Samus (SSBU)

Samus (, Samus) is a playable character in Super Smash Bros. Ultimate. Initially teased in the then-unnamed Ultimates 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 , is ranked 20th out of 82 on the current tier list, placing her in the lower half of the A tier. This is a drastic improvement over Super Smash Bros. 4, where she was tied with at 36th/37th out of 54, and is her best placement in the series to date. This mainly comes as a result of Samus' dynamic moveset, improved from the previous games. Samus' main strength is her powerful far-range neutral game, combined with a decent close-range game as well. For her archetype, Samus possesses a highly sophisticated variety of attacks, ranging from Charge Shot, one of the most powerful neutral specials in the game, to her quick, short and basic hard-hitting combos. She also carries the undisputed best shield pressure in the game for a zoner. Charge Shot is fast and covers wide distance when fully charged. Not only does it deal heavy shield damage, but when slightly charged, can set up for a combo, and when fully charged, can deliver a KO. Missiles is a projectile that allows her to easily force approaches, as it covers space wide enough to catch opponents in the air or spot-dodging, and it inflicts good shield damage. She provides an excellent air game, possessing among the strongest aerial attacks in the game, all of which are useful for combos or easy KOs. Samus has a good close-range neutral game for a zoner. Her forward aerial is one of the best anti-aerial attacks in the game, as it covers a lot of distance and also inflicts heavy damage and KOs at fairly high percents. She also possesses the longest tether grab of any character in the game in the form of Grapple Beam, which allows her to easily punish opponents that are quick to approach her on the ground. Should opponents reach Samus up close, she can quickly punish and reset neutral with Screw Attack, which has very high hitstun and knockback, allowing for an easy out of shield KO option at higher percents. Samus has an excellent recovery, with her slow falling speed, Grapple Beam, the great vertical and horizontal distance of Screw Attack, as well as Bombs providing minor boosts to her recovery and serving as a tool for recovery mixups as well. Finally, Samus boasts amazing survivability, with a very heavy weight and good recovery allowing her to survive until higher percents, which could sometimes give her rage for an extended period of time and allow her to eliminate opponents first. 
However, Samus has weaknesses, the most significant ones being her slow mobility and frame data. Samus has rather poor ground mobility, hindering her defensive options, and giving her a harder time against opponents who can catch up to her quickly. Samus' projectiles are burdened with significant startup and endlag. Aside from Charge Shot, all of her special attacks, especially Screw Attack, have a high amount of ending lag and often leave Samus vulnerable to a sharp punish. This, combined with her low traction relative to the cast, gives her a poor out of shield game. Grapple Beam coming out at frame 15 gives opponents enough time to spot dodge and punish Samus accordingly. Samus relies on spacing with her special attacks and out of shield options to succeed against her opponents, but with most of her defensive options being risky, she would have a difficult time handling opponents that avoid her projectiles and defensive options. Therefore, Samus can be forced to use her specials less frequently. She may have difficult match-ups against characters that have better frame data and/or mobility and defense options, such as Mario, Fox, and Bayonetta. Many of her KO options suffer from high ending lag. Her up-smash, while serving as an effective out of shield punish option, is escapable via SDI, struggles to hit short characters on the ground and has a lot of ending lag, while her forward-smash, though quick, is burdened with a large and weak sourspot at close range that takes precedence over the sweetspot hitbox. Samus has a poor ground game, with a forward tilt that loses a lot of power at point-blank range, a slow up-tilt and a down tilt with dangerously high ending lag. Her jab, while often used for mixups, is notorious for its inability to connect consistently. This causes Samus to struggle when the opponent is too close to her. Being tall and surprisingly floaty for her weight is only beneficial to a limited degree, as it also makes her relatively easier to punish when in the air and juggle. Finally, her recovery, though solid, is slow, linear, and predictable, so opponents with an effective offstage game will often give Samus a hard time recovering.
