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|game = SSBU | |game = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = A | |||
|ranking = 15 | |||
}} | }} | ||
'''Dark Samus''' ({{ja|ダークサムス|Dāku Samusu}}, ''Dark Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was announced as a newcomer during the August 8th, 2018 [[Nintendo Direct|Super Smash Bros. Direct]] alongside {{SSBU|Simon}}, {{SSBU|Richter}}, {{SSBU|Chrom}}, and {{SSBU|King K. Rool}}. Dark Samus is {{SSBU|Samus}}' | :{{Cquote|''Dark Samus Joins the battle!!!''|cite=Introduction tagline}} | ||
'''Dark Samus''' ({{ja|ダークサムス|Dāku Samusu}}, ''Dark Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. She was announced as a [[newcomer]] during the August 8th, 2018 [[Nintendo Direct|Super Smash Bros. Direct]] alongside {{SSBU|Simon}}, {{SSBU|Richter}}, {{SSBU|Chrom}}, and {{SSBU|King K. Rool}}. Dark Samus is {{SSBU|Samus}}' [[Echo Fighter]], and is therefore classified as [[Fighter number|Fighter #04<sup>ε</sup>]]. | |||
The sound effects used for Samus in ''[[Smash 4]]'' were repurposed for Dark Samus in ''Ultimate''. | The sound effects used for Samus in ''[[Super Smash Bros. 4]]'' were repurposed for Dark Samus in ''Ultimate''. | ||
Dark Samus, alongside her base fighter Samus, is ranked 15th out of 82 on the current [[tier list]], placing her in the A tier. Dark Samus has very minor differences from Samus, such as slighty altered hitboxes due to her different animations and elemental properties. These differences are not enough to make her play differently from Samus. As such, they are viewed as the same character in competitive play. | |||
Dark Samus shares the same positives as Samus, such as strong zoning capabilities and a heavy [[weight]]. However, she also shares Samus' weaknesses, such as poor grounded options against up-close opponents and unreliable smash attacks. Overall, she like Samus achieves strong results in tournaments from players like {{Sm|Sisqui}} and {{Sm|Yaura}}. | |||
==How to unlock== | ==How to unlock== | ||
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Like Samus, Dark Samus is a [[Weight|heavyweight]]. 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 Dark Samus as she attempts to return to the stage. | Like Samus, Dark Samus is a [[Weight|heavyweight]]. 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 Dark Samus as she attempts to return to the stage. | ||
Similarly to Samus, Dark 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 decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. | Similarly to Samus, Dark 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 Dark 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 decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. | ||
In addition, Dark 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 | In addition, Dark 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 mid-air using her Bombs, and her Grapple Beam tether recovery's long range. All of Dark 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, Dark 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. | ||
Dark Samus' grab game is also | Dark Samus' grab game is also useful: her [[Grapple Beam]] has impressive range, doubles as a [[tether recovery]], and has very little landing lag when used as a [[grab aerial]]. Down throw is very useful for starting combos that deal respectable damage and can be used with her neutral, forward and up aerials at varying percentages. Many of her combos can rack up more than 30% and when using platforms to her advantage, or string together multiple times and then be finished with Screw Attack, leading to a KO or dealing 40%-50% at the very least. Up throw is Dark Samus' strongest throw and is a fairly reliable KO option, especially on platforms. Although forward throw and back throw have decent damage outputs, their only utility is creating space and setting up edgeguards, and both are mediocre at best in doing so. | ||
However, Dark Samus shares similar flaws to Samus. Dark Samus' ground game is mediocre overall as her smash attacks are punishable, with only her forward smash being a fairly reliable KOing option due to its quick start-up lag. Her neutral attack is very mediocre, which is noticeably exemplified in its inability to connect at high percentages and thus limits Dark Samus' anti-pressuring ability. Due to this and her average dashing speed, most Dark Samus players will often find themselves in the air, where her strengths lie. | However, Dark Samus shares similar flaws to Samus. Dark Samus' ground game is mediocre overall as her smash attacks are punishable, with only her forward smash being a fairly reliable KOing option due to its quick start-up lag. Her neutral attack is very mediocre, which is noticeably exemplified in its inability to connect at high percentages and thus limits Dark Samus' anti-pressuring ability. Due to this and her average dashing speed, most Dark Samus players will often find themselves in the air, where her strengths lie. | ||
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==Differences from {{SSBU|Samus}}== | ==Differences from {{SSBU|Samus}}== | ||
As with certain other [[Echo Fighter]]s, Dark Samus is nearly identical gameplay-wise to Samus, with largely aesthetic differences. However, she has many basic animations that are different from Samus: a more standard roll which does not involve | As with certain other [[Echo Fighter]]s, Dark Samus is nearly identical gameplay-wise to Samus, with largely aesthetic differences. However, she has many basic animations that are different from Samus: a more standard roll which does not involve using her {{iw|metroidwiki|Morph Ball}}, {{iw|metroidwiki|Phazon}}-based attacks appearing as neon blue, [[electric]]al explosions instead of orange, [[Flame|flaming]] explosions, and more organic looking models for her Homing [[Missile]], Super Missile and {{b|Bomb|Samus}}. | ||
However, Dark Samus' small advantages over Samus (such as her slightly faster roll) are considered to be less situational than Samus' small advantages over Dark Samus (such as the ability to detonate enemy [[bomb]]s with her [[flame]] properties, larger shield size, or a smaller hurtbox after rolling). The gameplay differences between the two are so marginal that it is ultimately up to the player's preference over which character to choose from. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|As with all other Echo Fighters, Dark Samus has different taunts and victory animations.}} | *{{change|As with all other Echo Fighters, Dark Samus has different taunts and victory animations.}} | ||
