Super Smash Bros. Galaxy Deluxe/Samus Moveset

Samus (サムス, 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 #04.
Samus, alongside her Echo Fighter Dark Samus, is ranked 25th out of 82 on the current tier list, placing her in the A+ tier. This is a significant improvement over Super Smash Bros. 4, where she was tied with Robin at 36th/37th out of 54. Samus possesses several moves that are generally quite strong, allowing her to easily KO her opponent up close and from afar. Her aerials are all strong and can be used to either rack up damage in combos or to KO opponents. Her specials 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. 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. 
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 close to her, as her tilts are too slow to alleviate her opponent's pressure. Finally, her best KO moves all have their own issues, such as her forward smash having a weak sourspot that takes precedence over her sweetspot and her up smash being escapable via SDI.
Overall, her strengths outweight 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 quiK and IcyMist.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Straight (ストレート) / Cannon Hammer (アームキャノンハンマー, Arm Cannon Hammer) 	3% 	A left-handed jab followed by a forearm club with the 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 percents, 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, and the first hit is very fast, coming out on frame 3, making it a decent interrupt tool.
Neutral attack 	Neutral attack 	Straight (ストレート) / Cannon Hammer (アームキャノンハンマー, Arm Cannon Hammer) 	8% 	A left-handed jab followed by a forearm club with the 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 percents, 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, and the first hit is very fast, coming out on frame 3, making it a decent interrupt tool.
Forward tilt 	↗ 	Spin Kick (スピンキック) 	11% (foot), 10% (leg), 9% (body) 	A roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed Charge Shot, as regardless of teching, Charge Shot can catch the opponent's option in time if they are knocked down.
Forward tilt 	→ 	Spin Kick (スピンキック) 	10% (foot), 9% (leg), 8% (body) 	A roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed Charge Shot, as regardless of teching, Charge Shot can catch the opponent's option in time if they are knocked down.
Forward tilt 	↘ 	Spin Kick (スピンキック) 	11% (foot), 10% (leg), 9% (body) 	A roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled, which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO at the edge at around 125%. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed Charge Shot, as regardless of teching, Charge Shot can catch the opponent's option in time if they are knocked down.
Up tilt 	Up tilt 	Heel Kick (ヒールキック) 	13% (grounded), 12% (aerial) 	An axe kick. It is almost identical to Captain Falcon's up tilt in both appearance and functionality. Like Falcon's, it meteor smashes 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.
Down tilt 	Down tilt 	Earth Blaster (アースブラスター) 	12% 	Kneels and quickly thrusts her Arm Cannon downward to fire a small, fiery blast. It is very fast, due to coming out on frame 6, and deals respectable damage and knockback for a tilt attack, KOing at around 160% off the top blast line. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. However, its very high ending lag leaves it easy to punish if shielded or missed.
Dash attack 	Dash attack 	Shoulder Tackle (ショルダータックル) 	10% (clean), 6% (late) 	A shoulder tackle. Deals more damage and knockback at the start and the middle of the attack, KOing opponents at around 150% from the center of Final Destination, and earlier near edges. However, the late hit is noticeably weaker, and the move lacks combo potential, especially compared to its previous appearance. It resembles the Shinespark, a Speed Booster-related technique that debuted in Super Metroid.
Forward smash 	↗ 	Arm Cannon Knuckle (アームキャノンナックル) 	13% (Arm Cannon), 15% (blast) 	Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to Mario's forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sourspot taking priority over the sweetspot. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit edge hanging opponents, but deals slightly less damage and knockback.
Forward smash 	→ 	Arm Cannon Knuckle (アームキャノンナックル) 	12% (Arm Cannon), 14% (blast) 	Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to Mario's forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sourspot taking priority over the sweetspot. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit edge hanging opponents, but deals slightly less damage and knockback.
Forward smash 	↘ 	Arm Cannon Knuckle (アームキャノンナックル) 	11% (Arm Cannon), 13.5% (blast) 	Quickly thrusts her Arm Cannon forward to fire a small, fiery blast. Functions similarly to Mario's forward smash, with the blast being the most powerful part of the move. It is one of the fastest forward smashes in the game, coming out on frame 10, while the blast has the highest knockback out of her smash attacks, KOing at around 100% from center stage. However, it is rather weak otherwise, with the Arm Cannon KOing at around 135% and the sourspot taking priority over the sweetspot. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit edge hanging opponents, but deals slightly less damage and knockback.
Up smash 	Up smash 	Cover Fire (ヘルファイア, Hellfire) 	3% (hits 1-4), 6% (hit 5) 	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 close enough to Samus. It is also her most damaging smash attack, dealing 18% total uncharged. However, due to its hits being spread above Samus, it can fail to fully connect if the opponent is hit from too far. If all 5 hits connect, it can KO middleweights at around 100% from ground level.
