Samus (SSB4): Difference between revisions

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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D
|tier = D
|ranking = 37
|ranking = 36-37
}}
}}
'''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 ''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''' ({{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}}, as she is now a standalone character.


Samus is currently ranked 37th out of 55 on the [[tier list]] (tied with {{SSB4|Robin}}), placing her at the bottom of D tier and middle of mid tier. This is a noticeable improvement over her bottom-tier placement in ''Brawl'', where she was ranked 32nd out of 38. Samus possesses numerous projectiles in the form of her [[Charge Shot]], [[Missile]] and [[Bomb (Samus)|Bomb]], all of which grant her strong zoning potential alongside her [[Grapple Beam]]. Charge Shot also functions as a fearsome KOing option and a strong [[punish]]ing option in many situations due to its high damage output and excellent knockback, while her Bomb and Grapple Beam can aid her recovery. Samus also possesses a good air game that allows for powerful and highly damaging combos when she finds or sets up an opening, which is further supplemented by set-ups in the form of her dash attack, up tilt, down aerial, down throw and Grapple Beam.
Samus is ranked 36th/37th out of 54 on the [[tier list]] (tied with {{SSB4|Robin}}), placing her at the bottom of D tier and middle of mid tier. This is a moderate improvement over her bottom-tier placement in ''Brawl'', where she was ranked 32nd out of 38. Samus possesses multiple projectiles: 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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==Attributes==
==Attributes==
Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is a [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]] and slow [[falling speed]]. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and, in some cases, getting punished after landing a move despite her being visually out of range of the opponent's counterattack. Furthermore, some of the hitboxes on her moves, most notably up smash, forward smash and up aerial, have the issue of failing to connect properly or even whiffing outright.
Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is a [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]], above average air acceleration, high jump height and slow [[falling speed]]. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and, in some cases, getting punished after landing a move despite her being visually out of range of the opponent's counterattack. Furthermore, some of the hitboxes on her moves, most notably up smash, forward smash and up aerial, have the issue of failing to connect properly or even whiffing outright.


Samus' moveset is defensive, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] grants Samus various mix-ups and can aid her recovery. However, Missile and Bomb also possess valuable utility, in that they can guarantee a shield break when used in conjunction with a sufficiently charged Charge Shot or a sweetspotted back aerial. Lastly, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO very early.
Samus' moveset is defensive, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] grants Samus various mix-ups and can aid her recovery. However, Missile and Bomb also possess valuable utility, in that they can guarantee a shield break when used in conjunction with a sufficiently charged Charge Shot or a sweetspotted back aerial. Lastly, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO very early.
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Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful, calculated use of her various tools to keep momentum in her favor, much like in [[Metroid (universe)|her home series]]. As such, she is like {{SSB4|Shulk}} in that she is a character that is hard to master, but greatly rewards patient and calculated play.
Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful, calculated use of her various tools to keep momentum in her favor, much like in [[Metroid (universe)|her home series]]. As such, she is like {{SSB4|Shulk}} in that she is a character that is hard to master, but greatly rewards patient and calculated play.


==Changes from ''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 has been buffed overall due to her buffs being more abundant and helpful. Samus has gained several new KOing options, the most notable of which is [[Charge Shot]], which has drastically increased speed and knockback. The other noteworthy options include her forward smash, up smash, neutral aerial, forward aerial and [[Screw Attack]]. Forward smash now has a powerful sweetspot in the form of a fiery blast at the tip of her Arm Cannon. Neutral aerial, forward aerial, up smash and Screw Attack have each have had their knockback improved, most notably on neutral aerial (and only to the last hit in Screw Attack's case). Additionally, forward aerial, up smash and Screw Attack's multiple hits now connect better to further ensure that opponents cannot escape their respective last hits. Samus' dash attack is also capable of KOing due to its sweetspot having increased knockback growth, although it is not as viable in doing so as the aforementioned moves.
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]], Samus' combo game has been improved. Her attacks such as down throw and dash attack have been given better knockback angles, and she is able to combo attacks into each other far easier, with multiple combo starters and combo oriented moves, including dash attack, up tilt, forward aerial, up aerial and down aerial. Due to the overall higher fall speeds in the transition, Samus was given improvements to her [[falling speed]], [[air speed]], and [[gravity]], which makes her aerial presence more threatening, giving her access to combos she never had before, and also allows her to land slightly easier than in ''Brawl''. The changes to shields and [[shieldstun]] in update [[1.1.1]] also benefit her, as she can use her Charge Shot, Super Missile and Bomb in tandem with other moves to easily break shields.
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. Her [[Missile]]s have been improved as well, with more active frames and having less startup and ending lag for all variants except for the aerial version of the Homing Missile. 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.