Overall, Samus is an effective zoner that can quickly and easily deal massive amounts of damage, shield pressure, and secure stocks, while surviving to very high percents. Samus is a popular character in competitive play, and she has a low learning curve, with basic combos and neutral gameplay that is highly effective. From the early meta to the current meta, Samus has had consistent growth in successful representation, and has seen strong results from players such as , and .
==Attributes==
Samus is a heavyweight unique among others. She is a floaty character with slightly below-average walking and dashing speeds, average air speed, above-average air acceleration, high jumps and slow falling speed. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage.
Samus' moveset consists of playing defensively, as she uses her projectiles to space, rack up damage from a distance and pressure shields. Charge Shot is her most consistent KOing option out of her special moves when fully charged, due to its speed and power. Missiles is mostly used for spacing, due to both its Homing and Super variants being extremely inefficient at KOing, while 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, is a very useful out of shield option thanks to it’s very high knockback and hitstun, KOing option near the upper blast line and a viable combo finisher from aerial combo strings.
In addition, Samus has a strong air game. The changes to air dodges have benefitted her overall, as they notably improve her ability to edgeguard (especially with moves such as forward aerial or her renowned Charge Shot), while she isn't hindered as much due to her fast air speed, the ability to stall midair using her Bombs, and her Grapple Beam tether recovery's long range. All of Samus' aerials have no more than 20 frames of landing lag, and her back aerial is one of her best moves courtesy of its power, damage output, speed and range. Her down aerial can be a powerful meteor smash, forward aerial is a good pressuring tool due to its long duration, and up aerial is an excellent combo option. Lastly, her neutral aerial is a viable KOing option. When coupled with her high jumps, Samus' air game is also potent while she is off-stage, as she can recover from nearly anywhere on the stage, stay in position for longer periods of time due to her floatiness, or bait the opponent by stalling in the air and punishing edge-guard attempts.
Samus' grab game is also useful thanks to a variety of perks. Her Grapple Beam has impressive overall range and is useful in the air as either a tether recovery or a grab aerial, the latter of which is potent for zoning thanks to its aforementioned range and very minimal landing lag. 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 Samus' strongest throw and, unlike in SSB4, it is capable of KOing quite reliably (especially on platforms), thanks to its redistributed damage output and increased knockback. Although forward throw and back throw have decent damage outputs, their only utility is creating space and setting up edge-guards, and both are mediocre at best in doing so.
However, Samus has noticeable flaws. 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 Samus' anti-pressuring ability. Due to this and her average dashing speed, most Samus players will often find themselves in the air, where her strengths lie.
Samus also has issues with her recovery. Her grab aerial has very long range, her jumps are among the highest in the game, Screw Attack is fast and hard to punish, and Bomb jumping provides infinite horizontal recovery, but they are all offset by Screw Attack's only average distance, Bomb's high ending lag in the air and Samus' only average air speed and reliance on her grab aerial to grab edges from a distance. Altogether, this results in her recovery being slightly slow, linear and predictable.
Overall, Samus is a character that performs best when using her projectiles and grab aerial for spacing in order to set up combos and either finish off pressured opponents off-stage, or KO them outright with Charge Shot. Unlike the majority of veterans, Samus' optimal playstyle is highly unorthodox; as she falls short in regard to zoning-exclusive or melee-exclusive offense, success with Samus requires careful and strategic use of her various tools to keep momentum in her favor. As such, she is a character that is hard to master, but greatly rewards patient and calculated play.
==Changes from Super Smash Bros. 4==
Aside from her incarnation in Melee, Samus has historically been a lower-ranking character in the Super Smash Bros. series. Even her appearance in SSB4 was mixed, as the significant buffs she received via game updates elevated her perception from "unviable" to "viable but outclassed". Likely as a result of her polarized viability, Samus has been buffed significantly overall in the transition to Ultimate.
Samus' largest buffs come from the improvements made to her grab game and her repertoire of projectiles. Historically considered among the most lackluster grab games despite her grabs' long range and her down throw's excellent combo ability, all of Samus' throws have increased utility, damage and knockback; her new up throw is now her strongest throw and a viable KO option at high percentages, down throw's combo potential was further improved due to its lower ending lag, and both her forward and back throws have more knockback, even situationally KOing at high percentages when close to an edge.
