Super Smash Bros. Obliteration/Dark Samus

Dark Samus is an Unlockable Character in Super Smash Bros. Obliteration. This Ruthless, Merciless, Cold, and Calculating individual of pure evil was born in the aftermath of the final battle of Metroid Prime after the dying Metroid Prime absorbed Samus Aran's Phazon Power Suit and used its DNA to regenerate itself into a new malevolent force. During the Events of Metroid Prime 3: Corruption she masterminds the Space Pirate Invasion and absorbs any Phazon she could come across to empower herself and continue her reign of terror across the galaxy. After being defeated by Samus she is able to regenerate and find a whole new body thanks to the Phazon Particles regenerating and forming a new body for Dark Samus. Corrupting, Cold, Merciless and fearsome, Dark Samus is willing to corrupt and manipulate her way to the top of the Mountain of Smashers. Equipped with a moveset based around Punches, Kicks, Explosives, Her Tentacles, and of course Phazon Energy, Dark Samus is willing to corrupt and blast past any opponent in a true fight for the ages.
== Attacks  ==
Type 	Name	Damage 	Description
Neutral 	 	 (4% = arm, cannon = 9%. Total = 13%). 	A left-handed jab followed by a forearm club with the Arm Cannon. The first hit can jab reset and jab cancel, but the attack is mediocre overall. Opponents can usually act out before the second hit connects by shielding or counterattacking, while the second hit may not even connect at high percentages. Depending on the opponent's weight, it is safe and a true combo ranging from 35%-75%, but only if the first hit connects relatively close to the arm and not at the fist. First hit comes out on frame 3, while the second hit comes out 6 frames later, meaning it is a much safer option overall to land the first hit and retreat. The second hit does have KO potential at very high percentages, however.
Forward Tilt 	 	(↗ = 11% = foot, 10% = lower leg, 8% = upper leg, 9% = body),
(→ = 10% = foot, 9% = lower leg, 7% = upper leg, 8% = body), 
(↘ = 11% = foot, 10% = lower leg, 8% = upper leg, 9% = body).	A reverse scissor kick. Deals more damage and knockback at her heel, while her leg deals less damage and knockback. Can be aimed at strong angles, though if angled up, it can actually miss medium-sized characters like Mario. Comes out on frame 8. The foot sweetspot deals rather potent knockback for a tilt attack, which can KO near the edge at around 150%. At varying percentages, such as from 30%-40% when sweetspotted and 100%-120% when sourspotted, it can lead into a guaranteed Charge Shot. This is because, regardless of teching, Charge Shot will catch their option in time.
Up Tilt 	 	(15% = grounded, 13% = aerial). 	An axe kick, which is identical to Captain Falcon's and Samus's up tilt. If an opponent is hit directly by her heel as it comes down, they are dealt extra damage. While the move can meteor smash, it oddly only does so on grounded targets, making it ineffective as an edge-guard. Samus' strongest tilt, it is able to KO grounded opponents at 140% or less with rage. However, it has slight start-up, due to coming out on frame 15. KOs aerial opponents at the edge around 90% or earlier depending on the opponent's weight. If the opponent misses their grounded tech, it is a good combo starter for her aerials at low to medium percentages, while it functions as a true combo into Charge Shot at high percentages, It is slower but more powerful than Samus variation.
Down Tilt 	 	(13%) 	Kneels and quickly thrusts her Arm Cannon downward to fire a small, dark energy blast, It is very fast, due to coming out on frame 6, and deals respectable damage for a tilt attack. However, it has high ending lag and cannot KO until extremely high percentages. It is useful as a close range anti-pressure option on opponents in front of Samus, or as a punishment option. With maximum rage, it can KO middleweights at 150%.
