SSBU/Samus

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Template:Character Subnav SSBU

Introduction

Samus is a character

Strengths Weaknesses
  • Charge Shot: Charge Shot is an incredible projectile. It’s useful as a combo starter at low percents when combined with her long-ranged grab and at high percents is a threatening kill option at higher charges. It is a potent ledgetrapping tool, even more so against the characters that it can 2-frame.
  • Strong Zoning: The great Charge Shot combined with Missiles and Zair make for a character that can be very annoying to get in against.
  • Great Up-B Out of Shield: Screw Attack is a 4-frame out of shield option. Even if the opponent gets past Samus’ zoning, she can use this to quickly get them off of her.
  • Inconsistent Multihits: Samus’ multihitting Up-smash, Fair, and Screw Attack can be notoriously inconsistent, with opponents sometimes just popping out.
  • Jab doesn’t function: The two hits of jab don’t actually combo into each other. While the first hit does have great startup and range, her followups are all mixups, unlike every other character in the game.
SSBU SAMUS PORTRAIT.png
Physics
Weight 108
Gravity 0.075
Ground Movement
Walk Speed 1.115
Initial Dash Speed 1.87
Initial Dash Frames 10
Run Speed 1.654
Jumping
Air Speed 1.103
Air Acceleration 0.09
Fall/Fastfall Speed 1.33/2.168


Jab 2
5AA
Good anti-air, good mixup, bad jab
Startup Active Recovery Total Damage Block
6 4 20 29 8.0% -15


Startup Active Recovery Total Damage Block
8 3 23 33 8.0/9.0/10.0% -17/-16/-15
  • Strongest hitbox at the foot
  • Can be angled slightly upwards or downwards
    • Angled versions deal 1.0% extra


uTilt
[8]A
Ground-spiking anti-air
Startup Active Recovery Total Damage Block
15 4 21 39 13.0/12.0% -12
  • Deals more damage and spikes on grounded hit


dTilt
[2]A
Startup Active Recovery Total Damage Block
6 3 36 44 12.0% -27


Dash Attack
(while running) A
Startup Active Recovery Total Damage Block
8 6/5 23 41 1.0/6.0% -26
  • Early hit is strongest

Smash Attacks

fSmash
6+A (chargeable)
Good combo after bomb
Startup Active Recovery Total Damage Block
3+7 2 37 48 12.0/14.0 -30/-28
  • Strongest hitbox at tip of arm
  • Can be angled slightly upwards or downwards
    • Up-angled version deals 1.0% extra
    • Down-angled version deals 1.0% less


uSmash
8+A (chargeable)
Good anti-air, bad reversal
Startup Active Recovery Total Damage Block
6+5/15/19/23/27 2/2/2/2/2 28 56 3.0/6.0% -24
  • Final hit is strongest


dSmash
2+A (chargeable)
Roll/ledge coverage
Startup Active Recovery Total Damage Block
3+6/17 2/2 26 44 10.0/12.0% -28/-19
  • Back hit is strongest


Aerial Attacks

nAir
j5A
Strong and fast
Startup Active Recovery Total Damage Landing
8/14 4/8 23 45 10.0/9.0/8.0% 9
  • First hit is strongest
  • Autocancels frame 1-7 and frame 35-45


fAir
j6A
Startup Active Recovery Total Damage Landing
6/12/18/24/30 2/2/2/2/2 28 59 3.0/1.6/5.0% 14
  • Final hit is strongest
  • Autocancels frame 47-59


uAir
j8A
Startup Active Recovery Total Damage Landing
5/7/16 1/8/2 22 39 3.0/1.2/4.0% 18
  • Final hit is strongest
  • Persistent multi-hit frame 7-14, reactivates every 3 frames on hit (max 3 hits)
  • Autocancels frame 1-2 and frame 34-39


Startup Active Recovery Total Damage Landing
17 2/3/2 25 48 10.0/14.0% 12
  • Middle hit is strongest (spikes)
  • Autocancels frame 1-3 and frame 34-48


bAir
j4A
Startup Active Recovery Total Damage Landing
9 6 27 41 12.0/14.0/9.0% 14
  • Early hit at the foot is strongest
  • Autocancels frame 1-8


zAir
jZ
Startup Active Recovery Total Damage Landing
8/16 8/4 40 59 2.5/4.0% 8
  • Second hit is strongest