In terms of her projectile game, s explode earlier on contact with enemies, Missiles deal more damage and have less ending lag, while Super Missiles deal more knockback and stall for a longer time before flying forward, greatly improving their use for trapping. Most notably, Charge Shot can now be charged in the air, used as a combo tool due to Samus' improved mobility and its lower ending lag, and deals greater damage and knockback, which gives Samus more opportunities to charge up her most threatening move. In bulk, all of these changes have significantly strengthened her zoning and punish game.
Other buffs to Samus also include many of her up-close moves dealing more knockback, most notably her down tilt, dash attack and down smash, improving her previously inconsistent KO potential; and her previously slow and punishable roll was also notably increased in speed, making it more usable as an escape option. She also benefits considerably from the universal changes to the engine, as the reduced landing lag and weakening of shields makes her aerials safer to use for approaching despite their lower shieldstun. As with most other veterans, her mobility has been improved and, when coupled with the dash-cancel, the miscellaneous buffs to her standard moves and their relatively fast frame data, and the increased shieldstun, grants her a much safer close-quarters game.
The changes to air dodges, particularly, have benefitted Samus overall, as they notably improve her ability to edge-guard (especially with moves such as forward aerial or her renowned Charge Shot), while she has one of the longest horizontal distances of any air dodge, giving her a situational recovery option; she also isn't hindered as much by them due to her fast air speed, the ability to stall midair using her Bombs, and her Grapple Beam's long range as a tether recovery. Finally, the universal changes to grabs have benefitted her likely the most of any character, as not only do her grabs now have less ending lag relative to the rest of the cast, but her standing and pivot grabs now have less ending lag as well, which further improves her grab game.
However, Samus has received nerfs that, while fewer in comparison to her buffs, have drastically affected her playstyle. Her dash attack, previously a notorious combo starter and often considered her best close-quarters option (and her best move overall), it has been repurposed into a somewhat strong yet situational KO option due to its now-horizontal launching angle and significantly higher power and ending lag. Her infamously inconsistent neutral attack has worsened even further, as its first hit's lower knockback and slower transition into its second hit have removed its most reliable setups at higher percents and rendered the second hit nearly useless. Up smash has less range, higher SDI multipliers, and no longer has set knockback, which collectively result in it becoming more inconsistent than before. Finally, Samus' up aerial has increased landing lag and its looping hits inflict lower hitstun, reducing its combo and setup potential, especially on landing.
In terms of indirect changes, Samus is one of the characters to be hindered the most by the nerfs to rage: while the lower total multiplier make it slightly harder for Samus to close out a stock if she is able to endure a hit, the fact rage no longer applies to set knockback removes her ability to KO at very early percents by setting up a with high rage (which was a commonly exploitable tactic in conjunction with her dash attack). Lastly, of further note is that some of Samus' most noticeable weaknesses from previous games remain, such as a lackluster close quarters game in comparison to her spacing and zoning games, her moveset's high ending lag leaving her prone to punishment, her susceptibility to being juggled, and a vulnerable recovery despite her access to a tether option.
Overall, Samus' changes and buffs have improved her playstyle's most noticeable attributes in her zoning and long-ranged options, and her heightened offensive power and the changes to gameplay mechanics give her more opportunities to take advantage of this playstyle, though because of the nerfs to her more polarized offensive options, Samus still relies on a patient playstyle. Regardless, her changes have allowed her to veer closer to a balanced, long range-based "mighty glacier", with potent KO power, generally well-rounded attributes (with particularly high endurance yet below-average overall mobility), and a focus on hard-hitting punishes and combos at both long and mid-range, while having difficulty dealing with rushdown and disjoints, which evokes her very projectile-oriented fighting style in her home series. Her plentiful buffs have allowed Samus to perform significantly better relative to the cast than in SSB4, with this being her strongest incarnation yet and a solid contender in competitive play.