However, Samus also received a few nerfs in other areas during the initial. Her forward smash now has sightly increased ending lag as well as a new sourspot that is rather weak and runs along the Arm Cannon, while her up smash now deals less damage overall, though its knockback was heavily compensated, however. Likely due to receiving more KOing options, some of Samus' more reliable finishers in ''Brawl'', such as her down tilt and down smash, can no longer KO until very high percents. [[Missile]] is harder to camp with due her losing the ability to perform her Missile Cancel technique, though her projectiles overall are still powerful and useful in their own right. Additionally, a few of Samus' most damaging attacks deal slightly less damage (though they still deal high damage relative to the cast), while her aerials have slightly more landing lag (though this is a universal nerf among the cast).
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.


Overall, Samus has been buffed overall from ''Brawl'' despite receiving a fair share of nerfs. She has been slightly re-balanced to be less reliant on projectiles, now wielding a slightly improved close-range game, with both her damage racking ability and combo game having been vastly improved. Most importantly, she has noticeably improved KOing potential, enabling her to score KOs much easier. While a few of her moves now require slightly more precision, such as her forward smash, neutral aerial and Missile, they compensate for this by being more rewarding. As such, she has a relatively high learning curve, but can be quite viable and versatile when mastered, similarly to {{SSB4|Shulk}}. Dedicated players like {{Sm|IcyMist}}, {{Sm|ESAM}}, and {{Sm|Afro Smash}} have managed to bring her some degree of tournament success and continue to develop her metagame.
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 due to her previously mentioned higher gravity and faster falling speed. While her KO potential has improved, some of Samus' previous KO moves, such as her down tilt and down smash, have lost their previous KO potential. [[Missile]] is harder to camp with due it no longer auto-canceling on landing and she can only use two Homing Missile and one Super Missile at a time, 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.