*{{change|Dark Samus has a different victory theme, shared with {{SSBU|Ridley}}.}} | *{{change|Dark Samus has a different [[victory theme]], which is shared with {{SSBU|Ridley}}.}} | ||
*{{change|Dark Samus' | *{{change|Dark Samus' [[No Contest]] animation is slightly different.}} | ||
*{{change|Dark Samus' | *{{change|Dark Samus' [[on-screen appearance]] has her warp onto the stage from a wormhole.}} | ||
*{{change|Dark Samus hovers in midair during several of her animations, | *{{change|Dark Samus hovers in midair during several of her animations, similarly to {{SSBU|Mewtwo}}, {{SSBU|Rosalina & Luma}} and {{SSBU|Bowser Jr.}}}} | ||
**{{change|Dark Samus | **{{change|Dark Samus' idle stance and periodic idle poses are different. Many of her animations, such as her crouch transition, have been changed to seamlessly transition into this stance.}} | ||
**{{change|Dark Samus has an animation for transitioning into her own idle stance from Samus' | **{{change|Dark Samus has an animation for transitioning into her own idle stance from Samus' idle stance, which is used only for animations that she shares with Samus. She shares this trait with {{SSBU|Chrom}} and {{SSBU|Mythra}}.}} | ||
**{{change|Dark Samus' | **{{change|Dark Samus' turning, [[walk]]ing, initial [[dash]], initial dash turnaround, running, turnaround, and braking animations are completely different, with sound effect changes to appropriately match the animations.}} | ||
**{{change|Dark Samus' | **{{change|Dark Samus' [[jump]]ing, [[double jump]]ing, edge jumping, and landing animations are different, with a different sound effect for her double jump. However, her falling animation is the same.}} | ||
**{{change|Dark Samus has an altered animation for moving whilst shooting. However, the sound effects have not been changed to better match the animation.}} | **{{change|Dark Samus has an altered animation for moving whilst shooting. However, the sound effects have not been changed to better match the animation.}} | ||
*{{change|Dark Samus' | *{{change|Dark Samus' [[perfect shield]] animation is different. She performs a pose similar to the one in her artwork for ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''.}} | ||
*{{change|Dark Samus' | *{{change|Dark Samus' {{iw|metroidwiki|Arm Cannon}} splits into a segmented appearance and grows {{iw|metroidwiki|Phazon}} tendrils for some attacks, such as her grab, Missile, forward smash, and [[Phazon Laser]]. The color of the tendrils is dependent on her costume.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{change|Dark Samus' | *{{buff|Dark Samus' stance allows her to evade certain low reaching attacks whilst walking or dashing, such as {{SSBU|Mario}}'s dash attack and {{SSBU|Hero}}'s down tilt.}} | ||
*{{change|Samus' | *{{change|As a reference to her Phazon-based attacks in the {{uv|Metroid}} series, any small explosions emitted by Dark Samus' Arm Cannon-based attacks are neon blue instead of orange.}} | ||
*{{nerf|Dark Samus' | **{{change|Aside from [[Missile]] and {{b|Bomb|Samus}}, Dark Samus' Phazon-based attacks also possess the [[electric]] effect instead of the [[flame]] effect of Samus' equivalent attacks. This changes how their respective attacks interact with others, such as Dark Samus being unable to immediately detonate other characters' [[bomb]]s with her equivalent attacks, and being able to hurt {{SSBU|Olimar}}'s Red {{b|Pikmin|species}} with them but not his Yellow Pikmin. Dark Samus' Phazon-based attacks also have a lower hitlag multiplier compared to Samus' equivalent attacks in order to maintain consistency with Samus' moveset.}} | ||
**{{buff|However, Dark Samus' | ***{{nerf|Because of the passive 1.5x hitlag multiplier on all moves with electric effect, Dark Samus' Phazon-based attacks suffer more [[rebound]] lag when clanking with other moves, making them more punishable in situations where she will trade with her electric moves.}} | ||
*{{buff|Both of Dark Samus' | *{{nerf|Dark Samus' shield is slightly smaller (12.5 → 12) and she stands in a more upright stance, with the shield centered slightly higher. This makes her easier to shield poke, especially with low reaching attacks.}} | ||
**{{nerf| | **{{buff|However, Dark Samus' right arm is briefly intangible when activating and deactivating her shield.}} | ||
*{{nerf|Dark Samus does not | *{{buff|Both of Dark Samus' [[roll]]s have less ending lag than Samus's ([[FAF]] 35 → 32 (forward), 40 → 37 (back)).}} | ||
*{{buff|Dark Samus' | **{{nerf|Due to her larger hurtboxes while rolling, however, Dark Samus is more vulnerable during her rolls' ending lag.}} | ||
*{{change|Dark Samus has a longer duration in transitioning into her | *{{nerf|Dark Samus does not use her {{iw|metroidwiki|Morph Ball}} when rolling, and she does not somersault while double jumping or jumping backward. This makes her hurtbox larger during those animations.}} | ||
*{{buff|Dark Samus' initial dash turnaround animation starts 1 frame faster than Samus' does (3 frames → 2), making her retreat slightly faster. Notably, she is the only fighter with this attribute.}} | |||
*{{change|Dark Samus has a longer duration in transitioning into her dashing animation when performing a pivot dash (12 frames → 15). This extends the length of her dash dance, but increases the lag on a turnaround dash before it can be canceled into certain options, such as shielding.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{change| | *{{change|The visual trail on Dark Samus' foot during her forward tilt starts 1 frame later than Samus' version, no longer overtaking her foot's position in the kick.}} | ||
*{{buff|Dark Samus' | *{{buff|Due to her hovering in midair, Dark Samus' dash attack has an altered animation. This animation makes her dash attack slightly more disjointed.}} | ||
*{{change|All of Dark Samus' | *{{change|All of Dark Samus' smash attacks have altered animations.}} | ||
