourspot. The sweetspot is the fiery explosion from the Arm Cannon and deals more damage (14%/13%/12% → 15%/14%/13.5%) and base knockback (20 → 40), while the sourspot also deals more knockback (20 (base), 100 (scaling) → 16/112), making it stronger despite its lower damage. Forward smash also has much greater reach because of the sweetspot, restoring its utility from ''Melee''.}} | ||
**{{nerf|Forward smash has increased ending lag (FAF 44 → 49) and the sourspot deals less damage (14%/13%/12% → 13%/12%/11%).}} | **{{nerf|Forward smash has increased ending lag (FAF 44 → 49) and the sourspot deals less damage (14%/13%/12% → 13%/12%/11%).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{nerf|Up smash deals less damage (4% (hits 1-3), 5% (hit 4), 6% (hit 5) 23% (total) → 3% (hits 1-4), 6% (hit 5), 18% (total)).}} | **{{nerf|Up smash deals less damage (4% (hits 1-3), 5% (hit 4), 6% (hit 5) 23% (total) → 3% (hits 1-4), 6% (hit 5), 18% (total)).}} | ||
**{{buff|Up smash's linking hits connect together better as they have a reduced SDI multiplier (1.2x → 0.8x) and the last hit has increased knockback scaling (120 → 150), improving its KO potential.}} | **{{buff|Up smash's linking hits connect together better as they have a reduced SDI multiplier (1.2x → 0.8x) and the last hit has increased knockback scaling (120 → 150), improving its KO potential.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{nerf|Down smash deals less damage (15% (front)/14% (back) → 10%/12%) and has decreased knockback (90 (base), 50 (scaling) → 70/46 (front), 80/40 → 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).}} | **{{nerf|Down smash deals less damage (15% (front)/14% (back) → 10%/12%) and has decreased knockback (90 (base), 50 (scaling) → 70/46 (front), 80/40 → 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).}} | ||
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===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)).}} | ||
*{{nerf|Samus' faster falling speed | *{{nerf|Samus' faster falling speed removes forward aerial's ability to auto-cancel in a short hop drastically hindering its approach potential combined with its much higher landing lag. This also prevents Samus from performing two neutral, back or up aerials in a short hop.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Samus has a new [[neutral aerial]]: a spinning roundhouse kick which represents the aerial version of the Counter Attack from ''Metroid: Other M''. Compared to the previous neutral aerial, it deals more damage (9%/6% → 10%/9%/8%) and significantly more knockback (10 (base), 80 (scaling) → 40/100), making it significantly better at KOing and one of the strongest neutral aerials of the game. It also has a back hit that comes out on frame 16 which has a sweetspot which deals 1% less damage compared to the front hit with the same knockback values, making it reliable for KOing too, and a sourspot that deals 8% with much less knockback. Lastly, it launches at a lower angle (361° → 32°), making it better at edgeguarding.}} | **{{buff|Samus has a new [[neutral aerial]]: a spinning roundhouse kick which represents the aerial version of the Counter Attack from ''Metroid: Other M''. Compared to the previous neutral aerial, it deals more damage (9%/6% → 10%/9%/8%) and significantly more knockback (10 (base), 80 (scaling) → 40/100), making it significantly better at KOing and one of the strongest neutral aerials of the game. It also has a back hit that comes out on frame 16 which has a sweetspot which deals 1% less damage compared to the front hit with the same knockback values, making it reliable for KOing too, and a sourspot that deals 8% with much less knockback. Lastly, it launches at a lower angle (361° → 32°), making it better at edgeguarding.}} | ||
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**{{nerf|Forward aerial's first four hits deal less damage (4% (hit 1)/3% (hits 2-4) → 3%/1.6%).}} | **{{nerf|Forward aerial's first four hits deal less damage (4% (hit 1)/3% (hits 2-4) → 3%/1.6%).}} | ||
**{{nerf|Forward aerial has increased ending lag (FAF 56 → 60) and less range having smaller hitboxes (4.3u/4.7u/7.5u → 4u/6u (hits 1-4), 5u/5u/8u → 5.5u/7.2u (hit 5) and a reduced x position (4/71573.79 → 2/9).}} | **{{nerf|Forward aerial has increased ending lag (FAF 56 → 60) and less range having smaller hitboxes (4.3u/4.7u/7.5u → 4u/6u (hits 1-4), 5u/5u/8u → 5.5u/7.2u (hit 5) and a reduced x position (4/71573.79 → 2/9).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial's sourspot deals 2% more damage (10% → 12%) and both hits have higher knockback scaling (95/90 (sourspots), 88 (clean) → 98 (both)), making it among the strongest back aerials in the game, improving its KO potential. It also received a late hit on frames 11-14 that deals 9% and less knockback that enables it to be used in a [[Wall of Pain]], improving its utility. Back aerial also has slightly reduced ending lag (FAF 40 → 39).