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Samus

Both Samus' are good at both close and long range. But apart from that they are completely opposite! Power Suit Samus is a lot stronger at a distance, where as Zero Suit Samus is a lot stronger close up! They appeal to completely different players styles!

They're not designed to be completely defensive, so they have small jumps that limit their ability to recover from huge attacks. This is more of Power Suit Samus' problem more than Zero Suit Samus'.

Long range attacks are Power suit Samus' speciality, and they can be used in conjunction to create devastating combos even at a distance. This makes for great ways to initiate the battle, especially considering that they are very good at setting up smash attacks immediately afterwards. In multiplayer battles or when you are facing an opponent that's better than you, try to use long range attacks to avoid taking damage. The charge shot is a nice knockout move, but don't rule out the super missile.

Don't let her long range advantages keep you out of melee combat, she also has attacks designed for close range so she's more of a rounded character. Use Screw Attack if you get attacked from above, and set traps with Bomb. Samus' upward smash is very good for dealing damage, and her side smash isn't too bad at knock-outs. Instead of using her downward smash, use the standard downward attack for more damage and knockback. Use the grapple beam a lot as it's your longest-ranged melee attack. It can keep other fighters from getting close to you and it assists your long-range game.

Standard Attacks

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Standard Attack Info
A button 2 button A button A button Arm Cannon Jab Damage: 3%, 7%

Urgency: Low-Medium

Punches then jabs her arm cannon. Useful to knock the opponent back to reset spacing and allow range to camp. Can also cause tripping at extremely low percents.

Right nunchuk+A button Right dpad+2 button Right lstick+A button Right control+A button Samus Roundhouse Damage: 7-8% Normal, 10% Down-angled or Up-angled

Urgency: Medium

Does a spin kick. Can be angled, and for non-angled, the move does less damage at the end of the foot. The same use as the neutral jab combo, but with more range for the non-angled variant, but with less damage.

Up nunchuk+A button Up dpad+2 button Up lstick+A button Up control+A button Suit Slice Damage: 13% on grounded opponents, 12% on aerial opponents.

Urgency: Low-Medium

Samus holds her leg up and brings it down like an ax. This move looks and acts like a meteor smash while the opponent is on the ground, but if used on an aerial opponent it will launch horizontally. Surprising knockback, but slow to start. A good anti-air move if you anticipate a short-hopped aerial or landing aerial. Also good for edgeguarding easy to anticipate recoveries such as Link's.

Down nunchuk+A button Down dpad+2 button Down lstick+A button Down control+A button Ground Blast Damage: 14%

Urgency: Medium

Samus points her arm cannon to the ground then blasts it with an explosion. It has a small amount cooldown but has great knockback. Very good for hitting opponents that get too close, but has poor range, so otherwise forward tilt is probably better.

A buttonwhile dashing 2 buttonwhile dashing A buttonwhile dashing A buttonwhile dashing Suit Boost Damage: 10% at the beginning, 6% at the end.

Urgency: Low-Medium

Samus charges forward with a small rocket boost. Has surprising range, going about 1/3 of Final Destination, but has low damage for the most likely hitbox and average knockback. Could be good for pressuring a shielding opponent when used together with homing missiles, as long as you make sure Samus will go behind the opponent to be immune to a shield grab. Then follow up with a down tilt or two and you'll be likely to shield poke.

Smash Attacks

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Smash Attack Info
Smash Right nunchuk+A button Right dpad+1 button+2 button (Smash Right lstick+A button) or Right rstick (Smash Right control+A button) or Right cstick Cannon Bash Damage: 12% Down-angled, 13% Non-angled, and 14% Up-angled.

Urgency: Low

She jabs her arm cannon forwrds. While this move has good knockback and can be angled, it has rather small range for a forward smash, making it not very useful. Down tilt or down smash are usually better options to KO.

Smash Up nunchuk+A button Up dpad+1 button+2 button (Smash Up lstick+A button) or Up rstick (Smash Up control+A button) or Up cstick Fire Arch Damage: 4%, 4%, 4%, 5%, 6%; 23% if all hits connect.

Urgency: Very Low

She shoots fire from her gun in an arch above her. This move has very poor knockback, and it's only use is for damage racking, but it can easily be punished due to it's very low knockback and opponents can easily DI out of it, making this a terrible move except on very large opponents such as Bowser, Donkey Kong, or King Dedede.

Smash Down nunchuk+A button Down dpad+1 button+2 button (Smash Down lstick+A button) or Down rstick (Smash Down control+A button) or Down cstick Power Suit Spin Damage: 15% in front, 14% in back.

Urgency: Low-Medium

Samus does a sweeping kick. Although its knockback is about the same as down tilt, this is generally a worse option due to the time it requires to finish the move, making punishing easier for the opponent. However, this does have better horizontal range, and hits behind as well, making it useful against roll-dodgers. In addition, it is lower than down tilt, making it easier to shield poke with this. All in all, it's Samus's most effective smash attack, but down tilt is still a more efficient KOing move.

Pummels and Throw

Samus grabs with her grapple beam. Like all tether grabs, this move is laggy if missed. Both Samus's dash grab and pivot grab are also extremely laggy if missed. This, paired with poor throws, makes Samus's grab game poor compared to most characters.

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Pummel/Throw Info
A buttonafter grab 2 buttonafter grab A buttonafter grab A buttonafter grab Fist Hit Damage: 1%

Urgency: Medium

She hits her opponent with her fist. Although it is very low damage, it is somewhat fast, so opponents likely won't be able to button mash out fast enough to avoid one or two of these, even at low percents, such as 30%. So even though it is low damage, every little bit helps. So use this if you are certain the opponent cannot break free in time. Also, as a fun fact, this move sometimes glitches on Bowser, causing her not being able to hit him.

