Samus (SSBU): Difference between revisions

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|ftiltsidedmg=10% (foot), 9% (leg), 8% (body)
|ftiltsidedmg=10% (foot), 9% (leg), 8% (body)
|ftiltdowndmg=11% (foot), 10% (leg), 9% (body)
|ftiltdowndmg=11% (foot), 10% (leg), 9% (body)
|ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. It can be [[angle]]d, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweet spot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead to a guaranteed [[Charge Shot]], as regardless of [[tech]]ing, Charge Shot can catch the opponent's option in time if they are knocked down.
|ftiltdesc=A reverse roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be [[angle]]d, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed [[Charge Shot]], as regardless of [[tech]]ing, Charge Shot can catch the opponent's option in time if they are knocked down.
|utiltname= 
|utiltname= 
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdesc=An ax kick, which is identical to {{SSBU|Captain Falcon}}'s up tilt. It behaves unusually as it [[meteor smash]]es grounded opponents, but launches aerial opponents at a horizontal angle. This allows it to set up combos against the former at a wide range of percents, while still being a reliable edge guard tool, due to its wide coverage and powerful enough knockback to KO aerial opponents at around 95% at the edge. At high percents, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has a noticeable startup, due to coming out on frame 15, making it Samus's slowest normal attack on the ground.
|utiltdesc=An axe kick, which is identical to {{SSBU|Captain Falcon}}'s up tilt. It behaves unusually as it [[meteor smash]]es grounded opponents, but launches aerial opponents at a horizontal angle. This allows it to set up combos against the former at a wide range of percents, while still being a reliable edgeguard tool, due to its wide coverage and powerful enough knockback to KO aerial opponents at around 95% at the edge. At high percents, the grounded meteor can also set up KO confirms into a fully charged Charge Shot. However, the move has noticeable startup, due to coming out on frame 15, making it Samus's slowest normal attack on the ground.
|dtiltname= 
|dtiltname= 
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close-range anti-pressure option on opponents in front of Samus, or as a punishment option. However, the attack's very high ending lag leaves it easy to punish if shielded of missed.
|dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded of missed.
|dashname= 
|dashname= 
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
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|fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast)
|fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast)
|fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast)
|fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast)
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to {{SSBU|Mario}}'s forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sour spot taking priority over the sweet spot. 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; conversely, the downward angle can hit ledge hanging opponents but deals slightly less damage and knockback.
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to {{SSBU|Mario}}'s forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sourspot taking priority over the sweetspot. 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; conversely, the downward angle can hit ledge hanging opponents, but deals slightly less damage and knockback.
|usmashname=Cover Fire
|usmashname=Cover Fire
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5)
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|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back)
|dsmashdesc=A leg sweep. A [[semi-spike]] with decent speed and high base knockback, allowing it to set up edge guards and punish rolls effectively. The front hit can KO middleweights center stage around 150%, with the back hit KOing even earlier at around 135%.
|dsmashdesc=A legsweep. A [[semi-spike]] with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. The front hit can KO middleweights center stage around 150%, with the back hit KOing even earlier at around 135%.
|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late)
|nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late)
|nairdesc=A spinning roundhouse kick, similar to the aerial version of the Counter Attack from ''Metroid: Other M''. Comes out in frame 8. Hits on both sides quickly and can autocancel with a short hop fast fall. Its front hit and sweet spotted back hit also deal powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher and one of the strongest aerials of its type.
|nairdesc=A spinning roundhouse kick, similar to the aerial version of the Counter Attack from ''Metroid: Other M''. Comes out in frame 8. Hits on both sides quickly and can autocancel with a short hop fast fall. Its front hit and sweetspotted back hit also deal powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher and one of the strongest aerials of its type.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.6}} (hits 2-4), {{ShortHopDmgSSBU|5}} (hit 5)
|fairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.6}} (hits 2-4), {{ShortHopDmgSSBU|5}} (hit 5)
|fairdesc=Fires five fiery blasts in a slow, downward arcing motion. Fast, coming out on frame 6, thus having the second-lowest startup lag of Samus's aerials. The first four hits drag opponents into the rest of the move using the [[autolink angle]], with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again. It's her only aerial that does not autocancel In a short hop.  
|fairdesc=Fires five fiery blasts in a slow, downward arcing motion. Fast, coming out on frame 6, thus having the second lowest startup lag of Samus's aerials. The first four hits drag opponents into the rest of the move using the [[autolink angle]], with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again. It's her only aerial that does not autocancels In a short hop.  