==Update history==
Samus received a mix of buffs, nerfs and glitch fixes via game updates, but was buffed overall. Update 2.0.0 increased Missile's range, which allows her to space better and deal damage at safer ranges. However, it also received more ending lag when used in the air, which standardized it with ' version. Additionally, grounded Bomb's ending lag was decreased, which made it safer and allows her to act out of it more effectively.
However, update 3.0.0's near-universal nerf to projectiles' shield damage outputs hindered Samus (and Dark Samus by extension) more so than most other characters, as it noticeably worsened Charge Shot's shield pressuring potential. Following this, update 3.1.0 improved up smash's linking hits as part of a near-universal buff.
Update 7.0.0 would later provide Samus with substantial buffs. 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. Aside from these improved KO options, aerial Grapple Beam's damage output and hitbox duration were increased, which slightly improved her spacing game. Lastly, Samus' shield was enlarged as part of a near-universal buff.
Overall, Samus fares better than she did at the launch of Ultimate. 
 
 
 
 
 
 
 
 
==Moveset==
*Samus can wall jump.
*Samus possesses a tether attack and grab.
For a gallery of Samus' hitboxes, see here.
===Stats===
Samus' gravity and falling speed are set to 0.078288 and 1.8, respectively, during hitstun when launched at angles between 70°-110°.
===Announcer call===
Samus English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
===On-screen appearance===
*Arrives from a .
SamusOnScreenAppearanceSSBU.gif|Samus' on-screen appearance
===Taunts===
*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.
SSBUSamusTaunt1.gif|Samus' up taunt.
SSBUSamusTaunt2.gif|Samus' side taunt.
SSBUSamusTaunt3.gif|Samus' down taunt.
===Idle poses===
*Rubs her Arm Cannon with one finger.
*Brings her Arm Cannon down and then pulls it back up.
SSBUSamusIdle1.gif|Samus' first idle pose.
SSBUSamusIdle2.gif|Samus' second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (Italian)	Cheer (Dutch)	Cheer (French)
Cheer 	 	 	 	 	
Description	Sa - mus! 	Sam - Su! 	Sa - mus! 	Sa - mus! 	Sa - mus!
 	Cheer (German)	Cheer (Spanish)	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Sa - mus! 	Saaaaa - mus! 	Sa - mus! Sa - mus!	Sa - mu - s!
===Victory poses===
*Left: Lands on the ground and readies her Arm Cannon.
*Up: Fires multiple shots from her Arm Cannon while kneeling, then strikes a pose. The pose is based on her appearance on the covers of and .
*Right: Fires a Super Missile and strikes a pose resembling her render from , and by extension, her official artwork in Ultimate, as well as her character select animation in Super Smash Bros.
SamusVictoryPose1SSBU.gif
SamusVictoryPose2SSBU.gif
SamusVictoryPose3SSBU.gif
==In competitive play==
==: Another Planet, Another Bounty==
The opponents Samus faces are akin to the battles that she has faced throughout the Metroid series. In addition, all of the battles take place on stages from the Metroid universe.
Round 	Opponent 	Stage 	Music 	Notes
1 	 	Brinstar 	 	
2 	Giant 	Brinstar (Ω form)	 	References Samus' battles with .
3 	(x6) 	Brinstar Depths 	 	Horde Battle (3 at a time).
4 	Giant 	Norfair 	 	References Samus' battles with .
5 	, , and 	Norfair (Ω form) 	 	Charizard's is absent. Items do not appear.
6 	 	Frigate Orpheon 	 	References Samus' battles with .
Bonus Stage	Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	 	 	(Less than 7.0 intensity) (7.0 or higher intensity)	On Intensity 7.0 or higher, teams up with Master Hand.
Credits roll after completing Classic Mode. Completing it as Samus has accompany the credits.
===Character unlock tree===
Samus' Classic Mode character unlock tree includes the following characters in order:
#
#
#
#
#
#
#
#
Each character can be unlocked by clearing Samus' Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to 's character unlock tree, starting with .
==Role in World of Light==
Samus was among the fighters summoned to the cliffside to fight an army of Master Hands.