Right nunchukafter grab Right dpadafter grab Right lstickafter grab Right controlafter grab Forward Fling Damage: 9%

Urgency: Medium

Samus flings her opponent forward. This (or back throw, depending on stage position) is what you should use most if you end up grabbing, as it is not only Samus's highest damaging throw (tied with up throw), but also throws the opponent away to reset spacing and allow projectile camping, which up throw lacks.

Left nunchukafter grab Left dpadafter grab Left lstickafter grab Left controlafter grab Backward Fling Damage: 8%

Urgency: Medium

Samus flings her opponent backward. Use this instead of forward throw depending on stage position, as throwing the opponent off the stage is usually the best place to throw them to rack up damage from edgeguarding, or to allow time to run away to camp.

Up nunchukafter grab Up dpadafter grab Up lstickafter grab Up controlafter grab Grapple Twist Damage: 1%, 1%, 1%, 1%, 1%, 4%; 9% total.

Urgency: Low

Spins her opponent above her, zapping then five times and then shooting them upwards. Honestly this is Samus's worst throw, as it doesn't reset spacing or allow for follow-ups. It's only real use it to use it against opponents that are easy to juggle, but Samus's bad up aerial makes this a poor choice still.

Down nunchukafter grab Down dpadafter grab Down lstickafter grab Down controlafter grab Grapple Swing Damage: 6%

Urgency: Low-Medium

Slings her opponet over her head and slams him back down. Although this is Samus's least damaging throw, it can be good at 0% as you can often times follow up a forward aerial, up aerial, neutral aerial, or back aerial against opponents with slow aerial attacks of their own.

Air Attacks

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Air Attack Info
A buttonArcade-Modifier-(Air).png 2 buttonArcade-Modifier-(Air).png A buttonArcade-Modifier-(Air).png A buttonArcade-Modifier-(Air).png Drop Kick Damage: 9% right when it comes out, 6% for the rest of the move.

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.

Right nunchuk+A buttonArcade-Modifier-(Air).png Right dpad+2 buttonArcade-Modifier-(Air).png Right lstick+A buttonArcade-Modifier-(Air).png Right control+A buttonArcade-Modifier-(Air).png Cannon Blaze Damage: 4%, 3%, 3%, 3%, 5%; 21% if all hits connect.

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.

Left nunchuk+A buttonArcade-Modifier-(Air).png Left dpad+2 buttonArcade-Modifier-(Air).png Left lstick+A buttonArcade-Modifier-(Air).png Left control+A buttonArcade-Modifier-(Air).png Rear Kick Damage: 10% if her leg hits, 14% if her foot hits.

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.

Up nunchuk+A buttonArcade-Modifier-(Air).png Up dpad+2 buttonArcade-Modifier-(Air).png Up lstick+A buttonArcade-Modifier-(Air).png Up control+A buttonArcade-Modifier-(Air).png Drill Kick Damage: 3%, 1%, 1%, 1%, 1%, 4%; 11% if all hits connect.

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.

Down nunchuk+A buttonArcade-Modifier-(Air).png Down dpad+2 buttonArcade-Modifier-(Air).png Down lstick+A buttonArcade-Modifier-(Air).png Down control+A buttonArcade-Modifier-(Air).png Cannon Slam Damage: 15%

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.

Left dpad or Right dpadArcade-Modifier-(Air).png Minus buttonArcade-Modifier-(Air).png Zl button or Zr buttonArcade-Modifier-(Air).png Z buttonArcade-Modifier-(Air).png Grapple Beam Damage: 4% while extending, 7% at the end of it if it hits when it is finished extending.

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.

Special Attacks

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Special Attack Info
B button 1 button B button B button Charge Shot Becomes more powerful the longer the button is pressed. It can be reflected, however.
Right nunchuk+B button Right dpad+1 button Right lstick+B button Right control+B button Missile Fires a missile that homes in on the opponent.
Smash Right nunchuk+B button Right dpad+1 button simultaneously Smash Right lstick+B button Smash Right control+B button Super Missile Has no homing capabilities, but has increased damage and speed.
Up nunchuk+B button Up dpad+1 button Up lstick+B button Up control+B button 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.
Down nunchuk+B button Down dpad+1 button Down lstick+B button Down control+B button 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.

Taunts

Wii Remote + Nunchuk Wii Remote (sideways) Wii Classic Controller GameCube Controller Taunt
1 button A button Up dpad Up dpad She raises her hand as if saluting, then thrusts it down to her side.
1 button+2 button (Left dpad or Right dpad)+A button Left dpad or Right dpad Left dpad or Right dpad She turns to the camera and holds up her arm cannon, which extends some things that spin.
2 button Down dpad+A button Down dpad Down dpad She points her arm cannon behind her, then ducks and points it in front of her.
1 button, 2 button, 1 button A button, Down dpad+A button, A button Up dpad, Down dpad, Up dpad Up dpad, Down dpad, Up dpad Sheds the Power Suit and transforms into Zero Suit Samus.

Final Smash

Zero Laser

Zero Laser: Samus fully charges her laser and unleashes a powerful beam with maximum power. This beam, although it can do a lot of damage, is slow and can be jumped over. After this, her suit will fall off and you will transform into Zero Suit Samus. To become Samus again, use Zero Suit Samus' Final Smash.

It has a weak point which can easily cause your death: While you are transforming into Zero Suit Samus, everyone who has a life remaining or having saved from the beam have enough time to charge an Smash against you, as you are not invincible while transforming and you cannot even use your Shield. Be careful with that if you use the Zero Laser!