Editing Samus (SSBB)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 14: | Line 14: | ||
|ranking = 32 | |ranking = 32 | ||
}} | }} | ||
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character | '''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character that appears in ''[[Super Smash Bros. Brawl]]''. She was revealed at [[E3]] 2006. Samus can now transition into {{SSBB|Zero Suit Samus}} through a variety of methods, similar to how {{SSBB|Zelda}} can turn into {{SSBB|Sheik}}. | ||
Samus is ranked 32nd out of 38 on the [[tier list]], placing her in the F tier, a significant drop from her position in the ''Melee'' tier list, where she was ranked 11th out of 26th, and her worst placement in the series. Samus has relatively fast attacks, as well as [[aerial]]s with nearly no [[landing lag]]. Along with this, Samus has her trademark bevy of [[projectile]]s, good [[reach]] in most of her attacks, and great horizontal survivability, possessing significant [[weight]], strong [[momentum canceling]], and a good [[recovery]]). | Samus is ranked 32nd out of 38 on the [[tier list]], placing her in the F tier, a significant drop from her position in the ''Melee'' tier list, where she was ranked 11th out of 26th, and her worst placement in the series. Samus has relatively fast attacks, as well as [[aerial]]s with nearly no [[landing lag]]. Along with this, Samus has her trademark bevy of [[projectile]]s, good [[reach]] in most of her attacks, and great horizontal survivability, possessing significant [[weight]], strong [[momentum canceling]], and a good [[recovery]]). | ||
However, Samus's KO potential has been significantly [[nerf]]ed in almost every area from ''Melee''; | However, Samus's KO potential has been significantly [[nerf]]ed in almost every area from ''Melee''; Samus' finishers either have unremarkable launch power or aren't practical in a serious match. Her stock-taking problems are exacerbated by her difficulty in racking up damage on opponents; despite having a decent combo game thanks to the low knockback and landing lag of her aerials, most of her attacks deal below-average damage. While many of her moves come out quickly, a combination of slow movement and her attacks being high in ending lag make her overall speed below-average. Her projectiles were also nerfed; her Super Missiles take longer to fire, travel slower, and are unable to KO within realistic percentages, her bombs no longer explode on contact, and even a [[fresh]] and fully charged [[Charge Beam]] cannot KO reliably until 124% (and it is seldom fresh as Samus players must often use it to keep opponents at bay). Like many heavies, Samus is tall enough to be hit with most rising aerials, and can be [[chaingrab]]bed by many characters, which leads to deal-breaking matchups against numerous meta-relevant fighters. | ||
Overall, Samus is unable to compete with any viable character, and thus holds very poor matchups, usage rates, and results. Despite this, smashers such as {{Sm|NOID}} and {{Sm|YB}} have garnered a couple strong placements with her in big [[ | Overall, Samus is unable to compete with any viable character, and thus holds very poor matchups, usage rates, and results. Despite this, smashers such as {{Sm|NOID}} and {{Sm|YB}} have garnered a couple strong placements with her in big [[tournaments]]. | ||
==Attributes== | ==Attributes== | ||
| Line 31: | Line 31: | ||
Samus works best when transitioning well from the air to the ground. None of Samus's aerials have landing lag, with her [[forward aerial|forward]] and [[up aerial]]s having no knockback except at the final hit. Samus can capitalize on this by canceling into more powerful moves like her [[forward smash]] and [[down tilt]], or by using a fully charged Charge Shot in the event the opponent is a bit too far away. Missiles also factor into the air to ground transition; landing immediately after the missile has been fired negates the significant firing lag, so one can immediately follow up with another missile (of either kind). This lag negation allows for a "double missile" effect where Samus can fire one missile, land, and almost immediately fire another. These missiles can also stop opponents' recoveries, such as {{SSBB|Pikachu}}'s [[Skull Bash]], {{SSBB|Luigi}}'s [[Green Missile]], {{SSBB|Jigglypuff}}'s [[Rollout]], {{SSBB|Ike}}'s [[Quick Draw]] or {{SSBB|Wolf}}, {{SSBB|Fox}}, or {{SSBB|Falco}}'s side special recovery, setting them up for an immediate [[meteor smash]]. A Missile Charge Shot combination is an