Super Smash Bros. Melee/Samus

Throws
Samus will extend her Grappling Beam and reel her opponent in if the tip connects. It's best to use this while dashing, because the animation is faster.

Bomb jump
A must for Samus players, the bomb jump is one of Samus' best assets. She can use it to get back onto a ledge from extremely long horizontal distances. The technique is executed by repeatedly laying bombs (down + B button) and guiding oneself so that one lands on them and bounces into the air towards the ledge. This is repeated over and over until the player reaches the ledge. A Samus player who has mastered the bomb jump can recover from just about any hit except for a meteor smash or a hit that sends her off the screen instantly.

Samus can actually jump using her Bombs to propel her. She cannot stay in the air indefinitely, but it is very useful as a recovery. Basically, after being knocked off the stage, lay a bomb, fall a little, lay another bomb(causing you to stall long enough for the first bomb to explode), then push the control stick in the direction you wish to go (DI), then repeat the process. Samus can also grapple the stage when she gets close enough.

Missile cancel
The missile cancel is the fastest way to fire missiles. It is performed by firing a power missile just before Samus hits the ground. This cancels out the lag of the missile and allows the player to perform another action (including firing another missile) immediately afterwards.

Super wavedash
This is more of a novelty than a useful technique. It causes Samus to shoot across the screen at a distance almost equivalent to the width of the Final Destination stage, with nearly instant speed. It would be very useful as a form of evasion, but it is very difficult to execute consistently. It is performed by laying a bomb, then, right after Samus hits the ground, you'll see an unmorphing animation. Thats when you smash the control stick as quickly as possible in the opposite direction the player wants to travel, and then in the direction the player wants to travel. The timing for this technique is extremely precise - it can only be executed in the window of 2 frames. You must sycronize the control stick so that by the time you smash the stick forward at the time she stands.

Extended Grab
Press up and down on the d-pad while tapping Z. You can only grab by pressing Z again and home to the other players by holding R. It may take many tries to get right.

Samus can extend her grapple by rapidly pressing up and down on the D-Pad and pressing the Z-button while her grapple is extended. If done successfully her grapple will be 2-3 times longer and have the ability to home in on enemies by pressing the L button, to grab, you must press Z again as it lands on the enemy. The process of extending the grapple can leave you open, so it helps to jump into a grapple to make things less easy on your opponent. Also, the grapple resets each life.

Alt. method; works 100% of the time: simply do a short hop, immediatly when you become airborn hold L and simply rotate the D-pad (fast as you can) counter-clockwise once and press A. Shortly after you rotate the pad once you should hit the ground. Now you will have an extended Grapple Beam!

Wall Grapple
When using Link, Young Link, or Samus, pressing Z or A+L or A+R to use the character's hookshot (Link and Young Link) or grappling beam (Samus). This can be done during the aforementioned characters' air dodges. It can connect to most solid ledges or walls and will allow the character to hang there; pressing A reels the character back up towards the stage. A triple jump attack (Up+B) can be performed immediately afterwards. The air dodge can be used to position the character properly before using this recovery technique, since the hookshot/grappling beam will not connect if the character is too close or far from a wall. If it hits an enemy it does some damage and has minimal knockback.

In general, this move is more effective than the Up+B for recovery, except in stages like DK 64 where it won't work.