===Aesthetics===
===Aesthetics===
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===Attributes===
===Attributes===
*{{buff|Samus [[Walking|walks]] faster (1.05 → 1.0615).}}
*{{buff|Samus [[Walking|walks]] very slightly faster (1.05 → 1.0615).}}
*{{buff|Samus [[dash]]es faster (1.445 → 1.504).}}
*{{buff|Samus [[dash]]es slightly faster (1.445 → 1.504).}}
*{{buff|Samus' [[air speed]] is faster (0.987 → 1.03).}}
*{{buff|Samus's [[air speed]] is faster (0.987 → 1.03).}}
*{{change|Samus' [[falling speed]] is faster (1.07 → 1.3).}}
*{{change|Samus's [[falling speed]] is much faster (1.07 → 1.3). This greatly improves her ground-to-air transitioning, but makes her more susceptible to combos.}}
*{{buff|Samus' [[fast fall]]ing speed is much faster (1.498 → 2.08).}}
**{{buff|Her [[Fast-fall|fast-falling speed]] is drastically faster (1.498 → 2.08). This significantly improves her aerial mobility and makes her substantially less vulnerable to juggling.}}
*{{change|Samus' [[gravity]] is much higher (0.058 → 0.077).}}
*{{change|Samus' [[gravity]] is higher (0.058 → 0.077). When combined with her faster falling speed, this allows her to land significantly more safely, but further increases her susceptibility to combos.}}
*{{buff|[[Jump]] is higher.}}
*{{buff|[[Jump]] is higher.}}
*{{change|Samus is no longer connected to {{SSB4|Zero Suit Samus}} via [[Final Smash]], taunt, or menu input usage, with the latter becoming her own separate character.}}
*{{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).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 3-27).}}
*{{nerf|[[Spot dodge]] 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.}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack's second hit deals slightly more damage (7% → 8%) and has increased vertical range.}}
*[[Neutral attack]]:
*{{nerf|Neutral attack's first hit has decreased hitstun and increased knockback growth. This allows opponents to shield the second hit or even be launched out of range for the second hit to land, hindering its utility.}}
**{{buff|Neutral attack's second hit has a longer duration (frames 4-6 → 6-9), deals slightly more damage (7% → 8%) and has increased vertical range.}}
*{{buff|Forward tilt has adjusted hitbox properties. Its non-angled variant has received two sweetspots covering the lower leg and foot that deal more damage and received sourspots on her upper leg and body that deal the same damage as in ''Brawl'' (7%/8% → 7%/8%/9%/10%). Additionally, its upward and downward angles have each received a sweetspot on her foot that deals 1% more damage (10% → 11%). Lastly, it has increased knockback.}}
**{{nerf|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|Forward tilt's upward and downward angles have received sourspots covering her upper leg and body (10% → 8%/9%/10%). It also has slightly increased startup lag (frame 7 → 8).}}
*[[Forward tilt]]:
*{{nerf|Down tilt deals 2% less damage (14% → 12%) and has decreased knockback growth (60 → 48), hindering its KO potential.}}
**{{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, the sweetspots's base knockback has been tripled (10 → 30). This significantly improves its KO potential.}}
*{{buff|Down tilt has slightly increased range.}}
**{{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).}}
*{{buff|Dash attack has received an early hitbox that deals 7% and prevents point-blank whiffing. It also has adjusted hitbox timings and longer hitbox durations (frames 8-10 (clean)/11-16 (late) → 8-9 (early)/10-13 (clean)/14-18 (late)), decreased ending lag ([[IASA]] 38 → 34), improved knockback against aerial opponents. When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential.}}
*[[Down tilt]]:
*{{buff|Forward smash has received a sweetspot and a sourspot. The sweetspot is at the tip of the Arm Cannon and deals more damage (14%/13%/12% → 15%/14%/13.5%), while the sourspot is along the Arm Cannon and deals 1% less damage (14%/13%/12% 13%/12%/11%). However, the sourspot is still stronger than her previous forward smash (20 (base)/100 (growth) → 16/112), making this negligible. Forward smash also has much greater reach because of the sweetspot, restoring its utility from ''Melee''.}}
**{{buff|Down tilt has slightly increased range.}}
*{{nerf|Forward smash has increased ending lag (IASA 47 → 49).}}
**{{nerf|Down tilt deals 2% less damage (14% → 12%) and has decreased knockback scaling (60 → 48), hindering its KO potential to the point it cannot KO middleweights until around 200%.}}
*{{nerf|Up smash deals less damage (23% → 18%).}}
*[[Dash attack]]:
*{{buff|Up smash's linking hits connect together better and the last hit has increased knockback, improving its KO potential.}}
**{{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.}}
*{{nerf|Down smash deals less damage (15% (front)/14% (back) → 10%/12%) and has decreased knockback (90 (base)/50 (growth) → 70/46 (front), 80 (base)/40 (growth) → 70/48 (back)), hindering its KO potential. Both hits also have shorter hitbox durations (frames 9-11 (front)/17-19 (back) → 9-10/17-18).}}
*[[Forward smash]]:
*{{buff|Down smash has decreased ending lag (IASA 52 → 45) and it is now a [[semi-spike]], granting it edge-guarding potential.}}
**{{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 its base knockback has been doubled (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%).}}
*[[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|Hits 1-4 have a shorter duration (3 frames → 2).}}
**{{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.}}
**{{change|Up smash charges one frame sooner (between 10-11 → 9-10).}}
*[[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).}}
**{{buff|Down smash has decreased ending lag (FAF 52 → 45) and it is now a [[semi-spike]] (70° (front), 120° (back) → 31° (both)), granting it edge-guarding potential.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|All aerials' have increased landing lag (9 frames → 16 (neutral), 9 frames → 25 (forward), 12 frames → 18 (back) 9 frames → 12 (up), 9 frames → 20 (down)).}}
*{{nerf|All aerials' have increased landing lag (9 frames → 16 (neutral), 9 frames → 25 (forward), 12 frames → 18 (back) 9 frames → 12 (up), 9 frames → 20 (down)).}}
*{{buff|Samus has a new [[neutral aerial]], a modified version of the Counter Attack's roundhouse kick from ''Metroid: Other M''. Compared to the previous neutral aerial, it deals more damage (9%/6% → 10%/9%/8%) and significantly more knockback, making it significantly better at KOing. It also has much better range behind her and launches at a lower angle, making it better at edgeguarding.}}
*{{nerf|Samus' faster falling speed  and higher gravity prevent her from performing two neutral, back or up aerials in a short hop.}}
*{{nerf|Neutral aerial has more startup lag (frame 5 → 8), a much shorter duration, and significantly smaller hitboxes compared to the previous neutral aerial, hindering its range in front of her.}}
*[[Neutral aerial]]:
*{{nerf|Samus' faster falling speed removes forward aerial's ability to auto-cancel from a short hop and back aerial's ability to be used twice from a short hop. Its first four hits also deal less damage (4% (hit 1)/3% (hits 2-4) → 3%/1.6%).}}
**{{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|Forward aerial has received a hitbox to make its hits connect together better. It also launches at the [[Autolink angle|auto-link angle]] and its last hit has increased knockback, improving its edgeguarding potential.}}
**{{nerf|Neutral aerial has more startup lag with a much shorter duration (frames 5-24 → 8-11/16-24) and less range in front of Samus. Its altered angle and knockback also means that it no longer [[lock]]s opponents removing one of Samus' most reliable locking tools.}}
*{{buff|Back aerial's sourspot deals 2% more damage (10% → 12%) and its sweetspot has much higher damage and knockback, making it among the strongest back aerials in the game, improving its KO potential. It also received a lingering sourspot that deals 9% and knockback that enables it to be used in a [[Wall of Pain]], improving its utility.}}
*[[Forward aerial]]:
*{{buff|Up aerial's hits connect together better and its last hit has increased knockback, granting it KO potential near the upper blast line. It also has juggling potential now due to launching vertically instead of horizontally.}}
**{{buff|Forward aerial has less startup lag (frame 7 → 6), its 2nd, 3rd and 4th hits launch at the [[Autolink angle|auto-link angle]] and the first four hits have a reduced SDI multiplier (1x → 0.8x) making them connect more reliably and its last hit has increased knockback scaling (100 → 140), improving its edgeguarding potential.}}
*{{nerf|Up aerial has significantly less edgeguarding potential due to its angle being changed.}}
**{{change|Forward aerial's first hit now has set knockback (20 (base) → 15 (set)). This allows it to connect more reliably with the later hits but significantly hinders its followup potential when combined with forward aerial's much higher landing lag.}}
*{{buff|Down aerial has decreased start-up lag (frame 18 → 17). It also gained spacing potential and significantly improved KO potential because of its new sourspots.}}
**{{nerf|Forward aerial's first four hits deal less damage (4% (hit 1)/3% (hits 2-4) → 3%/1.6%).}}
*{{nerf|Down aerial deals less damage (15% → 10% (early)/14% (clean)/11% (late)) and it has received a sourspot along the edges of its arc that launches opponents horizontally.}}
**{{nerf|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|Grab aerial deals less damage (4% (early)/7% (clean) → 1%/3.5%). It also has 8 frames of landing lag, rather than auto-canceling.}}
**{{nerf|Due to Samus's faster falling speed and higher gravity, forward aerial can no longer autocancel in a short hop. Combined with its much higher landing lag, this makes it much worse for approaching.}}
*{{buff|Grab aerial has increased range as a [[tether recovery]]. It also received two additional hitboxes.}}
 