}} | **{{buff|Back aerial's sourspot deals 2% more damage (10% → 12%) and both hits have higher knockback scaling (95/90 (sourspots), 88 (clean) → 98 (both)), making it among the strongest back aerials in the game, improving its KO potential. It also received a late hit on frames 11-14 that deals 9% and less knockback that enables it to be used in a [[Wall of Pain]], improving its utility. Back aerial also has slightly reduced ending lag (FAF 40 → 39).}} | ||
**{{nerf|Back aerial auto-cancels later (frame 32 → 42) | **{{nerf|Back aerial auto-cancels later (frame 32 → 42).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial's hits connect together better due to the weakening of SDI and its last hit has increased knockback scaling (120 → 160), granting it KO potential near the upper blast line. It also has juggling potential now due to launching vertically instead of horizontally (361° → 70°).}} | **{{buff|Up aerial's hits connect together better due to the weakening of SDI and its last hit has increased knockback scaling (120 → 160), granting it KO potential near the upper blast line. It also has juggling potential now due to launching vertically instead of horizontally (361° → 70°).}} | ||
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===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 (FAF 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.}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{ | **{{bugfix|Pummel now always hits every fighter.}} | ||
***{{buff|This removes its ability to whiff.}} | |||
***{{buff|This | |||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff|Up throw | **{{buff|Up throw now deals full damage to all lightweights.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw releases opponents slightly later (frame 19 → 20). When combined with the changes to hitstun canceling and the weakening of [[DI]], this significantly improves down throw's followup potential.}} | **{{buff|Down throw releases opponents slightly later (frame 19 → 20). When combined with the changes to hitstun canceling and the weakening of [[DI]], this significantly improves down throw's followup potential.}} | ||
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===Special moves=== | ===Special moves=== | ||
*[[Charge Shot]]: | *[[Charge Shot]]: | ||
**{{buff|Fully charged Charge Shot has increased knockback scaling (56 → 62), improving its KO potential. Charge Shot also charges slightly faster and travels significantly faster.}} | |||
**{{nerf|Charge Shot has more ending lag (FAF 45 → 54 (uncharged), FAF 44 → 61 (charged)).}} | |||
**{{buff|Fully charged Charge Shot has increased knockback scaling (56 → 62), improving its KO potential. | |||
**{{nerf|Charge Shot has more ending lag | |||
*[[Missile]]: | *[[Missile]]: | ||
**{{buff|Missiles have | **{{buff|Missiles have decreased startup lag (frame 23 (Homing/Super ground)/25 (Super aerial) → 18/21), longer durations (frames 23-121 (Homing)/23-84 (Super) → 18-118/21-84), and decreased ending lag on the ground (FAF 60 (both) → 57 (Homing)/59 (Super)).}} | ||
**{{buff|Super Missile also has increased base knockback (40 → 50), slightly improving its KO potential.}} | **{{buff|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.}} | **{{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.}} | ||
**{{nerf|Aerial Homing Missile has more startup (frame 16 → 18) and ending lag (FAF 50 → 57).}} | **{{nerf|Aerial Homing Missile has more startup (frame 16 → 18) and ending lag (FAF 50 → 57).}} | ||
**{{nerf|Homing Missile targets less reliably and both missiles cover less distance.}} | **{{nerf|Homing Missile targets less reliably and both missiles cover less distance.}} | ||
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**{{buff|Screw Attack travels more vertical distance, improving its recovery potential, and its last hit has drastically increased knockback scaling (175 (grounded), 160 (aerial) → 240 (both)), granting it KO potential. All of the ground version's multi hits also now have extremely high set knockback which when combined with the inclusion of rage can allow Screw Attack to kill at obscenely low percents if Samus has a high amount of rage.}} | **{{buff|Screw Attack travels more vertical distance, improving its recovery potential, and its last hit has drastically increased knockback scaling (175 (grounded), 160 (aerial) → 240 (both)), granting it KO potential. All of the ground version's multi hits also now have extremely high set knockback which when combined with the inclusion of rage can allow Screw Attack to kill at obscenely low percents if Samus has a high amount of rage.}} | ||
*{{b|Bomb|Samus}}: | *{{b|Bomb|Samus}}: | ||
**{{buff|Bomb has | **{{buff|Bomb has decreased ending lag (FAF 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, Bombs have more startup lag (frame 53 → 63) and the explosion is now [[Absorption|absorbable]].}} | **{{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, Bombs have more startup lag (frame 53 → 63) and the explosion is now [[Absorption|absorbable]].}} | ||
*{{b|Zero Laser|Samus}}: | *{{b|Zero Laser|Samus}}: | ||