excellent combo, but can sometimes be predictable, so Samus mains must learn to launch them unexpectedly. Her aerial Grapple Beam ("[[Grab aerial|zair]]") actually acts as a move to complement this strategy, stunning opponents from far away with high speed; the move also [[Grapple canceling|cancels immediately upon landing]], which can combo into a down tilt or smash. Coupled with the Charge Shot's potency, Samus has no problem frustrating opponents from a safe distance, chipping away at her opponent's approach to best suit her. Although Samus has three different projectiles, she still lacks a reliable way to deal with opponents' projectiles especially since her shield roll is very slow (slowest in the game). | Samus works best when transitioning well from the air to the ground. None of Samus's aerials have landing lag, with her [[forward aerial|forward]] and [[up aerial]]s having no knockback except at the final hit. Samus can capitalize on this by canceling into more powerful moves like her [[forward smash]] and [[down tilt]], or by using a fully charged Charge Shot in the event the opponent is a bit too far away. Missiles also factor into the air to ground transition; landing immediately after the missile has been fired negates the significant firing lag, so one can immediately follow up with another missile (of either kind). This lag negation allows for a "double missile" effect where Samus can fire one missile, land, and almost immediately fire another. These missiles can also stop opponents' recoveries, such as {{SSBB|Pikachu}}'s [[Skull Bash]], {{SSBB|Luigi}}'s [[Green Missile]], {{SSBB|Jigglypuff}}'s [[Rollout]], {{SSBB|Ike}}'s [[Quick Draw]] or {{SSBB|Wolf}}, {{SSBB|Fox}}, or {{SSBB|Falco}}'s side special recovery, setting them up for an immediate [[meteor smash]]. A Missile Charge Shot combination is an excellent combo, but can sometimes be predictable, so Samus mains must learn to launch them unexpectedly. Her aerial Grapple Beam ("[[Grab aerial|zair]]") actually acts as a move to complement this strategy, stunning opponents from far away with high speed; the move also [[Grapple canceling|cancels immediately upon landing]], which can combo into a down tilt or smash. Coupled with the Charge Shot's potency, Samus has no problem frustrating opponents from a safe distance, chipping away at her opponent's approach to best suit her. Although Samus has three different projectiles, she still lacks a reliable way to deal with opponents' projectiles especially since her shield roll is very slow (slowest in the game). | ||
Samus' major problem lies in her extreme lack of finishing abilities. Her quickest KO move is her down tilt, though with its small hitbox and lack of stronger KO options, she has trouble KOing opponents before around 130% and is recommended to not be used until the right time as to not devalue it with [[stale-move negation]]. Her forward smash is quick and deals high damage, but does not KO properly before around 130%. Her only way to KO at lower damage percentages is through [[edgeguarding]]. Unfortunately, her primary options, back aerial telegraphs itself, has a tiny [[sweet spot (hitbox)|sweet spot]], and requires good setup, while the down aerial is rather slow and has a sweeping hitbox that also needs good placement, despite its fairly large hitbox. Even a fully charged Charge Shot does not tend to KO until at least 124%, making it one of the least KO-capable charged specials in the game | Samus' major problem lies in her extreme lack of finishing abilities. Her quickest KO move is her down tilt, though with its small hitbox and lack of stronger KO options, she has trouble KOing opponents before around 130% and is recommended to not be used until the right time as to not devalue it with [[stale-move negation]]. Her forward smash is quick and deals high damage, but does not KO properly before around 130%. Her only way to KO at lower damage percentages is through [[edgeguarding]]. Unfortunately, her primary options, back aerial telegraphs itself, has a tiny [[sweet spot (hitbox)|sweet spot]], and requires good setup, while the down aerial is rather slow and has a sweeping hitbox that also needs good placement, despite its fairly large hitbox. Even a fully-charged Charge Shot does not tend to KO until at least 124%, making it one of the least KO-capable charged specials in the game, however it is still a good move for edgeguarding. While her weight and height aids in her staying power and reach in her attacks, this also means that she is very susceptible to being [[chain grab]]bed, which is especially problematic given how popular characters like {{SSBB|Falco}} and {{SSBB|Ice Climbers}} are in executing this technique. Finally, given Samus' problem with KOing and opponents' difficulty in KOing her, high-level matches involving Samus tend to last longer, making time limitations a detriment with her difficulty in approaching mixed with her lack of viable and fast options to turn matches around. | ||