|bairname= 
|bairname= 
|bairdmg={{ShortHopDmgSSBU|14}} (clean foot), {{ShortHopDmgSSBU|12}} (clean leg), {{ShortHopDmgSSBU|9}} (late)
|bairdmg={{ShortHopDmgSSBU|14}} (clean foot), {{ShortHopDmgSSBU|12}} (clean leg), {{ShortHopDmgSSBU|9}} (late)
|bairdesc=A back kick. It is fast and deals powerful knockback when sweet spotted, which makes it an excellent KOing option, especially when edgeguarding. When sweet spotted, it is among the strongest back aerials in the game, KOing at around 110% from center stage.
|bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding. When sweetspotted, it is among the strongest back aerials in the game, KOing at around 110% from center stage.
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.3}} (hits 2-5), {{ShortHopDmgSSBU|4}} (hit 5)
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.3}} (hits 2-5), {{ShortHopDmgSSBU|4}} (hit 5)
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|zairname=[[Grapple Beam]]
|zairname=[[Grapple Beam]]
|zairdmg=2.5% (hit 1), 4% (hit 2)
|zairdmg=2.5% (hit 1), 4% (hit 2)
|zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag. It autocancels from a full hop and has an impressive range, being the longest grab aerial in-game. In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting opponents causes the Grapple Beam to retract earlier, while not reducing the move's ending lag.
|zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag. It autocancels 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 combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting an opponents causes the Grapple Beam to retract earlier, while not reducing the move's ending lag.
|grabname=Grapple Beam
|grabname=Grapple Beam
|grabdesc=Fires the Grapple Beam. It has an 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= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A palm strike. It has moderate damage and speed relative to other pummels.
|pummeldesc=A palm strike. Has moderate damage and speed relative to other pummels.
|fthrowname= 
|fthrowname= 
|fthrowdmg=10%
|fthrowdmg=10%
|fthrowdesc=Twirls the opponent overhead then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has [[rage]] and is at the edge of the stage.
|fthrowdesc=Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has [[rage]] and is at the edge of the stage.
|bthrowname= 
|bthrowname= 
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Swings the opponent behind herself. Slightly more effective for KOing and setting up edge guards than her forward throw, due to its lower launch angle.
|bthrowdesc=Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.
|uthrowname= 
|uthrowname= 
|uthrowdmg=5% (hit 1), 7% (throw)
|uthrowdmg=5% (hit 1), 7% (throw)
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|dthrowname= 
|dthrowname= 
|dthrowdmg=8%
|dthrowdmg=8%
|dthrowdesc=Swings the opponent high above her head then slams them onto the ground. A reliable combo starter, with its followups including a dash attack, [[small step forward smash]] or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents.
|dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack, [[small step forward smash]] or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Performs a leg sweep while climbing up.
|edgedesc=Performs a legsweep while climbing up.
|nsname=Charge Shot
|nsname=Charge Shot
|nsdmg=5% (uncharged), 28% (fully charged)
|nsdmg=5% (uncharged), 28% (fully charged)
|nsdesc=[[metroidwiki:Charge Beam|Charges a ball of energy and fires it]]. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. It can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into [[tumbling]], it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction.
|nsdesc=[[metroidwiki:Charge Beam|Charges a ball of energy and fires it]]. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into [[tumbling]], it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction.
|ssname=Missile
|ssname=Missile
|ssdmg=8% (Homing), 12% (Super)
|ssdmg=8% (Homing), 12% (Super)
|ssdesc=Fires a {{s|metroidwiki|Missile}}, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a {{s|metroidwiki|Super Missile}}, which stays in place for a short while before traveling in a straight line and deals more damage and knockback. Both variations deal low knockback but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities.
|ssdesc=Fires a {{s|metroidwiki|Missile}}, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a {{s|metroidwiki|Super Missile}}, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities.
|uspage=Screw Attack (move)
|uspage=Screw Attack (move)
|usname=Screw Attack
|usname=Screw Attack
|usdmg=3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12)
|usdmg=3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12)
|usdesc=[[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 it started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.
|usdesc=[[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, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.
|dspage=Bomb (Samus)
|dspage=Bomb (Samus)
|dsname=Bomb
|dsname=Bomb
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|fspage=Zero Laser (Samus)
|fspage=Zero Laser (Samus)
|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 vertically during the Final Smash.
|fsdesc=Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.
}}
}}