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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=Straight | |neutralname=Straight and Cannon Hammer | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=8% | |neutral2dmg=8% | ||
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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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|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. If used high enough at high percents, it can be used as a KO option. | |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. If used high enough at high percents, it can be used as a KO option. | ||
|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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|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 (albeit less total 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. | |usc2desc=Deals more damage (albeit less total 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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|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=== | ||
<!--This character has a | <!--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.--> | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
====Active==== | |||
*{{Sm|Afro Smash|UK}} - The best Samus player in Europe. Placed 9th at [[Albion 2]] and 13th at [[Syndicate 2016]]. Ranked 3rd 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}} (#17) - 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}} - Wifi warrior who is considered 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, 13th at [[Super Smash Con 2018]], and 33rd at [[GENESIS 5]]. Ranked 1st on the [[Wi-Fi Warrior Rank]]. | |||
*{{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|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. | |||
*{{Sm|Salem|USA}} - He has wins over {{Sm|Saj}}, {{Sm|Ryo}}, {{Sm|Dyr}}, and {{Sm|Kome}} with Samus. | |||
===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|Mario}}, {{SSB4|Captain Falcon}} and {{SSB4|Link}}, had made them significantly better than her. When combined with glaring blind spots on her hitboxes, extended hurtboxes, and continued struggle to KO, Samus would later 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}}, having a notable tournament impact. As such, she was ranked 51st on the first ''4BR'' [[tier list]], becoming 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, improving her offense and eliminating the majority of her blindspots. This resulted in her achieving significantly better placements at tournaments, and benefiting from nerfs given to characters with preferable matchups against her, such as {{SSB4|Bayonetta}}, {{SSB4|Diddy Kong}}, {{SSB4|Sheik}} and {{SSB4|Zero Suit Samus}}. These traits saw Samus ranked 45th on the second tier list and placed in the low tier, eventually rosing to 41st on the third tier list, at the top of the low tier. Her more bountiful results have resulted in her becoming a more stable character, and has seen her rise to 37th on the fourth and current tier list, now a mid-tier character, sharing the spot with {{SSB4|Robin}}. 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, such as {{Sm|ESAM}} and {{Sm|Dabuz}}, claim that a higher placement in the tier list is needed, despite her relatively below-average representation. | |||
==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|{{b|Zero Laser|Samus}} | |||
{{ | </gallery> | ||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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SamusBomb.jpg|Using {{b|Bomb|Samus}}. | SamusBomb.jpg|Using {{b|Bomb|Samus}}. | ||
Zero Laser.jpg|Using {{b|Zero Laser|Samus}}, her [[Final Smash]]. | Zero Laser.jpg|Using {{b|Zero Laser|Samus}}, 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}}. | ||
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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 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 ''{{s|mariowiki|NES Open Tournament Golf}}''-inspired alternate costume. | Mario Golf Design.jpg|Samus displaying her new {{s|metroidwiki|Light Suit}}-inspired alternate costume alongside Mario's new ''{{s|mariowiki|NES Open Tournament Golf}}''-inspired alternate costume. | ||
Samus Cover.png|Samus as she appears on the cover of {{for3ds}}. | Samus Cover.png|Samus as she appears on the cover of {{for3ds}}. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*Samus is one of only four characters to have an event where a stage boss must be defeated. The other four who share this trait with Samus are {{ | *Samus is one of only four characters to have an event where a stage boss must be defeated. The other four who share this trait with Samus are {{SSBU|R.O.B.}}, {{SSBU|Mega Man}}, and {{SSBU|Shulk}}. | ||
{{SSB4Characters}} | {{SSB4Characters}} |