*[[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).}}
**{{nerf|Back aerial auto-cancels later (frame 32 → 42), although it can still autocancel in a short hop.}}
*[[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°).}}
**{{nerf|Up aerial has significantly less edgeguarding potential due to its angle being changed.}}
*[[Down aerial]]:
**{{buff|Down aerial now has an early hit with less startup lag (frame 18 → 17), increased base knockback (2 → 25) and it launches opponents horizontally (270° → 361°) significantly improving its spacing and KO potential on stage. The clean hit also has increased base knockback (2 → 25) which when combined with the removal of [[meteor cancel]]ing, improves its edgeguarding potential. It also now has a late hit which functions similarly to the early hit and lengthens down aerial's duration (frames 18-22 → 17-23).}}
**{{nerf|Down aerial deals less damage (15% → 10% (early)/14% (clean)/11% (late)) and the meteor hitbox has more startup lag with a shorter duration (frames 18-22 → 19-21) and has decreased knockback scaling (100 → 85) which hinders its KO potential when combined with its lower damage despite its higher base knockback. Down aerial is also much worse as a landing option and a combo tool due to its much higher landing lag combined with the attack's alterations.}}
*[[Grab aerial]]:
**{{nerf|Grab aerial deals less damage (4% (early)/7% (clean) → 1%/3.5%) and the sourspot has decreased base knockback (60 → 30) while the sweetspot's knockback was not fully compensated (60 (base), 60 (scaling) → 30/100) hindering the sweetspot's edgeguarding potential. It also has 8 frames of landing lag, rather than auto-canceling. Altogether, these changes greatly hinder grab aerial's spacing and followup potential.}}
**{{buff|Grab aerial has increased range as a [[tether recovery]]. It also received two additional hitboxes.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have decreased start-up (frame 17 → 16 (standing/dash), frame 19 → 17 (pivot)) and ending lag (IASA 94 (standing)/74 (dash)/96 (pivot) → 69/67/83).}}
*{{buff|All grabs have less startup (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.}}
*{{bugfix|Pummel now always hits every fighter.}}
*[[Pummel]]:
**{{buff|This removes its ability to whiff.}}
**{{buff|Pummel deals more damage (1% → 1.2%).}}
*{{buff|Up throw now deals full damage to all lightweights.}}
**{{buff|Pummel has an altered animation, which gives the hitbox more range in front of Samus. This prevents the move from whiffing against certain characters, especially during their hitstun animations.}}
*{{buff|Front floor attack deals 1% more damage (6% → 7%).}}
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
*{{change|Back floor attack and edge attack deal consistent damage (6%/8% → 7%).}}
***{{buff|This makes the pummel safer against bystanders, especially against floatier characters.}}
***{{nerf|However, this also hinders its ability to chain into itself.}}
*[[Up throw]]:
**{{buff|Up throw's hitboxes have a longer duration (1 frame → 2). This means that all five hits will now connect against the entire cast, rather than certain hits whiffing against some lightweights.}}
*[[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|The back hit of front floor attack and edge attack no longer have set knockback (90 (set), 100 (scaling) → 80 (base)/50 (floor), 90/20 (edge)).}}
*[[Floor attack]]s:
**{{buff|Front floor attack and the back hit of back floor attack deal 1% more damage (6% → 7%).}}
**{{nerf|The front hit of back floor attack deals less damage (8% → 7%).}}
*[[Edge attack]]:
**{{change|Edge attack deals consistent damage compared to the previous fast edge attack (6%/8% → 7%).}}
**{{nerf|Edge attack has less intangibility (frames 1-23 → 1-22).}}