**{{change|This slightly influences the horizontal | **{{change|This slightly influences the horizontal range of all versions of forward smash, with the unangled version having marginally less horizontal range, while the up and down angled versions have marginally increased horizontal range.}} | ||
***{{nerf|However, Dark Samus | ***{{nerf|However, Dark Samus does not move back as quickly during forward smash's ending lag. This makes it slightly less safe than Samus' version.}} | ||
**{{ | **{{change|This allows up smash to hit shorter opponents more reliably than Samus' version at the cost of KOing grounded opponents slightly later.}} | ||
===Grabs and throws=== | ===Grabs and throws=== | ||
*{{buff|Due to Dark Samus' body being able to go past edges during her throw animation, her forward throw can KO slightly earlier than Samus' version at the very edge of a platform or stage.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Charge Shot]]: | *[[Charge Shot]]: | ||
**{{change|Charge Shot has an altered animation | **{{change|Charge Shot has an altered animation, in which Dark Samus performs the move one-handed. This results in the projectile being fired at a slightly lower elevation, but her hurtbox is taller during the animation compared to Samus' version, making her easier to hit. The change in animation is reflected when {{SSBU|Kirby}} copies this move, but his version of Dark Samus' Charge Shot is actually fired at a slightly higher elevation compared to his version of Samus' Charge Shot.}} | ||
***{{buff|This allows Charge Shot to hit low-profiling opponents more easily, such as a crouching {{SSBU|Pichu}} or {{SSBU|Pikachu}} hanging from the | ***{{buff|This allows Charge Shot to hit low-profiling opponents more easily, such as a crouching {{SSBU|Pichu}} or {{SSBU|Pikachu}} hanging from the edge.}} | ||
***{{nerf|However, this makes it slightly easier for opponents to jump over the projectile.}} | ***{{nerf|However, this makes it slightly easier for opponents to jump over the projectile.}} | ||
**{{change|Charge Shot is mostly black and | **{{change|Charge Shot is mostly black and navy blue, with tendrils extending from the edges.}} | ||
*[[Missile]]: | *[[Missile]]: | ||
**{{change|Dark Samus' | **{{change|Dark Samus' animations for firing a Homing and Super Missile are different.}} | ||
***{{nerf| | ***{{nerf|She does not hunch over as much as Samus does when firing a Homing Missile, making her hurtbox taller and easier to hit.}} | ||
**{{change| | ***{{nerf|Her animation for firing a Super Missile in the air is much longer than Samus' version (61 frames → 82). This results in Dark Samus taking longer to grab an edge afterward unless the Super Missile is [[interrupt]]ed.}} | ||
**{{change|Homing Missile and Super Missile have an organic appearance.}} | |||
*{{b|Screw Attack|move}}: | *{{b|Screw Attack|move}}: | ||
**{{ | **{{change|Dark Samus' landing lag animation is different, as she twirls while still curled up and hovers slightly above the ground. This makes her hurtbox smaller and harder to hit, while also potentially allowing her to dodge some attacks with low reaching hitboxes, but it makes it harder to avoid high reaching attacks while landing from the move.}} | ||
**{{change|The visual shockwave effect does not occur when Dark Samus activates Screw Attack in the air.}} | |||
*{{b|Bomb|Samus}}: | *{{b|Bomb|Samus}}: | ||
**{{change| | **{{change|Bomb has an organic appearance.}} | ||
*[[Phazon Laser]]: | *[[Phazon Laser]]: | ||
**{{change|It is mostly black and | **{{change|It is mostly black and navy blue instead of white and neon blue.}} | ||
**{{change|Dark Samus' | **{{change|Dark Samus' Arm Cannon splits into a segmented appearance instead of using a large cannon ring.}} | ||
**{{ | **{{change|Due to Dark Samus' {{iw|metroidwiki|Phazon Suit}} lacking thrusters compared to Samus' {{iw|metroidwiki|Power Suit}}, Phazon Laser lacks hitboxes on her back compared to [[Zero Laser (Samus)|Samus' Zero Laser]]. This reduces the move's ability to damage opponents behind Dark Samus, but conversely the lack of thruster hitboxes makes the move less likely to push opponents away from its stronger main hitboxes, meaning opponents are more likely to walk into or be knocked into the main beam and be KOd from behind.}} | ||
===Misc.=== | ===Misc.=== | ||
*{{change|Dark Samus has a different pose when trapped inside of | *{{change|Dark Samus has a different pose when trapped inside of a [[Minecart]].}} | ||
Update 2.0.0 fixed | ==Update history== | ||
Like {{SSBU|Samus}}, Dark Samus has received a mix of buffs, nerfs and glitch fixes, but was buffed overall via game updates. Update 2.0.0 fixed Homing [[Missile]]'s inconsistency at following {{SSBU|Pokémon Trainer}}'s Pokémon any time they were switched via [[Pokémon Change]] after the Missile was fired. Missile's range was also increased while {{b|Bomb|Samus}}'s ending lag was decreased. However, update 3.0.0 decreased [[Charge Shot]]'s [[shield damage]] output as part of a near-universal nerf to projectiles. As a result, its utility for shield break combos was worsened significantly, with the same applying to Samus' version. Following this, update 3.1.0 improved the consistency of up smash's linking hits. | |||
However, Dark Samus received her most noteworthy buffs in update 7.0.0. Like Samus, her shield was enlarged as part of a near-universal buff; unlike Samus, however, Dark Samus' right arm now gains brief [[intangibility]] upon activating and deactivating her shield. Up smash, down smash and up throw each gained considerable increases to their knockback, which noticeably improved their KO potentials. On a similar note, early dash attack deals 3% more damage: this makes it functionally identical to the clean hit, and thus improved dash attack's consistency as a situational, yet viable KO option. Aerial [[Grapple Beam]] gained slight increases to its damage output and active frames, which improved its spacing prowess. Lastly, update 9.0.2 fixed a glitch introduced in update 9.0.0 that made [[Screw Attack]] unable to propel Dark Samus as high as it used to. | |||
Overall | Overall, Dark Samus fares better than she did at the launch of ''Super Smash Bros. Ultimate''. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=8% | |neutral2dmg=8% | ||
|neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{ | |neutraldesc=A left-handed jab followed by a [[wikipedia:Professional wrestling attacks#Forearm club|forearm club]] with the {{iw|metroidwiki|Arm Cannon}}. Despite dealing above-average damage for a neutral attack, it is poor overall, as opponents can usually act out before the second hit connects by shielding or using a fast attack, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo at high percentages, but only if the first hit connects relatively close to the arm and not at the fist. The second hit does have KO potential at very high percentages, however. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}}) | |ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}}) | ||
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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 | |ftiltdesc=A wheel kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be [[angle]]d, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed [[Charge Shot]] since, regardless of [[tech]]ing, Charge Shot can catch the opponent's option in time if they are knocked down. | ||
|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 | |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 still being a reliable edgeguard tool, due to its wide coverage and powerful enough knockback to KO aerial opponents at around 95% at the edge. At high 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 Dark Samus' slowest normal attack on the ground. | ||
|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% | ||
|dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small | |dtiltdesc=Kneels and quickly thrusts her Arm Cannon downward to fire a small blast of {{iw|metroidwiki|Phazon}}. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Dark Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded or missed. | ||
|dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}}) | |dashname=Shoulder Tackle ({{ja|ショルダータックル|Shorudā Takkuru}}) | ||
|dashdmg=10% (clean), 6% (late) | |dashdmg=10% (clean), 6% (late) | ||
|dashdesc=A shoulder tackle | |dashdesc=A shoulder tackle. Deals more damage and knockback at the start and near the middle of the attack, KOing opponents at around 150% from the center of {{SSBU|Final Destination}}, and earlier while near edges. However, the late hit is noticeably weaker, and the move lacks combo potential. It resembles the {{iw|metroidwiki|Shinespark}}, one of [[Samus Aran]]'s special techniques that debuted ''{{iw|metroidwiki|Super Metroid}}''. | ||
|fsmashangles=3 | |fsmashangles=3 | ||
|fsmashname=Arm Cannon Knuckle ({{ja|アームキャノンナックル|Āmu Kyanon Nakkuru}}) | |fsmashname=Arm Cannon Knuckle ({{ja|アームキャノンナックル|Āmu Kyanon Nakkuru}}) | ||
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|fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast) | |fsmashsidedmg={{ChargedSmashDmgSSBU|12}} (Arm Cannon), {{ChargedSmashDmgSSBU|14}} (blast) | ||
|fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast) | |fsmashdowndmg={{ChargedSmashDmgSSBU|11}} (Arm Cannon), {{ChargedSmashDmgSSBU|13.5}} (blast) | ||
|fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small | |fsmashdesc=Quickly thrusts her Arm Cannon forward to fire a small blast of Phazon. Functions similarly to {{SSBU|Mario}}'s forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has enough knockback to KO at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135%. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit edge hanging opponents, but deals slightly less damage and knockback. Compared to Samus' version of the move, it has slightly less range. | ||
|usmashname=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'') | |usmashname=Cover Fire ({{ja|ヘルファイア|Herufaia}}, ''Hellfire'') | ||
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5) | |usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-4), {{ChargedSmashDmgSSBU|6}} (hit 5) | ||
|usmashdesc=Fires five | |usmashdesc=Fires five small blasts of Phazon in an overhead arcing motion. 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 close enough to Dark Samus. Compared to Samus' version of the move, however, Dark Samus can catch opponents at a lower height. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Dark Samus, it can fail to fully connect if the opponent is hit from too far. | ||
|dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | |dsmashname=Spinning Low Kick ({{ja|スピニングローキック|Supiningu Rō Kikku}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back) | ||
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|nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late) | |nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late) | ||
|nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall. Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher. | |nairdesc=A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall. Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher. | ||
|fairname=Aerial | |fairname=Aerial Fire ({{ja|エアリアルヘルファイア|Eariaru Herufaia}}, ''Aerial Hellfire'') | ||
|fairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.6}} (hits 2-4), {{ShortHopDmgSSBU|5}} (hit 5) | |fairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.6}} (hits 2-4), {{ShortHopDmgSSBU|5}} (hit 5) | ||
|fairdesc=Fires five | |fairdesc=Fires five blasts of Phazon in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move using the [[autolink angle]], with the last hit carrying the entire attack's knockback. Dark Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Dark Samus lands again. | ||
|bairname=Sobat ({{ja|ソバット|Sobatto}}) | |bairname=Sobat ({{ja|ソバット|Sobatto}}) | ||
|bairdmg={{ShortHopDmgSSBU|14}} (clean foot), {{ShortHopDmgSSBU|12}} (clean leg), {{ShortHopDmgSSBU|9}} (late) | |bairdmg={{ShortHopDmgSSBU|14}} (clean foot), {{ShortHopDmgSSBU|12}} (clean leg), {{ShortHopDmgSSBU|9}} (late) | ||
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|uairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | |uairname=Drill Kick ({{ja|ドリルキック|Doriru Kikku}}) | ||
|uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.3}} (hits 2-5), {{ShortHopDmgSSBU|4}} (hit 5) | |uairdmg={{ShortHopDmgSSBU|3}} (hit 1), {{ShortHopDmgSSBU|1.3}} (hits 2-5), {{ShortHopDmgSSBU|4}} (hit 5) | ||
|uairdesc=A diagonal corkscrew flying kick | |uairdesc=A diagonal corkscrew flying kick. It hits multiple times and is her fastest aerial, due to it coming out on frame 5. Grounded opponents can be hit by the last hitbox if Dark Samus lands while starting the move in the air, although it is difficult to do so, and risky due to the move's high landing lag. It 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 even has potential for a [[zero-to-death]] when using a platform to extend the combo. | ||
