Samus (SSBU): Difference between revisions

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'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Initially teased in the then-unnamed ''Ultimate''{{'}}s announcement trailer, Samus was officially confirmed in the gameplay trailer on June 12, 2018 during E3 2018. Samus is classified as [[Fighter number|Fighter #04]].
'''Samus''' ({{ja|サムス|Samusu}}, ''Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. Initially teased in the then-unnamed ''Ultimate''{{'}}s announcement trailer, Samus was officially confirmed in the gameplay trailer on June 12, 2018 during E3 2018. Samus is classified as [[Fighter number|Fighter #04]].


Samus, alongside her [[Echo Fighter]] {{SSBU|Dark Samus}}, is ranked 15th out of 82 on the current [[tier list]], placing her in the A tier. This is a drastic improvement over ''[[Super Smash Bros. 4]]'', where she was tied with {{SSB4|Robin}} at 36th/37th out of 54, and is her best placement in the series to date. Samus possesses several moves that are generally quite strong, allowing her to easily [[KO]] her opponent up close and from afar. She has a great air game, as her aerials are all strong and can be used to either rack up damage in combos or to KO opponents. Her specials have useful projectiles to wall out opponents like her [[Missile|Missiles]] and [[Bomb (Samus)|Bombs]], and they all have their uses, especially [[Charge Shot]]: the weak variant is used to set up combos or a KO, while it can act as a viable KO option when fully charged, and she can also charge it when she's in the air. Finally, Samus has some of the highest endurance out of anyone in the roster due to her high weight and extremely flexible recovery, and she can easily return to the [[stage]] due to her variety of recovery options in her bombs or her [[Grapple Beam]] and her slow falling speed.  
Samus, alongside her [[Echo Fighter]] {{SSBU|Dark Samus}}, is ranked 15th out of 82 on the current [[tier list]], placing her in the A tier. This is a drastic improvement over ''[[Super Smash Bros. 4]]'', where she was tied with {{SSB4|Robin}} at 36th/37th out of 54, and is her best placement in the series to date. This mainly comes as a result of Samus' dynamic moveset, improved from the previous games. Samus' main strength is her powerful far-range neutral game, combined with a decent close-range game as well. For her archetype, Samus possesses a highly sophisticated variety of attacks, ranging from [[Charge Shot]], one of the most powerful neutral specials in the game, to her quick, short and basic hard-hitting combos. She also carries the undisputed best shield pressure in the game for a zoner. Charge Shot is fast and covers wide distance when fully charged. Not only does it deal heavy shield damage, but when slightly charged, can set up for a combo, and when fully charged, can deliver a KO. [[Missile|Missiles]] is a projectile that allows her to easily force approaches, as it covers space wide enough to catch opponents in the air or spot-dodging, and it inflicts good shield damage. She provides an excellent air game as well, possessing among the strongest aerial attacks in the game, all of which are useful for combos or easy KOs. On top of that, Samus, for a zoner, has a fairly admirable close-range neutral. Her forward aerial is one of the best anti-aerial attacks in the game, as it covers a lot of distance and also inflicts heavy damage and KOs at fairly high percents. She also possesses the longest tether grab of any character in the game in the form of [[Grapple Beam]], which allows her to easily punish opponents that are quick to approach her on the ground. Should opponents reach Samus up closer, she can quickly punish and reset neutral with [[Screw Attack]], which has very high hitsun and knockback, allowing for an easy [[out of shield]] KO option at higher percents. Furthermore, Samus has an excellent recovery, with her slow falling speed, Grapple Beam, the great vertical and horizontal distance of Screw Attack, as well as [[Bomb (Samus)|Bombs]] providing minor boosts to her recovery and serving as a tool for recovery mixups as well. Finally, Samus boasts amazing survivability, with a very heavy weight and amazing recovery allowing her to survive until higher percents, which could sometimes give her [[Rage|rage]] for an extended period of time and allow her to eliminate opponents first.  