===Special moves===
===Special moves===
*{{buff|Fully charged [[Charge Shot]] has increased knockback growth (56 → 62), improving its KO potential. Charge Shot also charges slightly faster and travels significantly faster.}}
*[[Charge Shot]]:
*{{buff|[[Missile]]s have decreased startup lag (frame 20 (Homing)/23 (Super) → 18/21), longer durations (frames 18-116 (Homing)/21-82 (Super) → 18-118/21-84), and decreased ending lag on the ground (IASA 60 (both) → 57 (Homing)/59 (Super)). Super Missile also has increased base knockback (40 → 50), slightly improving its KO potential.}}
**{{buff|Charge Shot now uses a charge formula to increase its power and size rather than a stage system consisting of separate hitbox data for each charge. This means that the move is constantly becoming larger and more powerful every frame rather than only after every 16 frames.}}
*{{nerf|Samus can only have two Homing Missiles and one Super Missile onscreen at the same time. If she attempts to shoot another one while one is already on-screen, she will perform the firing animation, but no Missile will be fired. Homing Missile also appears to target less reliably. Additionally, Missile covers less distance and Samus is no longer able to perform the Missile Cancel, hindering its utility.}}
**{{buff|Charge Shot has larger hitboxes (1.44u (uncharged)/6u (fully charged) → 1.9u/8u).}}
*{{buff|[[Screw Attack]] travels more vertical distance, improving its recovery potential, and its last hit has drastically increased knockback, granting it KO potential.}}
**{{buff|Charge Shot's projectile travels faster (1.5 (uncharged)/2.65 (fully charged) → 1.8/3.2).}}
*{{buff|{{b|Bomb|Samus}} has decreased knockback, improving its combo potential. It also has decreased ending lag (IASA 47 → 45). Additionally, aerial Bomb can be used faster. When coupled with her faster air speed, these changes improve its horizontal recovery potential.}}
**{{buff|Fully charged Charge Shot has increased knockback scaling (56 → 62), improving its KO potential.}}
*{{nerf|Aerial Bomb delays Samus' descent for a slightly shorter amount of time and Bomb grants slightly less height, hindering its vertical recovery potential. Additionally, Bomb's explosion is now [[Absorption|absorbable]].}}
**{{change|Fully charged Charge Shot has a lower hitlag multiplier (1x → 0.7x).}}
*{{nerf|{{b|Zero Laser|Samus}} deals less damage overall.}}
***{{buff|This gives the opponent less time to DI or SDI the move.}}
*{{buff|Zero Laser has less startup lag and more range.}}
***{{nerf|However as the move is a projectile, this gives Samus less time to followup after the opponent is no longer in hitlag, both on hit and on shield.}}
*{{change|Zero Laser's animation has slightly changed. The beam now starts out thin before expanding, rather than starting out wide before thinning. It also produces slightly more prominent visual effects around the Arm Cannon's tip.}}
**{{nerf|Charge Shot has more ending lag, especially when fully charged (FAF 44 → 54 (uncharged)/61 (fully charged)).}}
***{{nerf|This particularly hurts the fully charged version as when combined with its lower hitlag, this prevents Samus from being to followup out of it at lower percents as well as making the move much more punishable on shield (with the move no longer being completely safe on shield).}}
*[[Missile]]:
**{{buff|Missiles have less 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.}}
**{{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|Homing Missile targets less reliably and both missiles cover less distance.}}
**{{nerf|Missile no longer auto-cancels on landing, hindering its utility.}}
*{{b|Screw Attack|move}}:
**{{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}}:
**{{buff|Bomb has less 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]].}}
*{{b|Zero Laser|Samus}}:
**{{nerf|Zero Laser deals less damage overall.}}
**{{buff|Zero Laser has less startup lag and more range.}}
**{{change|Zero Laser's animation has slightly changed. The beam now starts out thin before expanding, rather than starting out wide before thinning. It also produces slightly more prominent visual effects around the Arm Cannon's tip.}}