All in all, Samus capitalizes a zoning playstyle with her wide array of projectiles and good longevity. However, to avoid being overwhelmed, she must play as conservatively as possible, and capitalizing on aggressive approaches. Samus also has to diversify her utility options as optimal as possible, as excessive dependence on her more powerful moves will render her moves to be weaker and her playstyle to be predictable. | All in all, Samus capitalizes a zoning playstyle with her wide array of projectiles and good longevity. However, to avoid being overwhelmed, she must play as conservatively as possible, and capitalizing on aggressive approaches. Samus also has to diversify her utility options as optimal as possible, as excessive dependence on her more powerful moves will render her moves to be weaker and her playstyle to be predictable. | ||
==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
When making the transition from ''Melee'' to ''Brawl'', Samus has received a mix of buffs and nerfs | When making the transition from ''Melee'' to ''Brawl'', Samus has received a mix of buffs and nerfs but was heavily nerfed overall. Her most useful benefit is being able to transform into {{SSBB|Zero Suit Samus}}, allowing her to pivot out of difficult matchups as Zero Suit Samus is a much more competitively viable character. As for Samus' more direct buffs, her mobility has improved in the air, although the removal of [[wavedashing]] does hinder her ground movement. Her multi-hit moves are also more reliable and her [[grab aerial]] has been significantly improved. In addition, it now travels in a straight consistent arc, it has a stronger sweetspot, it has more favorable knockback and it now has minimal landing lag making it an excellent spacing and combo tool. | ||
However, she has received some significant nerfs to both her overall damage output and knockback. Her projectiles, such as her Super Missiles, are significantly weaker, making her overall zoning game less effective. Many of her other moves, such as her neutral aerial, have been nerfed to the point where they are largely unviable KOing tools outside of extremely high percents. One of Samus' strongest KO options is her back aerial (and even it is weaker than in ''Melee'' and it still requires the sweetspot to hit in order to reliably KO). Samus' frame data has been toned down, with many of her useful [[advanced technique]]s such as her [[Super Wavedash]] being no longer applicable in ''Brawl''. | However, she has received some significant nerfs to both her overall damage output and knockback. Her projectiles, such as her Super Missiles, are significantly weaker, making her overall zoning game less effective. Many of her other moves, such as her neutral aerial, have been nerfed to the point where they are largely unviable KOing tools outside of extremely high percents. One of Samus' strongest KO options is her back aerial (and even it is weaker than in ''Melee'' and it still requires the sweetspot to hit in order to reliably KO). Samus' frame data has been toned down, with many of her useful [[advanced technique]]s such as her [[Super Wavedash]] being no longer applicable in ''Brawl''. | ||
| Line 55: | Line 55: | ||
*{{buff|Samus [[dash]]es slightly faster (1.4 → 1.445).}} | *{{buff|Samus [[dash]]es slightly faster (1.4 → 1.445).}} | ||
*{{buff|Samus' [[air speed]] is drastically faster (0.89 → 0.987), going from the 12th slowest out of 26 characters to being tied for 14th fastest out of 39.}} | *{{buff|Samus' [[air speed]] is drastically faster (0.89 → 0.987), going from the 12th slowest out of 26 characters to being tied for 14th fastest out of 39.}} | ||
*{{buff|Samus' [[air acceleration]] is much higher (0.0325 → 0.09) | *{{buff|Samus' [[air acceleration]] is much higher (0.0325 → 0.09) going from the lowest in ''Melee'' to the 19th highest in ''Brawl''.}} | ||
