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|{{SSBB Move||a|air}}
|{{SSBB Move||a|air}}
|Drop Kick||'''Damage: 9%''' right when it comes out, '''6%''' for the rest of the move.
|Drop Kick||Does a kick that gradually gets weaker.
 
'''Urgency:''' Low-Medium
 
Samus extends her leg to do a kick that gradually gets weaker.  It has rather low knockback for a neutral aerial, as well as low damage, so this isn't normally that effective.  However, it's better than forward aerial, so if you need to use an aerial but find yourself facing the opponent, use this instead.
|-
|-
|{{SSBB Move|r|a|air}}
|{{SSBB Move|r|a|air}}
|Cannon Blaze||'''Damage: 4%, 3%, 3%, 3%, 5%; 21%''' if all hits connect.
|Cannon Blaze||Shoots her cannon in an arch downwards.
 
'''Urgency:''' Low
 
Shoots her cannon in an arch downwards.  Although it has high damage, it is very easier to DI out of and only has noticeable knockback on the last hit (which is still very low), making this very easier to punish if any hits miss.
|-
|-
|{{SSBB Move|l|a|air}}
|{{SSBB Move|l|a|air}}
|Rear Kick||'''Damage: 10%''' if her leg hits, '''14%''' if her foot hits.
|Rear Kick||Samus kicks backwards.
 
'''Urgency:''' High
 
Samus spins around, kicking backwards.  It has solid damage, great knockback, and good speed.  This is by far Samus's best aerial, her best non-projectile attack, and maybe even her best attack in general.  The sweetspot is on Samus's foot, which has amazing knockback, killing most opponents easily at 100% if they are near the edge of a stage.  Also a fantastic edgeguarder, with great range and power.  Many opponents trying to recover will die at 60% from a sweetspotted back aerial, or at least be knocked far enough away that they are gimped and still die.  Use this as a spacing tool as well.  Also has almost no landing lag.  There really isn't any reason not to use this move if you are backwards in the air.
|-
|-
|{{SSBB Move|u|a|air}}
|{{SSBB Move|u|a|air}}
|Drill Kick||'''Damage: 3%, 1%, 1%, 1%, 1%, 4%; 11%''' if all hits connect.
|Drill Kick||Samus drills upwards.
 
'''Urgency:''' Low
 
Samus drills upwards.  This move has low damage and is easy to DI out of.  In addition it has low knockback, which is only even noticeable on the last hit, making this easy to punish if even one hit misses.  It is almost always a better idea to try to punish the landing or just run away to reset spacing if you end up hitting the opponent in the air above you.
|-
|-
|{{SSBB Move|d|a|air}}
|{{SSBB Move|d|a|air}}
|Cannon Slam||'''Damage: 15%'''
|Cannon Slam||Samus swings her arm cannon downwards. This attack can meteor smash opponents but it is slow. Don't use this attack much.
 
'''Urgency:''' Low-Medium
 
Samus swings her arm cannon downwards. This attack is a powerful meteor smash but it is slow. Don't use this attack much unless you have mastered how to time it to hit recovering opponents.  If you do know how to use it though, it is quite devastating to opponents with very predictable recoveries such as Link.
|-
|-
|{{SSBB Move||z|air}}
|{{SSBB Move||z|air}}
|Grapple Beam||'''Damage: 4%''' while extending, '''7%''' at the end of it if it hits when it is finished extending.
|Grapple Beam||Samus uses her grapple beam to zap opponents. This move is infinitely useful as it is long ranged, keeps opponents away from you, prevents them from recovering back to the stage and even KO at high percentages! Use this as much as you can, as it doesn't even suffer from landing lag!
 
'''Urgency:''' High
 
Samus uses her grapple beam to zap opponents. This move is infinitely useful as it is very long ranged (easily 1/3 of Final Destination), keeps opponents away from you, prevents them from recovering back to the stage and even KO at very high percentages! Learn to use this correctly as it is a very good poke, can grab ledges to recover, allows for follow ups when you land with it since it has absolutely no landing lag.
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|}


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