During the opening cutscene, Samus was present when Galeem unleashed his beams of light. Samus attempted to fight back against the beams by shooting them with her , but to no avail. Samus was vaporized and placed under Galeem's imprisonment alongside the rest of the fighters (except for ).
In gameplay, has a separate awakening battle from Samus.
Samus can be found blocking the path of the bridge once engulfed in light and a location reminiscent of Pac-Maze. Defeating her is necessary to progress through the story, making her an obligatory unlock.
Samus is later seen among several other fighters, making their last stand against Galeem and Dharkon. She also shows up in the ending where Galeem emerges victorious against Dharkon, witnessing Galeem engulf the world in light.
===Fighter Battle===
No.	Image	Name 	Type	Power	Stage 	Music
04 	 	Samus	 	7,500	Brinstar (Ω form)	
==Spirits==
Samus's fighter spirit can be obtained by completing as Samus. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Samus in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.
Additionally, Samus makes an appearance in various primary and support spirits. Note that ' fighter spirit is not listed here due to her status as a separate playable character (despite the fact that she is the puppet/possessed fighter who represents Young Samus).
SSBU spirit Samus.png|264. Samus Aran
SSBU spirit Gravity Suit.png|269. Gravity Suit
SSBU spirit Fusion Suit.png|270. Fusion Suit
SSBU spirit Phazon Suit.png|271. Phazon Suit
SSBU spirit Dark Suit.png|272. Dark Suit
SSBU spirit Light Suit.png|273. Light Suit
SSBU spirit Young Samus.png|274. Young Samus
SSBU spirit Samus (Metroid Dread).png|1,497. Samus (Metroid Dread)
==In Spirits Battles==
===As the main opponent===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music
269 	 	Metroid Series 	• 	 	3,800 	Castle Siege (Underground Cavern)	•Hazard: High Gravity 	•Your jumping power decreases 	 	
276 	 	Metroid Series 	• 	 	3,600 	Brinstar 	•Item: 	•The enemy starts the battle with a Screw Attack 	 	
293 	 	Metroid Prime Series 	• 	 	1,700 	Brinstar 	•Item: Motion-Sensor Bomb	•The enemy is easily distracted by items 	 	
294 	 	Metroid Prime Series 	• 	 	1,900 	Norfair (Battlefield form) 	•Invisibility 	•The enemy is invisible 	 	
896 	 	Mega Man Series 	•Reflect (140 HP)	 	3,900 	Wily Castle (Ω form) 	•Reflect-Damage Buffed 	•The enemy reflects projectiles•Stamina battle•All fighters' reflected projectiles have increased power 	 	
1,093 	 	Super Smash Bros. Series	• 	 	2,000 	Pokémon Stadium 2 (Ω form) 	•Item: Home-Run Bat 	•Timed battle (0:10)•The enemy prefers not to move 	 	
1,150 	 	Battle Clash 	• 	 	1,900 	Port Town Aero Dive 	•Item: Super Scope 	•The enemy starts the battle with a Super Scope 	 	
1,162 	 	Custom Robo Series 	• (120 HP) 	 	1,800 	Pokémon Stadium 	N/A 	•Stamina battle•The enemy starts the battle with a Ray Gun•The enemy starts the battle with a Rocket Belt	 	
1,497 	 	Metroid Series 	• 	 	9,500 	Frigate Orpheon 	•Assist Trophy Enemies ()	•Hostile assist trophies will appear when the enemy's at high damage 	 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters 	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
899 	 	Mega Man Series 	• (100 HP)• ×3 (30 HP)	 	1,400 	Wily Castle (Battlefield form) 	N/A 	•Stamina battle•The enemy's shield has extra durability•Reinforcements will appear after an enemy is KO'd 	 	Dark Man 1, Dark Man 2, Dark Man 3 	
1,127 	 	Disk System 	• • • • 	 	9,100 	Temple (Battlefield form) 	N/A 	•Take your strongest team into this no-frills battle 	 	Samus Aran (Metroid for the Famicom Disk System)	
1,163 	 	Custom Robo Series	• (70 HP)• (70 HP) 	 	1,900 	Mushroomy Kingdom (Battlefield form) 	N/A 	•The enemy's side special has increased power•Stamina battle•The enemy favors side specials 	 	Spear 	
1,348 	 	DAEMON X MACHINA 	•Tiny •Giant ×2•Giant	 	9,500 	Frigate Orpheon (hazards off) 	•Attack Power ↑•Item: Shooting Types	•The enemy has increased attack power after a little while•Reinforcements will appear after an enemy is KO'd	 	AntanaklasiEleos 	
1,353 	 	Tetris Series 	• • 	 	4,300 	Mushroom Kingdom U (Slide Lift Tower)	•Sudden Final Smash•Item: 	•The enemy will suddenly have a Final Smash 	 	S-Tetrimino 	
==Alternate costumes==
							
							
==Gallery==
SSBU Samus Number.png|Samus' fighter card.