Down smash 	Down smash 	Spinning Low Kick (スピニングローキック) 	10% (front), 12% (back) 	A legsweep. A semi-spike with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. The front hit can KO middleweights center stage around 150%, with the back hit KOing even earlier at around 135%.
Neutral aerial 	Neutral aerial 	Turning Kick (ターニングキック) 	10% (hit 1), 9% (hit 2, clean), 8% (hit 2, late) 	A spinning roundhouse kick. Comes out in frame 8. Hits on both sides quickly and can autocancel with a short hop fast fall. Its front hit and sweetspotted back hit also deal powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher and one of the strongest aerials of its type. It resembles the aerial version of the Counter Attack from Metroid: Other M.
Forward aerial 	Forward aerial 	Aerial Fire (エアリアルヘルファイア, Aerial Hellfire) 	3% (hit 1), 1.6% (hits 2-4), 5% (hit 5) 	Fires five fiery blasts in a slow, downward arcing motion. Due to it coming out on frame 6, it has the second lowest start-up lag of Samus' aerials. The first four hits drag opponents into the rest of the move using the autolink angle, with the last hit carrying the entire attack's knockback. Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Samus lands again. It's her only aerial that does not autocancels In a short hop. It can KO middleweights at around 155% from center-stage if all hits connect.
Back aerial 	Back aerial 	Sobat (ソバット) 	14% (clean foot), 12% (clean leg), 9% (late) 	A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding. When sweetspotted, it is among the strongest back aerials in the game, KOing Mario at 100% from center stage.
Up aerial 	Up aerial 	Drill Kick (ドリルキック) 	3% (hit 1), 1.3% (hits 2-5), 4% (hit 5) 	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 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. Can KO if used high enough and close to the blast line.
Down aerial 	Down aerial 	Meteor Drop (メテオドロップ) 	10% (early, late), 14% (clean) 	Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail meteor smashes opponents, while the edges of the move at the very start and end deal decent horizontal knockback. Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt.
Grab aerial 	Grab aerial 	Midair Grapple Beam (空中グラップリングビーム, Aerial Grappling Beam) 	2.5% (early), 4% (full length) 	Fires the Grapple Beam. A useful spacing option due to having only 8 frames of landing lag. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting an opponents causes the Grapple Beam to retract earlier, while not reducing the move's ending lag. It deals more damage when fully extended and, with precise spacing, it is possible to get both hits to connect. The late hit can KO Mario on Final Destination around 365% from the center and around 270% at the edge, while the early hit is unable to KO Pichu at the edge at any percent.
Grab 	Grab 	Grapple Beam (グラップリングビーム, Grappling Beam) 	— 	Fires the Grapple Beam from Super Metroid. It has impressive range and is the longest tether grab in the game. However, it is tied with her Zero Suited form's grab as the second slowest in terms of ending lag, making it very punishable if missed.
Pummel 	Pummel 	Grab Chop (つかみチョップ) 	1.3% 	A palm strike. Has moderate damage and speed relative to other pummels.
Forward throw 	Forward throw 	Grappling Throw Front (グラップリングスルーフロント) 	10% 	Twirls the opponent overhead, then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Samus has rage and is at the edge of the stage.
Back throw 	Back throw 	Grappling Throw Back (グラップリングスルーバック) 	10% 	Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.
Up throw 	Up throw 	Grappling Cannon (グラップリングキャノン) 	5% (hit 1), 7% (throw) 	Hoists the opponent above herself and blasts them with a point-blank shot from her Power Beam. Samus' most damaging and strongest throw, possessing enough knockback to KO middleweights around 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, though the latter will only connect its hits reliably on a few characters.
Down throw 	Down throw 	Grappling Throw Down (グラップリングスルーダウン) 	8% 	Swings the opponent overhead and then slams them onto the ground. A reliable combo starter, with its follow-ups including dash attack, small step forward smash and dashing up smash at low percentages, as well as neutral, forward, back and up aerials up to mid percentages.
Floor attack (front)	Floor attack (front)	 	7% 	Performs a low-level roundhouse kick.
Floor attack (back) 	Floor attack (back) 	 	7% 	Swings her Arm Cannon forwards before firing a blast backwards.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Performs a shin kick in front of herself and then a back kick behind herself.
Edge attack 	Edge attack 	 	9% 	Performs a legsweep while climbing up.
Neutral special 	Neutral special 	Charge Shot 	5% (uncharged), 28% (fully charged) 	Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. KOs at 70%-110% depending on rage and the opponent's weight and DI. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into tumbling, it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction. 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.