==Update history==
==Update history==
Line 150: Line 206:
==Moveset==
==Moveset==
*Samus can [[wall jump]].
*Samus can [[wall jump]].
''For a gallery of Samus's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=2
|neutralcount=2
|neutralname=Straight and Cannon Hammer
|neutralname=Straight ({{ja|ストレート|Sutorēto}}) / Cannon Hammer ({{ja|アームキャノンハンマー|Āmu Kyanon Hanmā}}, ''Arm Cannon Hammer'')
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=8%
|neutral2dmg=8%
Line 178: Line 235:
|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--> ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'')
|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.
Line 186: Line 243:
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late)
|nairdmg=10% (hit 1), 9% (hit 2 clean), 8% (hit 2 late)
|nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its first few frames deal very powerful knockback, which makes it a viable KOing option off-stage or near the edge. It is also a decent combo finisher.
|nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its front hit and sweetspotted back hit deal very powerful knockback, which makes it a viable KOing option off-stage or near the edge. It is also a decent combo finisher.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (all hits connect)
|fairdmg=3% (hit 1), 1.6% (hits 2-4), 5% (hit 5), 12.8% (all hits connect)
Line 192: Line 249:
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=14% (clean foot), 12% (clean leg), 9% (late)
|bairdmg=14% (clean foot), 12% (clean leg), 9% (late)
|bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a [[Wall of Pain]]. KOs under 100% and around 80% at the edge.
|bairdesc=A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a [[Wall of Pain]]. KOs under 100% and around 80% at the edge with the clean sourspot and sweetspot respectively.
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect)
|uairdmg=3% (hit 1), 1% (hits 2-5), 4% (hit 6), 11% (all hits connect)
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. Can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a [[Screw Attack]]. On stages with platforms, it can even [[zero-to-death]] the entire cast when using a platform to extend the combo.
|uairdesc=A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most multi-hitting attacks, the opponent can easily be launched before the move is complete if Samus does not follow the opponent's previous launch direction. Grounded opponents can be hit by the last hitbox if Samus lands while starting the move in the air, although it is difficult to do so. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. Can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a [[Screw Attack]]. On stages with platforms, it can even [[zero-to-death]] the entire cast when using a platform to extend the combo. If used high enough at high percents, it can be used as a KO option.
|dairname=&nbsp;
|dairname=&nbsp;
|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]] ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling 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 ({{ja|グラップリングビーム|Gurappuringu Bīmu}}, ''Grappling 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=&nbsp;
|pummelname=&nbsp;
Line 215: Line 272:
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=1% (hits 1-5), 4% (throw)
|uthrowdmg=1% (hits 1-5), 4% (throw)
|uthrowdesc=Hoists the opponent overhead and then blasts them upward. Can combo into Screw Attack or up aerial at 0% against heavyweights or fast-fallers, but it otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to-death the same characters when followed up by her up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth.
|uthrowdesc=Hoists the opponent overhead and then blasts them upward with the Grapple Beam. Can combo into Screw Attack or up aerial at 0% against heavyweights or fast-fallers, but it otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to-death the same characters when followed up by her up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=6%
|dthrowdmg=6%
Line 258: Line 315:
|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
Line 274: Line 331:
|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.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 108
|rweight = 6-7
|dash = 1.86
|rdash = 4
|run = 1.504
|rrun = 37
|walk = 1.0615
|rwalk = 36
|trac = 0.0585
|rtrac = 26
|airfric = 0.0075
|rairfric = 43-48
|air = 1.03
|rair = 28
|baseaccel = 0.04
|rbaseaccel = 3-5
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.077
|rgravity = 46-47
|fall = 1.3
|rfall = 49-50
|ff = 2.08
|rff = 49-50
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 37
|rjumpheight = 12
|shorthop = 18
|rshorthop = 10
|djump = 37
|rdjump = 14-15
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Samus English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 313: Line 413:
|char=Samus}}
|char=Samus}}