Despite all these positives, Samus has some weaknesses that can hold her back. Samus relies on spacing to succeed, and often struggles against those who can either get into her space quickly or avoid her projectiles. Samus has poor grounded options if an opponent is too close to her, as her forward tilt is weaker at point-blank range and her [[jab]] is notorious for its inconsistency and not connecting properly. Being tall and surprisingly floaty for her weight, she also struggles with juggling. Finally, her best KO moves all have their own issues, such as her forward smash having a weak [[sourspot]] that takes precedence over her [[Sweet spot (hitbox)|sweetspot]] and her [[up smash]] being escapable via [[SDI]].
However, Samus has weaknesses, the most significant ones being her slow mobility and frame data. Samus has rather poor ground mobility, largely hindering her defensive options, and giving her a harder time against opponents who can catch up to her quickly. Samus' projectiles being the most useful part of her gameplan especially, are burdened with significant startup and endlag. Aside from Charge Shot, which takes time and calculation to land successfully, all of her special attacks, especially Screw Attack, have a high amount of cooldown lag and often leave Samus vulnerable to a sharp punish. This, combined with her low traction relative to the cast, gives her a rather mediocre out of shield game, and with Grapple Beam coming out at frame 15, it gives opponents enough time to spot dodge and punish Samus accordingly. Samus relies on spacing with her special attacks and out of shield options to succeed against her opponents, but with most of her defensive options being risky, she would have a difficult time handling opponents that avoid her projectiles and defensive options. Therefore, Samus is often forced to refrain from using her special attacks carelessly, despite their amazing strength, and it gives her somewhat difficult match-ups against characters that have better frame data and/or mobility and defense options, such as [[Mario]], [[Fox]], and [[Bayonetta]]. Furthermore, the relatively high ending lag on her attacks plagues even her stronger attacks, that being her KO options. Her up-smash, while serving as an effective out of shield punish option, is escapable via [[SDI]], struggles to hit short characters on the ground and has a lot of ending lag, while her forward-smash, while quick, is burdened with a large and weak sourspot at close range that takes precedence over the [[Sweet spot (hitbox)|sweetspot]] hitbox. Furthermore, Samus has a rather poor ground game, with a forward tilt that loses a lot of power at point-blank range, a slow up-tilt and a down tilt with dangerously high ending lag. Her [[jab]], while often used for mixups, is notorious for its inability to connect consistently. This causes Samus to seriously struggle when the opponent is too close to her. Being tall and surprisingly floaty for her weight is only beneficial to a limited degree, as it also makes her relatively easier to punish when in the air and juggle. Finally, her recovery, while amazing, is rather slow, linear, and predictable, so opponents with an effective offstage game will often give Samus a hard time recovering.


Overall, her strengths outweigh most of her weaknesses. Samus is an effective zoner that can deal massive amounts of damage and pressure while surviving to high percents. Though initially perceived to be unviable, this iteration of Samus is now considered to be her strongest since ''[[Super Smash Bros. Melee]]'', and as such has seen strong results from players such as {{Sm|Yaura}}, {{Sm|Sisqui}} and {{Sm|quiK}}
Overall, Samus is an effective zoner that can quickly and easily deal massive amounts of damage, shield pressure, and secure stocks, while surviving to very high percents. Samus is also a rather popular character in competitive play, mostly because she has a rather low learning curve, with basic combos and neutral gameplay that is highly effective. From the early until the current metagame, Samus has had consistent growth in successful representation, and has seen strong results from players such as {{Sm|Yaura}}, {{Sm|Sisqui}} and {{Sm|quiK}}.


==Attributes==
==Attributes==
Samus is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below-average [[walk]]ing and [[dash]]ing speeds, average [[air speed]], above-average [[air acceleration]], high [[jump]]s 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.
Samus is a [[Weight|heavyweight]] unique among others. She is a [[Falling speed#Floaty|floaty]] character with slightly below-average [[walk]]ing and [[dash]]ing speeds, average [[air speed]], above-average [[air acceleration]], high [[jump]]s 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.


Samus' moveset consists of playing defensively, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves when fully charged, due to its speed and power. [[Missile]] is mostly used for spacing, due to both its Homing and Super variants being extremely inefficient at KOing, while {{b|Bomb|Samus}} 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, {{b|Screw Attack|move}} is a very useful out of shield option thanks to it’s large hitboxes and intangibility on startup, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings.
Samus' moveset consists of playing defensively, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves when fully charged, due to its speed and power. Missiles is mostly used for spacing, due to both its Homing and Super variants being extremely inefficient at KOing, while {{b|Bomb|Samus}} 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, {{b|Screw Attack|move}} is a very useful out of shield option thanks to it’s very high knockback and hitstun, KOing option near the upper blast line and a viable combo finisher from aerial combo strings.


In addition, Samus has a strong air game. The changes to air dodges have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as forward aerial or her renowned Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall midair using her Bombs, and her Grapple Beam tether recovery's long range. All of Samus' aerials have no more than 20 frames of landing lag, and her back aerial is one of her best moves courtesy of its power, damage output, speed and range. Her down aerial can be a powerful meteor smash, forward aerial is a good pressuring tool due to its long duration, and up aerial is an excellent combo option. Lastly, her neutral aerial is a viable KOing option. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts.
In addition, Samus has a strong air game. The changes to air dodges have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as forward aerial or her renowned Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall midair using her Bombs, and her Grapple Beam tether recovery's long range. All of Samus' aerials have no more than 20 frames of landing lag, and her back aerial is one of her best moves courtesy of its power, damage output, speed and range. Her down aerial can be a powerful meteor smash, forward aerial is a good pressuring tool due to its long duration, and up aerial is an excellent combo option. Lastly, her neutral aerial is a viable KOing option. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts.
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Aside from [[Samus (SSBM)|her incarnation in]] ''[[Super Smash Bros. Melee|Melee]]'', Samus has historically been a lower-ranking character in the ''Super Smash Bros.'' series. Even her appearance in ''[[Super Smash Bros. 4|SSB4]]'' was mixed, as the significant buffs she received via game updates elevated her perception from "unviable" to "viable but outclassed". Likely as a result of her polarized viability, Samus has been buffed significantly overall in the transition to ''Ultimate''.
Aside from [[Samus (SSBM)|her incarnation in]] ''[[Super Smash Bros. Melee|Melee]]'', Samus has historically been a lower-ranking character in the ''Super Smash Bros.'' series. Even her appearance in ''[[Super Smash Bros. 4|SSB4]]'' was mixed, as the significant buffs she received via game updates elevated her perception from "unviable" to "viable but outclassed". Likely as a result of her polarized viability, Samus has been buffed significantly overall in the transition to ''Ultimate''.