*{{buff|Samus's traction is lower (0.06 → 0.0585), going from the 15th highest in Melee to the 18th highest. Compared with the returning veterans, however, Samus' traction is higher, allowing her to punish out of shield easier.}} | *{{buff|Samus's traction is lower (0.06 → 0.0585), going from the 15th highest in Melee to the 18th highest. Compared with the returning veterans, however, Samus' traction is higher, allowing her to punish out of shield easier.}} | ||
*{{nerf|Samus's weight is slightly lower (110 to 108) nerfing her survivability.}} | *{{nerf|Samus's weight is slightly lower (110 to 108) nerfing her survivability.}} | ||
*{{nerf|Her overall projectile and finishing games have been worsened drastically, harming her overall KOing power.}} | *{{nerf|Her overall projectile and finishing games have been worsened drastically, harming her overall KOing power.}} | ||
*{{change|Samus's [[falling speed]] was reduced (1.4 → 1.07). When comparing to the returning veterans, Samus falls faster relative to them | *{{change|Samus's [[falling speed]] was reduced (1.4 → 1.07). When comparing to the returning veterans, Samus falls faster relative to them now having the third lowest fall speed in the game as opposed to the second lowest. This worsens her recovery but improves her endurance.}} | ||
*{{change|Samus' gravity is lower (0.066 → 0.058).}} | *{{change|Samus' gravity is lower (0.066 → 0.058).}} | ||
*{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}} | *{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}} | ||
*{{nerf|Spot dodge has more ending lag (frame 23 → 26).}} | *{{nerf|Spot dodge has more ending lag (frame 23 → 26).}} | ||
*{{nerf|[[Roll]]s have a shorter duration (frames 4-30 → 4-23) | *{{nerf|[[Roll]]s have a shorter duration (frames 4-30 → 4-23) and their ending lag was not decreased making them the slowest and most punishable rolls in the game.}} | ||
*{{change|Samus can change into {{SSBB|Zero Suit Samus}} by inputting her up and down taunt rapidly, using her [[Final Smash]], or by holding the L/R button (Gamecube/Classic controller), Z button (Nunchuk), or the - button while selecting Samus on the character select screen.}} | *{{change|Samus can change into {{SSBB|Zero Suit Samus}} by inputting her up and down taunt rapidly, using her [[Final Smash]], or by holding the L/R button (Gamecube/Classic controller), Z button (Nunchuk), or the - button while selecting Samus on the character select screen.}} | ||
**{{buff|The taunt method can be performed anytime during a match | **{{buff|The taunt method can be performed anytime during a match allowing Samus to adapt to different matchups. This immensely helps her as her Zero Suit character is a far superior character who overall has a much better matchup spread. However, players cannot use the taunt method to switch back to Samus.}} | ||
*{{nerf|As with several other veterans returning from ''Melee'', the introduction of a much wider variety of [[chain grab]]s makes Samus significantly more vulnerable to | *{{nerf|As with several other veterans returning from ''Melee'', the introduction of a much wider variety of [[chain grab]]s makes Samus significantly more vulnerable to it than in ''Melee'', hindering her endurance against several characters.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Second hit of [[neutral attack]] has slightly increased knockback (15 (base), 100 (scaling) → 30/95). The first hit also has increased base knockback (0 → 5) and it can now also [[jab lock]] opponents.}} | *{{buff|Second hit of [[neutral attack]] has slightly increased knockback (15 (base), 100 (scaling) → 30/95). The first hit of neutral attack also has increased base knockback (0 → 5) and it can now also [[jab lock]] opponents.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Normal angled forward tilt has received a sourspot on Samus' leg, all variants have slightly more startup (frame 6 → 7) | **{{nerf|Normal angled forward tilt has received a sourspot on Samus' leg, all variants have slightly more startup (frame 6 → 7), ending lag (frame 30 → 32), and up and normal angled hits deal less damage (11% (angled up)/10% (not angled) → 10%/8%/7%(foot/leg)).}} | ||
**{{buff|Down angled forward tilt deals 1% more damage (9% → 10%).}} | **{{buff|Down angled forward tilt deals 1% more damage (9% → 10%).}} | ||
*{{nerf|[[Up tilt]] has increased start-up (frame 14 → 15) and ending lag (frame 35 → 40). The introduction to [[hitstun canceling]] hinders its combo ability on grounded opponents.}} | *{{nerf|[[Up tilt]] has increased start-up (frame 14 → 15) and ending lag (frame 35 → 40). The introduction to [[hitstun canceling]] hinders its combo ability on grounded opponents.}} | ||