|dairname=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}}) | |dairname=Meteor Drop ({{ja|メテオドロップ|Meteo Doroppu}}) | ||
|dairdmg={{ShortHopDmgSSBU|10}} (early, late), {{ShortHopDmgSSBU|14}} (clean) | |dairdmg={{ShortHopDmgSSBU|10}} (early, late), {{ShortHopDmgSSBU|14}} (clean) | ||
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|zairname=Aerial Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'') | |zairname=Aerial Grapple Beam ({{ja|空中グラップリングビーム|Kūchū Gurappuringu Bīmu}}, ''Aerial Grappling Beam'') | ||
|zairdmg=2.5% (hit 1), 4% (hit 2) | |zairdmg=2.5% (hit 1), 4% (hit 2) | ||
|zairdesc=Fires the {{ | |zairdesc=Fires the {{iw|metroidwiki|Grapple Beam}}. Due to having only 8 frames of landing lag, it is a useful spacing option and can reliably set up combos at close range upon landing. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. Unlike in previous games, however, hitting an opponent causes the Grapple Beam to retract earlier, while not reducing the move's ending lag. | ||
|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 tied with Samus' | |grabdesc=Fires the Grapple Beam. It has impressive range and is tied with Samus' grab as the longest tether grab in the game. However, it is one of the slowest grabs in terms of ending lag, making it very punishable if missed. | ||
|pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}}) | |pummelname=Grab Chop ({{ja|つかみチョップ|Tsukami Choppu}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
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|fthrowname=Grappling Throw Front ({{ja|グラップリングスルーフロント|Gurappuringu Surū Furonto}}) | |fthrowname=Grappling Throw Front ({{ja|グラップリングスルーフロント|Gurappuringu Surū Furonto}}) | ||
|fthrowdmg=10% | |fthrowdmg=10% | ||
|fthrowdesc=Twirls the opponent overhead then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic | |fthrowdesc=Twirls the opponent overhead then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percentages, unless Dark Samus has [[rage]] and is at the edge of the stage. | ||
|bthrowname=Grappling Throw Back ({{ja|グラップリングスルーバック|Gurappuringu Surū Bakku}}) | |bthrowname=Grappling Throw Back ({{ja|グラップリングスルーバック|Gurappuringu Surū Bakku}}) | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
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|uthrowname=Grappling Cannon ({{ja|グラップリングキャノン|Gurappuringu Kyanon}}) | |uthrowname=Grappling Cannon ({{ja|グラップリングキャノン|Gurappuringu Kyanon}}) | ||
|uthrowdmg=5% (hit 1), 7% (throw) | |uthrowdmg=5% (hit 1), 7% (throw) | ||
|uthrowdesc=Puts the opponent above herself and blasts them upward with her Arm Cannon. Dark Samus' | |uthrowdesc=Puts the opponent above herself and blasts them upward with her Arm Cannon. Dark Samus' most damaging and strongest throw, possessing enough knockback to KO middleweights under 150% from ground level and without rage. At low percentages, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters. However, the latter will only connect its hits reliably on a few characters. | ||
|dthrowname=Grappling Throw Down ({{ja|グラップリングスルーダウン|Gurappuringu Surū Daun}}) | |dthrowname=Grappling Throw Down ({{ja|グラップリングスルーダウン|Gurappuringu Surū Daun}}) | ||
|dthrowdmg=8% | |dthrowdmg=8% | ||
|dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its | |dthrowdesc=Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its follow-ups including a dash attack or dashing up smash at low percentages, a neutral, back or up aerial up to mid percentages, and a forward aerial up to high percentages. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|nsname=Charge Shot | |nsname=Charge Shot | ||
|nsdmg=5% (uncharged), 28% (fully charged) | |nsdmg=5% (uncharged), 28% (fully charged) | ||
|nsdesc=[[metroidwiki:Charge Beam|Charges a ball of | |nsdesc=[[metroidwiki:Charge Beam|Charges a ball of Phazon and fires it]]. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into [[tumbling]], it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction. A non-fully charged Charge Shot has way less ending lag than its fully charged counterpart, allowing for follow-ups and combos at various percentages at the cost of less power. | ||
|ssname=Missile | |ssname=Missile | ||
|ssdmg=8% (Homing), 12% (Super) | |ssdmg=8% (Homing), 12% (Super) | ||
|ssdesc=Fires a {{ | |ssdesc=Fires a {{iw|metroidwiki|Missile}}, which homes in on the opponent. If the special button is tapped like a smash attack, Dark Samus will instead fire a {{iw|metroidwiki|Super Missile}}, which stays in place very briefly before traveling quickly in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities. | ||
|uspage=Screw Attack (move) | |uspage=Screw Attack (move) | ||
|usname=Screw Attack | |usname=Screw Attack | ||
|usdmg=3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12) | |usdmg=3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12) | ||
|usdesc=[[metroidwiki:Screw Attack|Leaps upward to perform a high-speed somersault while discharging energy]]. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals | |usdesc=[[metroidwiki:Screw Attack|Leaps upward to perform a high-speed somersault while discharging energy]]. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to it coming out on frame 4 on the ground, and deals enough knockback to KO around 100% while near the upper blast line. | ||
|dspage=Bomb (Samus) | |dspage=Bomb (Samus) | ||
|dsname=Bomb | |dsname=Bomb | ||
|dsdmg=4% (contact), 5% (explosion) | |dsdmg=4% (contact), 5% (explosion) | ||
|dsdesc=Rolls into a {{ | |dsdesc=Rolls into a {{iw|metroidwiki|Morph Ball}} and drops a {{iw|metroidwiki|Bomb}}, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding, being capable of [[2 frame punish]]es if timed correctly. It can also break shields depending on their health if used along with her up tilt, down tilt, or a fully charged Charge Shot. | ||
|fsname=Phazon Laser | |fsname=Phazon Laser | ||
|fsdmg=1% (charge loop), 0.5% (fringe loop), 1.5% (main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast) | |fsdmg=1% (charge loop), 0.5% (fringe loop), 1.5% (main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast) | ||