Samus' largest buffs come from the improvements made to her [[grab]] game and her repertoire of projectiles. Historically considered among the most lackluster grab games despite her grabs' long range and her down throw's excellent combo ability, all of Samus' [[throw]]s have increased utility, damage and knockback; [[up throw]] is now her strongest throw and a viable KO option at high percentages, [[down throw]]'s combo potential was further improved due to its lower ending lag, and both her [[forward throw|forward]] and [[back throw]]s have more knockback, even situationally KOing at high percentages when close to an edge.
Samus' largest buffs come from the improvements made to her [[grab]] game and her repertoire of projectiles. Historically considered among the most lackluster grab games despite her grabs' long range and her down throw's excellent combo ability, all of Samus' [[throw]]s have increased utility, damage and knockback; her new [[up throw]] is now her strongest throw and a viable KO option at high percentages, [[down throw]]'s combo potential was further improved due to its lower ending lag, and both her [[forward throw|forward]] and [[back throw]]s have more knockback, even situationally KOing at high percentages when close to an edge.


In terms of her projectile game, {{b|Bomb|Samus}}s explode earlier on contact with enemies, [[Missile]]s deal more damage and have less ending lag, while Super Missiles deal more knockback and stall for a longer time before flying forward, greatly improving their use for trapping. Most notably, [[Charge Shot]] can now be charged in the air, used as a combo tool due to Samus' improved mobility and its lower ending lag, and deals greater damage and knockback, which gives Samus more opportunities to charge up her most threatening move. In bulk, all of these changes have significantly strengthened her zoning and punish game.
In terms of her projectile game, {{b|Bomb|Samus}}s explode earlier on contact with enemies, [[Missile]]s deal more damage and have less ending lag, while Super Missiles deal more knockback and stall for a longer time before flying forward, greatly improving their use for trapping. Most notably, [[Charge Shot]] can now be charged in the air, used as a combo tool due to Samus' improved mobility and its lower ending lag, and deals greater damage and knockback, which gives Samus more opportunities to charge up her most threatening move. In bulk, all of these changes have significantly strengthened her zoning and punish game.
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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 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 it 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.
|ftiltdesc=A 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 it 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. As the closest hitboxes deal low knockback and damage, it has low shield safety at low to mid percents.
|utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}})
|utiltname=Heel Kick ({{ja|ヒールキック|Hīru Kikku}})
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdmg=13% (grounded), 12% (aerial)
|utiltdesc=An axe kick. It is almost identical to {{SSBU|Captain Falcon}}'s up tilt in both appearance and functionality. Like Falcon's, it [[meteor smash]]es grounded opponents, but unlike his, it launches aerial opponents at a horizontal angle. This allows it to set up combos against grounded opponents at a wide range of percentages while also being a reliable edgeguard tool, due to its wide coverage and powerful knockback enabling it to KO aerial opponents at around 95% at the edge. At high percentages, 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' slowest normal attack on the ground. Oddly, the very first frame of the hitbox will send opponent backwards instead of in front of Samus, which could make the move kill even earlier should they DI wrong.
|utiltdesc=An axe kick. It is almost identical to {{SSBU|Captain Falcon}}'s up tilt in both appearance and functionality. Like Falcon's, it [[meteor smash]]es grounded opponents, but unlike his, it launches aerial opponents at a horizontal angle. This allows it to set up combos against grounded opponents at a wide range of percentages while also being a reliable tool against ledge hangs, due to its wide coverage and powerful knockback enabling it to cover most ledge options and KO outright at around 95% at the edge. At high percentages, 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' slowest normal attack on the ground. Oddly, the very first frame of the hitbox will send opponent backwards instead of in front of Samus, which could make the move kill even earlier should they DI wrong.
|dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}})
|dtiltname=Earth Blaster ({{ja|アースブラスター|Āsu Burasutā}})
|dtiltdmg=12%
|dtiltdmg=12%
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