| Line 87: | Line 87: | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials have reduced landing lag (15 frames → 9 (neutral/forward/up/down), 12 (back)). Due to the removal of [[L-canceling]] | *{{buff|All aerials have reduced landing lag (15 frames → 9 (neutral/forward/up/down), 12 (back)). Due to the removal of [[L-canceling]] however, their landing lag was not fully compensated.}} | ||
*{{buff|Her reduced fall speed allows her to perform | *{{buff|Her reduced fall speed allows her to perform 2 neutral and back aerials in a [[Short hop]] despite their higher endlag.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{nerf|Neutral aerial deals less damage (14% (clean), 10% (late) → 9%/6%) and has reduced knockback scaling (100 → 80) | **{{nerf|[[Neutral aerial]] deals less damage (14% (clean), 10% (late) → 9%/6%) and has reduced knockback scaling (100 → 80) making it much weaker to the point where it is now incapable of KOing at realistic percentages. It also has a shorter duration (frames 5-30 → 5-24) and increased ending lag (frame 40 → 46).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf|Forward aerial deals less damage (5% (all) → 4% (hit 1), 3% (hits 2-4), 5% (hit 5), 23.2% → 18% (total)). It also has more startup (frame 5 → 7) and ending lag (frame 50 → 56).}} | **{{nerf|Forward aerial deals less damage (5% (all) → 4% (hit 1), 3% (hits 2-4), 5% (hit 5), 23.2% → 18% (total)). It also has more startup (frame 5 → 7) and ending lag (frame 50 → 56).}} | ||
**{{buff|Forward aerial's looping hits link together better as hits 2-4 now have set knockback (20 (base), 100 (scaling) → 18/5 (set)/100)) and the final hit deals more base knockback (20 → 40).}} | **{{buff|Forward aerial's looping hits link together better as hits 2-4 now have set knockback (20 (base), 100 (scaling) → 18/5 (set)/100)) and the final hit deals more base knockback (20 → 40).}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has reduced knockback scaling (100 → 95/88/90) | **{{nerf|Back aerial has reduced knockback scaling (100 → 95/88/90), slightly more ending lag (frame 37 → 40) and its duration was cut in half (4 frames → 2), making it harder to hit with.}} | ||
**{{buff|Back aerial is slightly easier to sweetspot with due to the sweetspot no longer having the lowest priority (ID# 2 → 1).}} | **{{buff|Back aerial is slightly easier to sweetspot with due to the sweetspot no longer having the lowest priority (ID# 2 → 1).}} | ||
*{{nerf|[[Up aerial]] has slightly more ending lag (frame 39 → 40).}} | *{{nerf|[[Up aerial]] has slightly more ending lag (frame 39 → 40).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{nerf|Down aerial deals 1% less damage (16% → 15%) and less base knockback (30 → 2).}} | **{{nerf|Down aerial deals 1% less damage (16% → 15%) and less base knockback (30 → 2).}} | ||
**{{buff|Down aerial's lower strength improves its followup potential when used against grounded opponents | **{{buff|Down aerial's lower strength improves its followup potential when used against grounded opponents especially since it can now cause [[tripping]].}} | ||
*[[Grab aerial|Grapple Beam]]: | *[[Grab aerial|Grapple Beam]]: | ||
**{{buff|Grapple Beam has more range, and now has almost no landing lag, making it an extremely strong spacing tool. It also deals more knockback (15 (base), 40 (scaling) → 60/30) | **{{buff|Grapple Beam has more range, and now has almost no landing lag, making it an extremely strong spacing tool. It also deals more knockback (15 (base), 40 (scaling) → 60/30) and it now has a sweetspot which deals more damage (4% → 7%) and knockback (15 (base), 40 (scaling) → 60/60) further improving its spacing and edgeguarding potential. Additionally, it no longer renders Samus helpless.}} | ||
**{{change|Grapple Beam now always travels in a straight arc | **{{change|Grapple Beam now always travels in a straight arc making it more consistent but giving it less vertical range.}} | ||
**{{nerf|Grapple Beam can no longer wall grapple and can be [[edgehogging|ledgehogged]], harming its utility as a recovery option. It also has a shorter duration (frames 9-28 → 9-18).}} | **{{nerf|Grapple Beam can no longer wall grapple and can be [[edgehogging|ledgehogged]], harming its utility as a recovery option. It also has a shorter duration (frames 9-28 → 9-18).}} | ||
| Line 359: | Line 359: | ||
:''See also: [[:Category:Samus players (SSBB)]]'' | :''See also: [[:Category:Samus players (SSBB)]]'' | ||