==In [[Competitive play|competitive play]]==
==In [[competitive play]]==
===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 rising to 41st on the third tier list, at the top of the low tier. Samus' somewhat more successful tournament placings have improved competitive perception of her, as she rose to 36th/37th on the fourth and final 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.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=1213
|set10=1213
}}
}}
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
====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}} - 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 benefitting 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.
''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.''


==Trophies==
''See also: [[:Category:Samus players (SSB4)]]''
:'''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.''
*{{Sm|Afro Smash|UK}} - The best Samus player in Europe. His most notable run was with 9th at {{Trn|Albion 2}}, garnering some of his best wins at the tournament with {{Sm|iStudying}} and {{Sm|Peli}}. At some smaller events, he placed 7th at both {{Trn|Respawn 5}} and {{Trn|DAT BlastZone 25: The Silver Anniversary}} and 13th at {{Trn|Syndicate 2016}}. Ranked 37th on the [[European Smash 4 Power Rankings]].
*{{Sm|ESAM|USA}} - Uses Samus as a secondary alongside {{SSB4|Pikachu}} and is one of the best Samus players in the world. He won regional {{Trn|Combo Breaker 2017}} as a solo Samus player and his most notable victory with the character was his win over {{Sm|Ally}} at {{Trn|2GGC: Civil War}}. He has found success with her as a secondary at other tournaments such as 2nd at {{Trn|DreamHack Austin 2018}}, using her against {{Sm|Locus}} in his bracket. He ranked 17th on the [[PGR 100]], being the only Samus representative during the ''Smash 4'' PGR seasons.
*{{Sm|IcyMist|USA}} - One of the best Samus players in the world. Made one top 8 appearance with {{Trn|Showdown: Battle Royale}}, placing 7th and defeating {{Sm|Ned}}. By the latter half of ''Smash 4'' era, she made notable major placements with 9th at {{Trn|Royal Flush}} and 13th at {{Trn|Super Smash Con 2018}}, notably defeating {{Sm|Elegant}} and {{Sm|Wrath}}. She was also known as the best player online for the majority of the game's competitive lifespan, placing 1st on the [[Wi-Fi Warrior Rank v1]].
*{{Sm|Joker|Mexico}} - The best Samus player in Mexico. Competed regionally on a sparse basis, but still maintained to highlight the character at certain tournaments such as 9th at both {{Trn|Smash Factor 5}} with a notable win over {{Sm|Nanon}} and {{Trn|TGC 7}}.
*{{Sm|Jonny Westside|USA}} - The best Samus player in the world during the first few years of the game's active lifespan. This was mainly seen with many [[SoCal]] events, placing 7th at {{Trn|2GGT: ESAM Saga}} defeating {{Sm|Zenyou}} and Elegant, as well as 9th at {{Trn|2GGT: FOW Saga}}, 13th at {{Trn|2GGT: The False Awakens}}, and 25th at {{Trn|2GGT: Fresh Saga}}.
*{{Sm|Parme|Japan}} - The best Samus player in Japan. Attended almost every [[Sumabato]] from 2017-2018 with strong results, placing 7th at {{Trn|Sumabato 21}} and 9th at {{Trn|Sumabato Smash 4 Final}}, beating players such as {{Sm|komorikiri}} and {{Sm|Kuro}}.
*{{Sm|Pyreeze|USA}} - One of the best Samus players in the United States. He was a respected player in Washington, placing 9th on the Lifetime [[Washington Power Rankings#Super Smash Bros. for Wii U rankings|Western Washington Smash 4 Power Rankings]]. He also placed top 8 at some of the biggest events in Washington such as 5th at {{Trn|Port Priority: A Pacific Northwest Regional}} and 7th at {{Trn|Port Priority 2: Midwest Invasion}} and additionally placed 33rd at {{Trn|Frostbite 2018}}.