|fsdesc=Fires | |fsdesc=Fires an enormous beam of Phazon. The beam can be angled up and/or down throughout its duration. However, since Dark Samus' {{iw|metroidwiki|Phazon Suit}} lacks thrusters unlike {{SSBU|Samus}}' {{iw|metroidwiki|Power Suit}}, she cannot hit any opponents behind her. It resembles one of Dark Samus' attacks used during her final battle against Samus Aran in ''{{iw|metroidwiki|Metroid Prime 2: Echoes}}''. | ||
}} | |||
===Stats=== | |||
Dark Samus' gravity and falling speed are set to 0.078288 and 1.8, respectively, during [[hitstun]] when launched at angles between 70°-110°. | |||
{{Attributes | |||
|weight = 108 | |||
|rweight = 10-13 | |||
|cast = 89 | |||
|dash = 1.87 | |||
|rdash = 50-51 | |||
|run = 1.654 | |||
|rrun = 50-51 | |||
|walk = 1.115 | |||
|rwalk = 44-45 | |||
|trac = 0.082 | |||
|rtrac = 83-84 | |||
|airfric = 0.0075 | |||
|rairfric = 67-75 | |||
|air = 1.103 | |||
|rair = 73-76 | |||
|baseaccel = 0.04 | |||
|rbaseaccel = 29-30 | |||
|addaccel = 0.05 | |||
|raddaccel = 29-30 | |||
|gravity = 0.075 | |||
|rgravity = 77-78 | |||
|fall = 1.33 | |||
|rfall = 75-76 | |||
|ff = 2.128 | |||
|rff = 75-76 | |||
|jumpsquat = 3 | |||
|rjumpsquat = 1-88 | |||
|jumpheight = 37 | |||
|rjumpheight= 13-14 | |||
|shorthop = 18 | |||
|rshorthop = 10-13 | |||
|djump = 37 | |||
|rdjump = 19-21 | |||
}} | }} | ||
===[[Announcer]] call=== | |||
{{audio|Needs announcer calls from other languages.}} | |||
<gallery> | |||
Dark Samus English Announcer SSBU.wav|English/Japanese/Chinese | |||
</gallery> | |||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Warps onto the stage from a | *Warps onto the stage from a wormhole, similar to the ones used by {{iw|metroidwiki|Leviathan}}s to travel through outer space in ''{{iw|metroidwiki|Metroid Prime 3: Corruption}}''. | ||
<gallery> | <gallery> | ||
DarkSamusOnScreenAppearanceSSBU.gif| | DarkSamusOnScreenAppearanceSSBU.gif| | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Hovers up slightly while | *'''Up taunt''': Hovers up slightly while emitting small embers of Phazon. | ||
*'''Side taunt''': Spins around while | *'''Side taunt''': Spins around while emitting small embers of Phazon. | ||
*'''Down taunt''': Crouches down while holding her | *'''Down taunt''': Crouches down while holding her Arm Cannon upright. It slightly resembles Samus' taunt in ''[[Super Smash Bros. Melee]]'', and Samus' pose on the box art of both ''{{iw|metroidwiki|Metroid II: Return of Samus}}'' and ''{{iw|metroidwiki|Metroid: Samus Returns}}''. | ||
<gallery> | <gallery> | ||
SSBUDarkSamusTaunt1.gif|Dark Samus' | SSBUDarkSamusTaunt1.gif|Dark Samus' up taunt. | ||
SSBUDarkSamusTaunt2.gif|Dark Samus' | SSBUDarkSamusTaunt2.gif|Dark Samus' side taunt. | ||
SSBUDarkSamusTaunt3.gif|Dark Samus' | SSBUDarkSamusTaunt3.gif|Dark Samus' down taunt. | ||
</gallery> | </gallery> | ||
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*Rubs her Arm Cannon with one finger. | *Rubs her Arm Cannon with one finger. | ||
<gallery> | <gallery> | ||
SSBUDarkSamusIdle1.gif|Dark Samus' | SSBUDarkSamusIdle1.gif|Dark Samus' first idle pose. | ||
SSBUDarkSamusIdle2.gif|Dark Samus' | SSBUDarkSamusIdle2.gif|Dark Samus' second idle pose. | ||
</gallery> | </gallery> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Raises her arm and lowers it in a fist pump pose. | *'''Left:''' Raises her arm and lowers it in a fist pump pose. It is based on a pose she assumes during the introduction to her battle in ''Metroid Prime 3: Corruption''. It also somewhat resembles her arm's pose shown in the secret 100% ending of ''{{iw|metroidwiki|Metroid Prime}}''. | ||
*'''Up:''' Splits from a {{ | *'''Up:''' Splits from a {{iw|metroidwiki|Dark Echo}} by performing a cartwheel. They then levitate in a circle around an axis before recombining together. Dark Samus then poses with her free hand on her Arm Cannon, which is pointed upward. The Dark Echo's initial movement is based on the introduction to her battle in ''Metroid Prime 3: Corruption''. The final pose resembles Samus' render from ''{{iw|metroidwiki|Metroid: Other M}}'', and by extension, her official artwork in ''Ultimate''. | ||
*'''Right:''' Turns toward the camera while | *'''Right:''' Turns toward the camera while emitting small embers of Phazon, then the camera dramatically zooms in to her face, at which point two of her eyes flash briefly through her {{iw|metroidwiki|visor}}. It is similar to the {{iw|metroidwiki|SA-X}}'s [[metroidwiki::File:SA-X mf Screenshot 1.png|introduction]] in ''{{iw|metroidwiki|Metroid Fusion}}''. | ||
[[File:RidleyDarkSamusVictoryThemeUltimate.ogg|thumb| | [[File:RidleyDarkSamusVictoryThemeUltimate.ogg|thumb|A sinister remix of the theme that plays when [[Samus Aran]] obtains a power-up for her {{iw|metroidwiki|Power Suit}}.]] | ||
<gallery> | <gallery> | ||
DarkSamusVictoryPose1.gif | DarkSamusVictoryPose1.gif | ||
Line 303: | Line 357: | ||
</gallery> | </gallery> | ||
==In competitive play== | ==In [[competitive play]]== | ||
{{Samus and Dark Samus in competitive play (SSBU)}} | {{Samus and Dark Samus in competitive play (SSBU)}} | ||
=={{SSBU|Classic Mode}}: The Great Poison Given Form== | =={{SSBU|Classic Mode}}: The Great Poison Given Form== | ||
[[File:SSBU Congratulations Dark Samus.png|thumb|Dark Samus' congratulations screen.]] | [[File:SSBU Congratulations Dark Samus.png|thumb|Dark Samus' congratulations screen.]] | ||
Dark Samus | Dark Samus' route features her fighting against protagonists while she is allied with fighters who, at some point in their respective home series, were corrupted in some way. The exemptions to this are Rounds 4 and 6: the former Round features {{SSBU|Ivysaur}} as a partner due to its partial [[bulbapedia:Poison (type)|Poison typing]] instead of outright corruption, and the latter Round is a free-for-all against {{SSBU|Samus}} and {{SSBU|Ridley}}. Dark Samus having teammates is a reference her ability to [[metroidwiki:Phazon Corruption|corrupt beings via Phazon]], while the name of her route is also a direct reference to {{iw|metroidwiki|Phazon}} being referred to as the "Great Poison" in {{iw|metroidwiki|Chozo Lore}}. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Round!!Opponents!!Stage!!Music!!Notes | !Round!!Opponents!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{CharHead|Link|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Castle (Outside)}}''||{{CharHead|Zelda|SSBU|hsize=20px|color=Black}} is a CPU ally. Zelda fought against Link when [[zeldawiki:Possessed Zelda|she was possessed]] by [[Ganondorf]] and Malladus in ''The Legend of Zelda: Twilight Princess'' and ''The Legend of Zelda: Spirit Tracks'', respectively. | |1||{{CharHead|Link|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Castle (Outside)}}''||{{CharHead|Zelda|SSBU|hsize=20px|color=Black}} is a CPU ally. Zelda has fought against Link when [[zeldawiki:Possessed Zelda|she was possessed]] by [[Ganondorf]] and {{iw|zeldawiki|Malladus}} in ''{{iw|zeldawiki|The Legend of Zelda: Twilight Princess}}'' and ''{{iw|zeldawiki|The Legend of Zelda: Spirit Tracks}}'', respectively. | ||