*{{Sm|Dicks|USA}} - A top Samus main in the United States, known for his flashy combo playstyle with the character. Has wins over {{Sm|Lain}} and {{Sm|Anther}}. | *{{Sm|Dicks|USA}} - A top Samus main in the United States, known for his flashy combo playstyle with the character. Has wins over {{Sm|Lain}} and {{Sm|Anther}}. | ||
*{{Sm|NOID|USA}} - Among the two best Samus players in the USA alongside {{Sm|Xyro}}. Placed 33rd at {{Trn|Pound V}} and {{Trn|WHOBO 3}}, which were some of the strongest Samus results in majors achieved during ''Brawl'' | *{{Sm|NOID|USA}} - Among the two best Samus players in the USA alongside {{Sm|Xyro}}. Placed 33rd at {{Trn|Pound V}} and {{Trn|WHOBO 3}}, which were some of the strongest Samus results in majors achieved during ''[[Brawl|Brawl's]]'' competitive lifetime. | ||
*{{Sm|quiKsilver|Germany}} - Although much better known for his capabilities in ''[[Ultimate]]'' and | *{{Sm|quiKsilver|Germany}} - Although much better known for his capabilities in ''[[Ultimate]]'' and mostly used Zero Suit Samus for his bracket runs, he used Samus as a secondary. Notably placed 9th in {{Trn|Sun Rise Tournament}}, though it is unknown how much he used Samus there. | ||
*{{Sm|Xyro|USA}} Among the two best Samus players in the USA alongside NOID, and was able to place very well at low-tiered events using the character, though his placements at majors tended to be far worse. | *{{Sm|Xyro|USA}} Among the two best Samus players in the USA alongside {{Sm|NOID}}, and was able to place very well at low-tiered events using the character, though his placements at majors tended to be far worse. | ||
*{{Sm|YB|Japan}} - The top Samus player in Japan. Though he rarely competed, he placed 49th at {{Trn|Sun Rise Tournament}}, which were among some of the best Samus results in ''Brawl'' | *{{Sm|YB|Japan}} - The top Samus player in Japan. Though he rarely competed, he placed 49th at {{Trn|Sun Rise Tournament}}, which were among some of the best Samus results in ''[[Brawl|Brawl's]]'' competitive lifetime. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
| Line 388: | Line 388: | ||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | *'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | ||
===[[ | ===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]=== | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
| Line 397: | Line 397: | ||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:Subspace samus.PNG|thumb|250px|Samus in | [[File:Subspace samus.PNG|thumb|250px|Samus in ''[[SSE]]''.]] | ||
Samus begins The Subspace Emissary in her [[Zero Suit Samus (SSBB)|Zero Suit]], infiltrating a [[Research Facility (Part I)|research facility]]. After making her way through it, she encounters {{SSBB|Pikachu}} trapped within a strange device that harnesses its electrical energy to provide power to the complex. Seeing that the device causes Pikachu pain, Samus breaks the machine. In thanks, Pikachu helps Samus continue through the lab. The pair eventually find Samus' Power Suit within a tank, guarded by two [[False character|clones]] of Samus' Power Suit, prompting Samus and Pikachu to battle. When they are defeated, an alarm begins to wail, and the [[R.O.B. Squad]] approaches. Samus regains her Power Suit and blasts her way through them along with Pikachu. | Samus begins The Subspace Emissary in her [[Zero Suit Samus (SSBB)|Zero Suit]], infiltrating a [[Research Facility (Part I)|research facility]]. After making her way through it, she encounters {{SSBB|Pikachu}} trapped within a strange device that harnesses its electrical energy to provide power to the complex. Seeing that the device causes Pikachu pain, Samus breaks the machine. In thanks, Pikachu helps Samus continue through the lab. The pair eventually find Samus' Power Suit within a tank, guarded by two [[False character|clones]] of Samus' Power Suit, prompting Samus and Pikachu to battle. When they are defeated, an alarm begins to wail, and the [[R.O.B. Squad]] approaches. Samus regains her Power Suit and blasts her way through them along with Pikachu. | ||
| Line 403: | Line 403: | ||