Forward Smash	 	(↗ = 10% = blast, 13% = arm Cannon, 5% = beam 28% = total),
(→ = 10% = blast, 8% = arm cannon, 8% = beam, 26% = total), 
(↘ = 11% = arm cannon, = 8% = arm cannon 6% = beam, 24% = total).	Quickly thrusts her Arm Cannon forward to fire a small, dark energy ray blast. Despite the blast's appearance, the hitbox does not quite reach the end of the blast, and actually reaches slightly into the Arm Cannon's barrel. Despite this, the sweetspot relies heavily on spacing in order to land, as only the blast deals knockback strong enough to KO at 100% from center-stage. Conversely, the Arm Cannon itself KOs at 138%, which makes its overall functionality largely similar to Mario's forward smash. However, it is tied with Marth and Lucina's forward smashes as the fastest one in the game, due to coming out on frame 10. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result. The downward angle can hit edge hanging opponents, similarly to her down tilt.
Up Smash 	 	(4% = hits 1-5, 6% = hit 6, 3% = beam 29% = total/all hits connect).	Fires an energy beam in an arcing, rainbow formation overhead, True to its name, this move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are touching Dark Samus. When reversed on the ground, it can poke and hit through shields. KOs at 115% uncharged and around 60%-70% when fully charged.
Down Smash 	 	(15% = front, 18% = back). 	An energy beam. A semi-spike, its speed is decent and provides protection against rolls and near edges. However, its power has been significantly toned down since Brawl, as it is now one of the weakest down smashes in the game. KOs at extremely high percentages, making it unreliable. However, its back hit deals more knockback, making it possible to KO at 150% with enough rage, while the front hit can set up an edge-guard. Its ending lag is relatively quick, however, making it more useful as a decent anti-pressure move and a punishment option against rolls due to its ability to hit behind Dark Samus.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(13% = hit 1, 11% = hit 2 clean, 10% = hit 2 late). 	A spinning roundhouse kick. Hits on both sides quickly and can auto-cancel with a short hopped fast fall. One of the strongest neutral aerials as of update 1.1.5, its first few frames deal very powerful knockback, which makes it a viable KO'ing option off-stage or near the edge. It is also a decent combo finisher.
Forward	 	(4% = hit 1, 1.8% = hits 2-4, 7% - hit 5, 15.8% = all hits connect).	Fires five fiery blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move, 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. As of update 1.1.5, the first hitbox of the move results in all of the move's hits connecting together much better than before, to the point that it functions as a true combo from down throw up to around 70%, or chain into itself at low percentages thanks to Dark Samus' air speed having been increased in that same update, even though her speed is slower than Samus.
Back 	 	(16% = clean foot, 15% = clean leg, 11% = late). 	A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially while edge-guarding. However, it has a small hitbox like her neutral aerial. When sweetspotted, it is among the strongest back aerials in the game. When sourspotted, it can be used as a Wall of Pain. KOs under 100% and around 80% at the edge,
Up 	 	(4% = hit 1, 2% = hits 2-5, 4% = hit 6, 18% = all hits connect). 	A diagonal corkscrew flying kick. Hits multiple times, though only the last hit deals moderate knockback. Unlike most drills, the opponent can easily be launched before the move is complete if Dark Samus does not follow the opponent's previous launch direction. 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. It is her fastest aerial, due to coming out on frame 5. Useful for landing, breaking some certain combos, and countering aerial approaches. Can be used as a follow-up after a dash attack, grounded up tilt, down aerial, or down throw, all of which can be followed up with another up aerial and/or can be finished off with a Screw Attack. On stages with platforms, it can even zero-to-death the entire cast when using a platform to extend the combo, this attack is once again slower but stronger than Samus variation.
Down 	 	(14% = early, 16% = clean, 12% = late). 	Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail will meteor smash opponents, while the sourspot on the edge of the move at the very start and end deals strong upward diagonal knockback. Auto-cancels from a short hop and is a relatively good combo starter.
== Other Attacks ==
Type 	Name 	Damage 	Description
Floor Attack 	 	(7%) 	Performs a Spinning Kick In Both Forward/Back Directions, While getting Up.