|- | |- | ||
|2||{{CharHead|Chrom|SSBU|hsize=20px}} and {{CharHead|Lucina|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Power-Hungry Fool}}''||{{CharHead|Robin|SSBU|hsize=20px|color=White}} is a CPU ally. The future Robin was possessed by {{ | |2||{{CharHead|Chrom|SSBU|hsize=20px}} and {{CharHead|Lucina|SSBU|hsize=20px}}||[[Arena Ferox]]||''{{SSBUMusicLink|Fire Emblem|Power-Hungry Fool}}''||{{CharHead|Robin|SSBU|hsize=20px|color=White}} is a CPU ally. The future Robin was possessed by {{iw|fireemblemwiki|Grima|character}} and fought Chrom and Lucina in ''{{iw|fireemblem|Fire Emblem Awakening}}''. | ||
|- | |- | ||
|3||{{CharHead|Ryu|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|M. Bison Stage Type B}}''||{{CharHead|Ken|SSBU|hsize=20px|color=Black}} is a CPU ally. Ken was brainwashed by [https://streetfighter.fandom.com/wiki/M._Bison M. Bison] and became [https://streetfighter.fandom.com/wiki/Violent_Ken Violent Ken] | |3||{{CharHead|Ryu|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Street Fighter|M. Bison Stage Type B}}''||{{CharHead|Ken|SSBU|hsize=20px|color=Black}} is a CPU ally. In ''SNK vs. Capcom: SVC Chaos'' and ''Ultra Street Fighter II: The Final Challengers'', Ken was brainwashed by [https://streetfighter.fandom.com/wiki/M._Bison M. Bison] and became [https://streetfighter.fandom.com/wiki/Violent_Ken Violent Ken] as a result. | ||
|- | |- | ||
|4||{{CharHead|Squirtle|SSBU|hsize=20px}}, {{CharHead|Charizard|SSBU|hsize=20px}}, and {{CharHead|Pikachu|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}''|| {{CharHead|Ivysaur|SSBU|hsize=20px|color=Green}} is a CPU ally. Ivysaur is | |4||{{CharHead|Squirtle|SSBU|hsize=20px}}, {{CharHead|Charizard|SSBU|hsize=20px}}, and {{CharHead|Pikachu|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Battle! (Team Galactic)}}''|| {{CharHead|Ivysaur|SSBU|hsize=20px|color=Green}} is a CPU ally. Although Ivysaur is Dark Samus' only teammate to not be corrupted in its home series, its partial [[bulbapedia:Poison (type)|Poison typing]] can reference {{iw|metroidwiki|Phazon}}'s extreme toxicity. The respective {{SSBU|Pokémon Trainer}}s of the enemies and ally are absent. | ||
|- | |- | ||
|5||{{CharHead|Mario|SSBU|hsize=20px}}, {{CharHead|Peach|SSBU|hsize=20px}}, and {{CharHead|Daisy|SSBU|hsize=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||{{CharHead|Luigi|SSBU|hsize=20px|color=Purple}} is a CPU ally. | |5||{{CharHead|Mario|SSBU|hsize=20px}}, {{CharHead|Peach|SSBU|hsize=20px}}, and {{CharHead|Daisy|SSBU|hsize=20px}}||[[Princess Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Main Theme - Luigi's Mansion (Brawl)}}''||{{CharHead|Luigi|SSBU|hsize=20px|color=Purple}} is a CPU ally. The CPU ally may refer to ''{{iw|mariowiki|Super Paper Mario}}'', where he was brainwashed by {{iw|mariowiki|Nastasia}} and became {{s|mariowiki|Mr. L}}, or ''{{iw|mariowiki|Mario Tennis Aces}}'', where Luigi is brainwashed by the tennis racket {{iw|mariowiki|Lucien}}. | ||
|- | |- | ||
|6||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Ridley|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley (Brawl)}}''||This battle is a free-for-all. | |6||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Ridley|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley (Brawl)}}''||This battle is a free-for-all. | ||
Line 359: | Line 413: | ||
|''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}'' | |''{{SSBUMusicLink|Metroid|Multiplayer - Metroid Prime 2: Echoes}}'' | ||
|} | |} | ||
{{ | {{clr}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Line 370: | Line 424: | ||
</center> | </center> | ||
==In Spirit | ==In Spirit Battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
Line 497: | Line 551: | ||
|{{SSBUMusicLink|Xenoblade Chronicles|Praetor Amalthus - The Acting God -}} | |{{SSBUMusicLink|Xenoblade Chronicles|Praetor Amalthus - The Acting God -}} | ||
| | | | ||
|- | |||
|1,516 | |||
|{{SpiritTableName|Noah & Mio|size=64|customname={{iw|xenoserieswiki|Noah}} & {{iw|xenoserieswiki|Mio}}}} | |||
|[sic] | |||
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}} (120 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Nia Wig, Nia Outfit, Normal Voice Type 4) (80 HP)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}} (80 HP) | |||
|{{SpiritType|Attack}} | |||
|9,300 | |||
|[[Bridge of Eldin]] ([[Battlefield form]]) | |||
|N/A | |||
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Beam Sword]] | |||
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}} | |||
|{{iw|xenoserieswiki|Ouroboros}} (Noah & Mio) | |||
|} | |} | ||
Line 560: | Line 626: | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Dark Samus Joins the Battle.png|Dark Samus' | Dark Samus Joins the Battle.png|Dark Samus' splash art. | ||
SSBU Dark Samus Number.png|Dark Samus' | Dark Samus amiibo.png|Dark Samus' [[amiibo]]. | ||
Dark Samus unlock notice SSBU.jpg|Dark Samus' | SSBU Dark Samus Number.png|Dark Samus' fighter card. | ||
Dark Samus unlock notice SSBU.jpg|Dark Samus' unlock notice. | |||
SSBUWebsiteDarkSamus1.jpg|Charging | SSBUWebsiteDarkSamus1.jpg|Charging her [[forward smash]] on the [[Great Plateau Tower]]. | ||
SSBUWebsiteDarkSamus2.jpg|Dark Samus with a fully charged [[Charge Shot]] on [[Great Bay]]. | SSBUWebsiteDarkSamus2.jpg|Dark Samus with a fully charged [[Charge Shot]] on [[Great Bay]]. | ||
SSBUWebsiteDarkSamus3.jpg|Dark Samus using her [[grab aerial]] on [[Palutena's Temple]]. | SSBUWebsiteDarkSamus3.jpg|Dark Samus using her [[grab aerial]] on [[Palutena's Temple]]. | ||
SSBUWebsiteDarkSamus4.jpg|Dark Samus using her [[forward aerial]] on {{SSBU|Dark Pit}} on [[Gerudo Valley]]. | SSBUWebsiteDarkSamus4.jpg|Dark Samus using her [[forward aerial]] on {{SSBU|Dark Pit}} on [[Gerudo Valley]]. | ||
SSBUWebsiteDarkSamus5.jpg|Dark Samus standing beside [[Lunala]] on [[Spirit Train]]. | SSBUWebsiteDarkSamus5.jpg|Dark Samus standing beside [[Lunala]] on [[Spirit Train]]. | ||