After escaping from the facility, Samus and Pikachu come upon a [[Subspace Bomb Factory (Part II)|factory]] mass-producing [[Subspace Bomb]]s. The two enter it, and after fighting their way through, discover the [[Ancient Minister]] in a room filled with Subspace Bombs. The allies prepare to battle, but the Ancient Minister does not seem to want to fight them. {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, and {{SSBB|Olimar}} then break into the room, and all of them, including Samus, witness the Ancient Minister defy the holographic {{SSBB|Ganondorf}}'s commands. As a result, the R.O.B. Squad fires upon him, burning off his robe and revealing him as a {{SSBB|R.O.B.}} as well. It turns out that all of the R.O.B.s had been forced to work with the Subspace Army, with the main R.O.B., the Master Robot, as their leader. The rest of the R.O.B.s activate all the Subspace Bombs in the room, prompted by Ganondorf's override, forcing our heroes to escape. As they rush to the exit aboard Captain Falcon's [[Falcon Flyer]], [[Meta Ridley]] races after them, furiously seeking revenge on Samus and Pikachu. The group defeats the space dragon once more, and escapes just before the [[Isle of the Ancients]] is engulfed in [[Subspace]]. | After escaping from the facility, Samus and Pikachu come upon a [[Subspace Bomb Factory (Part II)|factory]] mass-producing [[Subspace Bomb]]s. The two enter it, and after fighting their way through, discover the [[Ancient Minister]] in a room filled with Subspace Bombs. The allies prepare to battle, but the Ancient Minister does not seem to want to fight them. {{SSBB|Donkey Kong}}, {{SSBB|Diddy Kong}}, {{SSBB|Captain Falcon}}, and {{SSBB|Olimar}} then break into the room, and all of them, including Samus, witness the Ancient Minister defy the holographic {{SSBB|Ganondorf}}'s commands. As a result, the R.O.B. Squad fires upon him, burning off his robe and revealing him as a {{SSBB|R.O.B.}} as well. It turns out that all of the R.O.B.s had been forced to work with the Subspace Army, with the main R.O.B., the Master Robot, as their leader. The rest of the R.O.B.s activate all the Subspace Bombs in the room, prompted by Ganondorf's override, forcing our heroes to escape. As they rush to the exit aboard Captain Falcon's [[Falcon Flyer]], [[Meta Ridley]] races after them, furiously seeking revenge on Samus and Pikachu. The group defeats the space dragon once more, and escapes just before the [[Isle of the Ancients]] is engulfed in [[Subspace]]. | ||
Samus and the rest of the Fighters meet up with the rest of the Smash Bros. heroes aboard the [[Halberd]]. The Halberd is destroyed by the [[Subspace Gunship]], but Samus boards her own [[Gunship]] and continues the assault on Subspace. [[Entrance to Subspace|Upon entry to the Subspace]], Samus and friends are unfortunately reduced to [[trophy]] form by [[Tabuu]] | Samus and the rest of the Fighters meet up with the rest of the Smash Bros. heroes aboard the [[Halberd]]. The Halberd is destroyed by the [[Subspace Gunship]], but Samus boards her own [[Gunship]] and continues the assault on Subspace. [[Entrance to Subspace|Upon entry to the Subspace]], Samus and friends are unfortunately reduced to [[trophy]] form by [[Tabuu|Tabuu's]] [[Off Waves]]. | ||
{{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}} and {{SSBB|Kirby}} are revived by the [[Dedede Brooch]]es and collect their friends' trophies. Samus and party venture through [[the Great Maze]] and defeat Tabuu. | {{SSBB|King Dedede}}, {{SSBB|Ness}}, {{SSBB|Luigi}} and {{SSBB|Kirby}} are revived by the [[Dedede Brooch]]es and collect their friends' trophies. Samus and party venture through [[the Great Maze]] and defeat Tabuu. | ||
| Line 433: | Line 433: | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
Samus's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with | Samus's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Samus. | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
| Line 486: | Line 486: | ||
*Samus is one of five fighters to reuse one of their sounds from ''Melee'' as their Wii Remote selection sound. The rest are {{SSBB|Kirby}}, {{SSBB|Peach}}, {{SSBB|Bowser}}, and {{SSBB|Ganondorf}}. | *Samus is one of five fighters to reuse one of their sounds from ''Melee'' as their Wii Remote selection sound. The rest are {{SSBB|Kirby}}, {{SSBB|Peach}}, {{SSBB|Bowser}}, and {{SSBB|Ganondorf}}. | ||
*Samus teaming up with Pikachu in the Subspace Emissary might be a reference to {{s|metroidwiki|Pyonchi}}, her pet in the manga. | *Samus teaming up with Pikachu in the Subspace Emissary might be a reference to {{s|metroidwiki|Pyonchi}}, her pet in the manga. | ||
*Samus, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Ganondorf}} are the only characters whose | *Samus, the {{SSBB|Ice Climbers}}, {{SSBB|Meta Knight}}, {{SSBB|Mr. Game & Watch}}, and {{SSBB|Ganondorf}} are the only characters whose icon in the Subspace Emissary and the Sticker menu is not based on their renders. | ||
==External links== | ==External links== | ||