Side special 	Side special 	Missile 	8% (Homing), 12% (Super) 	Fires a Missile, which homes in on the opponent. If the special button is tapped like a smash attack, Samus will instead fire a Super Missile, which stays in place for a short while before traveling in a straight line, and deals more damage and knockback. Both variations deal low knockback, but can be used to break a shield if used in conjunction with a fully charged Charge Shot. Both Missile variations can also be used as set-ups by opening up an opportunity for a grab aerial, or Charge Shot, while the Super variation sets up better for a true combo into a forward jumping Charge Shot at high percentages. The Homing variation is also useful for catching recoveries and forcing air dodges, which can open up punishment opportunities.
Up special 	Up special 	Screw Attack 	3% (grounded hit 1), 1% (grounded hits 2-8), 2% (grounded hit 9), 1% (aerial hits 1-12) 	Leaps upward to perform a high-speed somersault while discharging energy. Shoots upward if initiated from the ground, while it gains distance slower if started in the air. A useful out of shield option, due to coming out on frame 4 on the ground, and deals good knockback that can KO around 100% while near the upper blast line.
Down special 	Down special 	Bomb 	4% (contact), 5% (explosion) 	Rolls into her Morph Ball form and drops a Bomb, which explodes after a set time. Useful to force an opponent to shield and for edgeguarding, being capable of 2 frame punishes if timed correctly. It can also break shields depending on their health if used along with her up and down tilts or a fully charged Charge Shot.
Final Smash 	Final Smash 	Zero Laser 	1% (charge loop), 0.5% (fringe loop), 1.5% (thruster, main loop), 2% (main loop; point blank, long range), 2.5% (contact blast), 8% (fringe blast), 10.5% (main blast)	Fires a very large, bluish white energy beam. The beam can be angled vertically during the Final Smash.
== Appearing ==
Arrives from a Save Station.
== Taunt ==
Up taunt: Salutes vigorously with her left arm as her thrusters activate.
Side taunt: Faces the screen and demonstrates her Arm Cannon's Zero Laser configuration.
Down taunt: Aims her Arm Cannon behind her, then kneels while aiming it in front of herself.
== Idle ==
Rubs her Arm Cannon with one finger.
Brings her Arm Cannon down and then pulls it back up.
== Victory Pose ==
Left: Lands on the ground and readies her Arm Cannon.
Up: Fires multiple Power Beam shots from her Arm Cannon while kneeling, then strikes a pose. The pose is based on her appearance on the covers of Metroid II: Return of Samus and Metroid: Samus Returns.
Right: Fires a Super Missile and strikes a pose resembling her render from Metroid: Other M, and by extension, her official artwork in Ultimate, as well as her character select animation in Super Smash Bros.
== Victory Theme ==
Samus: Metroid Victory Theme
== Classic Mode: Another Planet, Another Bounty ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Wolf 	Brinstar 	Title Theme - Metroid 	
2 	Giant  King K. Rool 	Brinstar (Ω form) 	Brinstar Depths 	References Samus' battles with Kraid.
3 	R.O.B. (x6) 	Brinstar Depths 	Brinstar (Melee) 	Horde Battle.
4 	Ridley (Giant) 	The Research Facility II 	Vs. Ridley 	
5 	Mewtwo,  Bowser, and  Charizard	Norfair (Ω form) 	Multiplayer - Metroid Prime 2: Echoes	Charizard's Pokémon Trainer is absent. Items do not appear.
6 	Dark Samus 	Frigate Orpheon 	Vs. Parasite Queen 	References Samus' battles with Dark Samus.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Meta Ridley 	The Subspace Bomb Factory II	Vs. Meta Ridley 	
== Character unlock tree ==
# Inkling
# Wii Fit Trainer
# Toon Zelda
# Incineroar
# Dark Samus
# Cloud
# Wario
# Toad
# Paper Peach
# King Boo
== Palutena's Guidance ==
: Viridi: Oh, look. There's Metroid.
: Pit: That's not a Metroid! That's Samus!
: Palutena: Just like Link isn't named Zelda.
: Viridi: And like Pit's name isn't Icarus!
: Pit: OK, this joke has officially run its course.
: Palutena: Moving on, then. Pit, you can reflect Samus's Charge Shot with your Guardian Orbitars. However, Samus can throw a storm of shots at you. If you use your Orbitars too often, she'll know what you're up to. So try to reflect strategically, as opposed to your...usual game plan.
== Color ==
# Original
# Fusion Suit
# Pink
# Phazon Suit
# Gravity Suit
# Green
# Light Suit
# Dark Suit
== Story Mode ==
Samus Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the exception of Girl & Dog.
In Opening Scene Samus attempted to fight back against the beams by shooting them with her Power Beam, but to no avail. Samus was vaporized and placed under Oleander's imprisonment alongside the rest of the fighters (except for Girl & Dog).
No.	Name 	Type 	Power	Stage 	Music
04 	Samus	Shield	7,500	Brinstar (Ω form)	Title Theme - Metroid
== Spirit ==
Category:Character Movesets