SSBUWebsiteDarkSamus6.jpg|Dark Samus' | SSBUWebsiteDarkSamus6.jpg|Dark Samus' purple [[Alternate costume|costume]] on [[Lylat Cruise]]. | ||
Dark Samus Morph Ball Smash.png|Dark Samus' | Dark Samus Morph Ball Smash.png|Dark Samus' {{iw|metroidwiki|Morph Ball}}. | ||
Chrom and Dark Samus.jpg|Dark Samus and {{SSBU|Chrom}} on [[Skyloft]]. | Chrom and Dark Samus.jpg|Dark Samus and {{SSBU|Chrom}} on [[Skyloft]]. | ||
DarkSamusAndBomb.jpg|Dark Samus | DarkSamusAndBomb.jpg|Dark Samus crouching next to her {{b|Bomb|Samus}} on [[Bridge of Eldin]]. | ||
Dark Samus Minecraft stage.jpg|Dark Samus | Dark Samus Minecraft stage.jpg|Dark Samus on [[Minecraft World]]. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*Dark Samus, | *Dark Samus, {{SSBU|Little Mac}} and {{SSBU|Isabelle}} initially appeared as [[Assist Trophy|Assist Trophies]] in previous installments prior to becoming fighters. | ||
** | **Unlike them, Dark Samus is the only one to be an [[Echo Fighter]]. | ||
*Dark Samus is the second | *Dark Samus is the second fighter revealed to have been cloned from a female fighter (in her case, {{SSBU|Samus}}), with the first being {{SSBU|Daisy}}. | ||
*Much like Daisy's base fighter, {{SSBU|Peach}}, having | *Much like Daisy's base fighter, {{SSBU|Peach}}, having a [[Daisy]]-based alternate costume in all of her previous appearances, Dark Samus' base fighter, Samus, has a [[Dark Samus]]-based alternate costume in ''Super Smash Bros. 4''. This costume was removed in ''Super Smash Bros. Ultimate'', likely to make it easier to distinguish between Samus and Dark Samus. This scenario is similar to {{SSBU|Ike}}'s loss of his [[Chrom]]-inspired alternate costume following {{SSBU|Chrom}}'s inclusion as a fighter in ''Ultimate''. | ||
*Dark Samus | **Incidentally, Dark Samus, Daisy, and Chrom are Echo Fighters. | ||
*Dark Samus is the only Echo Fighter who can wall jump. | |||
*Dark Samus is the second non-Japanese character to be playable in ''Super Smash Bros.'', with the first being [[Diddy Kong]]. She is also the first fighter in the series that was created by an American developer ({{iw|wikipedia|Retro Studios}}). | |||
*Just like fellow {{uv|Metroid}} newcomer {{SSBU|Ridley}}, '' | *Just like her fellow {{uv|Metroid}} newcomer {{SSBU|Ridley}}, ''Ultimate'' marks Dark Samus' first playable appearance. | ||
**Dark Samus | **On an extended note, Dark Samus is the first {{b|Metroid|creature}} to be playable in any capacity. | ||
*According to Sakurai's weekly Famitsu column, Dark Samus was added due to her popularity overseas, while | *According to [[Masahiro Sakurai]]'s weekly Famitsu column, Dark Samus was added due to her popularity overseas, while Chrom was added due to his popularity in Japan. | ||
*Dark Samus is the only Echo Fighter who is a villain, as the rest of the Echo Fighters are either heroes or, in [[Dark Pit]]'s case, an anti-hero | *Dark Samus is the second playable female villain, with the first being [[Koopalings|Wendy O. Koopa]]. | ||
**She is also the only Echo Fighter who is a villain, as the rest of the Echo Fighters are either heroes or, in [[Dark Pit]]'s case, an anti-hero. | |||
*While Dark Samus normally has a different idle stance from Samus, she will assume Samus' | *While Dark Samus normally has a different idle stance from Samus, she will assume Samus' idle stance briefly after using an animation directly borrowed from Samus (such as any attack excluding her dash attack, smash attacks, special moves, Final Smash, or flinching in any way). This is similar to other Echo Fighters, though unlike the other examples (save for {{SSBU|Simon}} and {{SSBU|Richter}}), Dark Samus does not revert to her base fighter's idle stance while holding a small item. | ||
**On a similar note | **On a similar note, Dark Samus dashes on her feet while carrying heavy items (such as a [[crate]]) despite floating by default in order to move around. This is possibly an animation carryover from Samus. She also uses Samus' animations when walking/dashing off a platform. | ||
*All of Dark Samus' Arm Cannon-based moves (except for down tilt, up smash and forward aerial) alter the Arm Cannon to match the color of her | *All of Dark Samus' Arm Cannon-based moves (except for down tilt, up smash, and forward aerial) alter the Arm Cannon to match the color of her {{iw|metroidwiki|Phazon Suit}}'s {{iw|metroidwiki|visor}} and highlights. | ||
*Dark Samus is one of two characters in ''Ultimate'' who shares another character's star KO voice clip (in her case, Samus' | *Dark Samus is one of two characters in ''Ultimate'' who shares another character's star KO voice clip (in her case, Samus'), with the other being {{SSBU|Dr. Mario}} (who has {{SSBU|Mario}}'s star KO voice clip). | ||
*If Dark Samus is firing a shooting item, such as a [[Ray Gun]] or [[Fire Flower]], or wielding a [[Daybreak]] and is moving around with it, the sounds of her walking can be heard despite the fact that she floats while holding it. This is possibly due to an oversight. | *If Dark Samus is firing a shooting item, such as a [[Ray Gun]] or [[Fire Flower]], or wielding a [[Daybreak]] and is moving around with it, the sounds of her walking can be heard despite the fact that she floats while holding it. This is possibly due to an oversight. | ||
*Dark Samus, | *Dark Samus, Samus, {{SSBU|Mr. Game & Watch}} and {{SSBU|Pac-Man}} are the only fighters who do not emit flashing red eyes in the spirit battle preview screens in World of Light. | ||
*In French and German, the name tag and voice clip from the announcer on the victory screen is different from the one used on the character select screen | *In French and German, the name tag and voice clip from the announcer on the victory screen is different from the one used on the character select screen. In the former, the announcer pronounces her name in a more sinister way (akin to the English and Dutch versions), while the latter features a noticeable translation of "the" ('''die''' Dunkle Samus). | ||
*Dark Samus' [https://www.nintendo.com/amiibo/detail/dark-samus-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on her Super Smash Blog entry. | *Dark Samus' [https://www.nintendo.com/amiibo/detail/dark-samus-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on her Super Smash Blog entry. | ||
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