Samus unlock notice SSBU.jpg|Samus' unlock notice when obtaining her in World of Light.
SSBUWebsiteSamus1.jpg|Samus on The Great Cave Offensive.
SSBUWebsiteSamus2.jpg|Alongside her in Onett.
SSBUWebsiteSamus3.jpg|Using her back throw on on Find Mii.
SSBUWebsiteSamus4.jpg|Preparing to fire a Missile at Mother Brain on Lylat Cruise.
SSBUWebsiteSamus5.jpg|Preparing her Charge Shot on Summit.
SSBUWebsiteSamus6.jpg|Taunting on Coliseum while wearing her .
SSBUWebsiteBayonetta5.jpg|Getting hit by 's forward smash on Spirit Train.
SSBUWebsiteInkling6.jpg|Buried by 's Splat Roller on Figure-8 Circuit.
SSBUWebsiteLucario5.jpg|Samus watching an aerial on Prism Tower.
SSBUWebsiteShulk3.jpg|Samus getting launched by 's dash attack on Gaur Plain.
SSBUWebsitePalutena3.jpg|Samus's Charge Shot getting reflected by on Temple.
SSBUWebsiteZeroSuitSamus4.jpg|Posing behind her Zero Suited self on Gaur Plain.
SSBUWebsiteBewear2.jpg|Getting hit by Bewear's uppercut on Wuhu Island.
SSBUWebsiteLunala3.jpg|Getting launched by Lunala's Moongeist Beam along with and Palutena on Summit.
SSBUWebsite9.jpg|Firing a Missile on Wrecking Crew.
8-PlayerSSBU 1.jpg|With , , , , , and Inkling on .
SSBUWebsiteMoon1.png|Samus, Palutena, Villager, and Shovel Knight fighting on Find Mii Ω with the Moon about to crash onto the stage.
===Fighter Showcase Video===
==Trivia==
*The notorious unreliability of Samus' neutral attack is alluded to in one of the tips, stating that "Foes can often put up their shields in between the first and second hits of this combo. It's safer to just hit with the first attack and then flee."
*Samus is the only member of Super Smash Bros. Ultimates starting roster to be a female by default.
**However, she is technically not the only female on the starting roster, due to Ultimate including two female Pikachu as alternate characters alongside the default male .
*Samus is the only member of the Original 8 to have an Echo Fighter, that being .
**She is also the only fighter to have an Echo Fighter that represents a separate entity in addition to a non-clone fighter representing an alternate form of herself.
*In her official artwork, Samus' pose matches of her alongside from . This same image was used on the official Other M website with Higgs removed, and was used as Samus' primary promotional image across various media prior to the release of .
*Although Samus reuses her Other M design instead of her updated design from , her fighter spirit uses her artwork from Samus Returns instead of Other M.
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Samus is one of the eight fighters fought there, being affiliated with Galeem.
**Out of all the eight fighters affiliated with either Galeem or Dharkron, Samus is the only female.
*Samus, Dark Samus, , and are the only fighters who do not emit red-flashing eyes in the Spirit Battle previews in World of Light.
 
Category:Spirits
es:Samus (SSBU)