Floor Attack (Back)	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip)	 	(7%) 	Performs a Spinning Kick In Both Forward/Back Directions, Near the Ground.
Ledge Attack 	 	(8%) 	Performs a Legsweep While Climbing IP
Dash Attack 	Cannon Stab	(10% = early, 12% = clean, 8% = late).	A Cannon Stab. Deals less damage at its beginning and end. An excellent combo starter as of update 1.1.5, as it can lead into neutral, forward and up aerial or Screw Attack at a variety of percentages, depending on which hitbox connects. With high amounts of rage, this move forms the start of a two-hit KO combo into Screw Attack, which KOs due to only the first couple of hits of Screw Attack connecting. This combo can KO floaty characters beginning at 0%, and the heaviest characters beginning around 30%.
== Grabs/Throws (Dark Samus uses her Phazon Tentacle to grab opponents from a distance and can also use it for tether recoveries) ==
Type 	Name 	Damage 	Description
Grab 	Phazon Tentacle	(N/A) 	Grabs an opponent with the Grapple Beam. 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 	 	(3%) 	A cannon strike. Tied with Lucario's pummel as the fastest pummel in the game. However, it is also one of the more damaging pummels in the game.
Forward	 	(6% = hit 1, 4% = throw, 10% = total). 	Twirls the opponent overhead, then flings them forward. Low knockback growth prevents it from KOing even the lightest of characters unless with rage at extremely high percentages,
Back 	 	(5% = hit 1, 4% = throw, 9% = total) 	Swings the opponent behind herself, Has even lower knockback growth than her forward throw.
Up 	 	(1% hits 1-7, 4% = throw, 11% = total).	Hoists the opponent overhead and then blasts them upward, with an energy Can combo into a Toxic Leech or up aerial at 0% against heavyweights or fast-fallers, but it otherwise launches opponents too high for follow-ups. However, on a platform, it can zero-to-death the same characters when followed up by her up aerial and then Screw Attack. Like her forward and back throws, it possesses low knockback growth.
Down 	 	(5% = hit 1, 3% = throw, 8% = total). 	Swings the opponent high above her head, then slams them onto the ground. It can be reliably followed up with her neutral, forward and up aerials, Phazon and Toxic Leech at low to medium percentages, It is a slower but more powerful variation of Samus down throw.
== Taunts ==
Up Taunt = Brandishes her Phazon Cannon and fires it above her head.
Side Taunt = Opens a compartment in her arm cannon, which spins and emits dark energy, then goes back to normal,
The way the cannon looks when she does this taunt also likes like the Zero Laser configuration.
Down Taunt = Elevates herself off the ground with her Phazon Cannon's beams and then
beats her chest.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Phazon Blast	(8% = uncharged, 16% = half charged, 28% = fully charged, 5% = burn). 	Charges a ball of dark energy and fires it, Unless the move is already charged, Samus will instantly fire the weakest shot if it is used in the air. 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, any opponent hit if the shot is half or full charged, will recieve burn damage.
Side Special 	Toxic Leech 	(16%) 	Fires a phazon based whip acting as a tether recovery to cause a fair amount of damage to the enemy, This attack doesn't have a lot of range because her high jumps make up for the lack of a good recovery.
Up Special 	Boost Ball 	(3% = grounded hit 1, 3% = aerial hit 1, 2% = grounded hits 2-11, 2% = aerial hits 1-12, 25% = all hits connect).	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 and deals good knockback that can KO around 100% while near the upper blast line.
Down Special 	Phazon Flash	(12% = opponent hit, 11% = ground hit, 7% = explosion). 	Fires a series of energy balls which explode either upon hitting opponents or, on the ground.
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Ultra Metroid Prime	(20% = Per Metroid Hit).	Dark Samus summons a large Metroid Prime to fly around the stage and suck the life out of her opponents for about 15 seconds.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Metroid (series)
Category:Metroid Characters