::{{Trophy games|console1=NES|game1=Metroid (08/1987)|console2=SNES|game2=Super Metroid (04/1994)}}
==[[Trophies]]==
{{Trophy/Fighter
|name=Samus
|image-3ds=SamusTrophy3DS.png
|image-wiiu=SamusTrophyWiiU.png
|mode=Classic
|desc-3ds-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!
|desc-wiiu-ntsc=Samus Aran is known for her numerous battles across alien 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 with kicks and punches, but she favors beams and missiles. A fully charged Charge Shot packs a serious punch!
|desc-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.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Metroid|release1=08/1987|console2=SNES|game2=Super Metroid|release2=04/1994}}
|gamelist-pal={{Trophy games|console1=NES|game1=Metroid|release1=01/1988|console2=SNES|game2=Super Metroid|release2=07/1994}}
}}
{{clrl}}


:'''Samus (Alt.)'''
{{Trophy/Fighter
::{{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.''
|name=Samus (Alt.)
|image-3ds=SamusAltTrophy3DS.png
|image-wiiu=SamusAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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.
|desc-wiiu-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-move button or launches a Super Missile by quickly tapping sideways instead.
|desc-pal=Samus's 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 those things at the same time, you'll fire a Super Missile.
|gamelist-ntsc={{Trophy games|console1=NES|game1=Metroid|release1=08/1987|console2=SNES|game2=Super Metroid|release2=04/1994}}
|gamelist-pal={{Trophy games|console1=NES|game1=Metroid|release1=01/1988|console2=SNES|game2=Super Metroid|release2=07/1994}}
}}
{{clrl}}


::{{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/Fighter
 
|name=Zero Laser
::{{Trophy games|console1=NES|game1=Metroid (08/1987)|console2=SNES|game2=Super Metroid (04/1994)}}
|image=ZeroLaserTrophyWiiU.png
 
|desc-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.
:'''Zero Laser'''
|desc-pal=In Samus's 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.
::{{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.''
|game=ssb4-wiiu
 
}}
::{{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.''
{{clrl}}
 
<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==
Line 417: Line 518:
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}}.
Line 427: Line 527:
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 [[Hookshot and Clawshot|Clawshot]] [[Tether recovery|tether recoveries]].
SSB4 - Tether Recovery.jpg|Samus and Link simultaneously grabbing an edge with their [[Grapple Beam]] and [[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.
PyrosphereSamus.jpg|Samus using her [[Charge Shot]] against [[Ridley]].
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==
*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 {{SSB4|R.O.B.}}, {{SSB4|Mega Man}}, and {{SSB4|Shulk}}.


{{SSB4Characters}}
{{SSB4Characters}}
{{Metroid universe}}
{{Metroid universe}}
[[Category:Samus (SSB4)]]
[[Category:Samus (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Samus (SSB4)]]
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