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|{{SSBB Move||b}}
|{{SSBB Move||b}}
|Charge Shot||'''Damage: 3%-25%''', depending on how long it is charged.
|Charge Shot|| Becomes more powerful the longer the button is pressed. It can be reflected, however.
 
'''Urgency:''' High
 
Charges a blue orb of energy to shoot out.  Becomes more powerful the longer the button is pressed. This move, when fully charged, is a devastating finisher and edgeguarding move, but do not underestimate the smaller shots.  Those, paired with missiles, very effectively stop jumps and pressures shields heavily.  When you are against an opponent who recovers vertically, such as Marth, and is generally harder to edgeguard with missles, go ahead and charge this when they are recovering.  Also charge this whenever an opponent has been KO'd and is coming back onstage.  Just keep in mind that it is very deadly to you as well as it can be reflected, and against Lucas or Ness can be absorbed for an enormous amount of healing.  Also keep in mind that Mr. Game & Watch can collect this in his bucket, which will make it a devastating KO move once fully filled.
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|{{SSBB Move|r|b}}
|{{SSBB Move|r|b}}
|Missile||'''Damage: 5%'''
|Missile||Fires a missile that homes in on the opponent.
 
'''Urgency:''' High
 
Fires a slow, short-ranged missile that homes in on the opponent.  Use this a lot as this, paired with all of Samus's projectiles, and then also her long-ranged dash attack, will shield pressure an opponent very heavily, even causing shield breaks sometimes, or causing very high damage.  Use these as opposed to Super Missiles if the opponent is closer to you and you want to decimate their shield (or cause extreme damage) by pairing many attacks together at one time.  These allow you to do so because of their slow speed.
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|Smash {{SSBB Move/Wii|r|b}}
|Smash {{SSBB Move/Wii|r|b}}
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|Smash {{SSBB Move/Wii-cc|r|b}}
|Smash {{SSBB Move/Wii-cc|r|b}}
|Smash {{SSBB Move/GC|r|b}}
|Smash {{SSBB Move/GC|r|b}}
|Super Missile||'''Damage: 10%'''
|Super Missile||Has no homing capabilities, but has increased damage and speed.
 
'''Urgency:''' High
 
Samus shoots a missile that has no homing capabilities, but has increased damage and speed.  These are better than normal missiles for attacking at very long ranges due to lasting longer and flying faster.  These are also very great edgeguarders if you do not have a fully charged neutral special when you knock an opponent offstage.
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|{{SSBB Move|u|b}}
|{{SSBB Move|u|b}}
|Screw Attack||'''Damage: 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%, 1%; 12%''' if all hits connect.  Also does a small '''2%''' hit that knocks the opponent into following hits if used on the ground.
|Screw Attack||A rotating almost "electric" jump attack that can be used as a recovery move. The Screw Attack is quick if it is used on the ground.
 
'''Urgency:''' Low
 
A rotating almost "electric" jump attack that can be used as a recovery move. The Screw Attack is quick if it is used on the ground, but it is able to be SDI'd out of and then punished hard.  Usually only good as a recovery move, but is easy to spike when used in such a manner, so only use this is Samus's Grapple Beam won't reach the edge (such as if you are a ways below the edge).
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|{{SSBB Move|d|b}}
|{{SSBB Move|d|b}}
|Bomb||'''Damage: 5%'''
|Bomb||Samus turns into her Morph Ball mode and drops bombs. She can use this move to perform bomb jumps which can be use somewhat as recovery.
 
'''Urgency:''' Medium-High
 
Samus turns into her Morph Ball mode and drops a single bomb. She can use this move to perform bomb jumps which can be use somewhat as recovery, but it is much less useful than it was in Super Smash Bros. Melee when used in such a manner.  Instead, these are best used to set traps and cover your back while retreating away, similar in a fashion to Snake's grenades and C4.  If you don't know how to set traps with these that well though, then don't. Instead just use then to cover yourself while retreating.  
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