She was announced as a newcomer during the August 8th, Super Smash Bros. With the exception of the third method, Dark Samus must then be defeated on Frigate Orpheon. As with certain other Echo Fighters , Dark Samus is nearly identical gameplay-wise to Samus, with largely aesthetic differences. However, she has many basic animations that are different from Samus, a more standard roll which does not involve turning into a Morph Ball, electric effects instead of fire effects for most of Samus's fire-based moves, and different models for both the Morph Ball and Missile.
However, Dark Samus's small advantages over Samus such as a slightly faster roll are considered to be less situational than Samus's small advantages over Dark Samus such as the ability to detonate enemy bombs with her flame properties, or a smaller hurtbox after rolling.
As such, Dark Samus is commonly agreed to be a straight upgrade from Samus, though the gameplay differences are so marginal that it is ultimately up to preference over which character to choose from. For a gallery of Dark Samus' hitboxes, see here. Note: All numbers are listed as base damage, without the 1v1 multiplier.
Dark Samus faces off against protagonist characters while she is teamed up with dark, evil, or corrupted variants of characters from their series, except for the penultimate battle, which is a free-for-all against Samus and Ridley. The pairing choices reference a time where the fighter was possessed or brainwashed into fighting the protagonist. The name is a reference to the title the Chozo gave to the Metroid Prime experiments and, by extension, Dark Samus herself.
Credits roll after completing Classic Mode. Dark Samus is absent from the World of Light opening cutscene, though she was vaporized and placed under Galeem 's imprisonment alongside the rest of the playable fighters excluding Kirby when Galeem unleashed his beams of light. Dark Samus was one of the many fighters that fell under Dharkon 's control upon Galeem's first defeat, and is found in The Final Battle as one of the last fighters under his command. She is one of the few obligatory unlocks, and defeating her leads to a fight with Crazy Hand and the subsequent reveal of Palutena 's location.
It is also available periodically for purchase in the shop for coins. Unlocking Dark Samus in World of Light allows the player to preview the first spirit below in the Spirit List under the name "??? As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate. Charging a forward smash on the Great Plateau Tower. Dark Samus using her grab aerial on Palutena's Temple. Dark Samus standing beside Lunala on Spirit Train.
Dark Samus's purple costume on Lylat Cruise. Dark Samus and Chrom on Skyloft. Dark Samus kneeling next to her Bomb on Bridge of Eldin. Jump to: navigation , search. For the character in other contexts, see Dark Samus. Navigation Main page Smash Bros. Ultimate Smash Bros. Brawl Smash Bros. Melee Smash Bros. Dark Samus Joins the battle!!! Dark Samus joins the battle as Samus's echo fighter.
With floatier movement, she's a little different from Samus--and she doesn't roll when dodging or jumping. If you look closely, you can see that her bombs and missiles look a little different, too. Ultimate Official Site.
A left-handed jab followed by a forearm club with the Arm Cannon. Despite dealing above-average damage for a neutral attack, it is poor overall, as opponents can usually act out before the second hit connects by shielding or using a fast attack, while the second hit may not even connect at high percentages.
Depending on the opponent's weight, it is safe and a true combo at high percents, but only if the first hit connects relatively close to the arm and not at the fist. The second hit does have KO potential at very high percentages, however. A reverse roundhouse kick. Deals more damage and knockback at her foot, while her leg deals less damage and knockback. Can be angled , which causes it to deal more damage, but may cause it to miss shorter characters on the ground if angled up. At varying percentages, depending on which part of the move is landed, it can lead into a guaranteed Charge Shot , as regardless of teching , Charge Shot can catch the opponent's option in time if they are knocked down.
An axe kick resembling Captain Falcon 's up tilt. It behaves unusually as it meteor smashes grounded opponents, but launches aerial opponents at a horizontal angle. At high percents, the grounded meteor can also set up KO confirms into a fully charged Charge Shot.
However, the move has noticeable startup, due to coming out on frame 15, making it Dark Samus's slowest normal attack on the ground. Kneels and quickly thrusts her Arm Cannon downward to fire a small, electric blast. It is useful as a close range anti-pressure option on opponents in front of Dark Samus, or as a punishment option.
However, its very high ending lag leaves it easy to punish if shielded of missed. A shoulder tackle with a white aura around Dark Samus. However, the early and late hits are noticeably weaker, and the move lacks combo potential. Quickly thrusts her Arm Cannon forward to fire a small, electric blast. Functions similarly to Mario 's forward smash, with the blast being the most powerful part of the move. It can be angled like her forward tilt, with the upward angle dealing more damage and knockback, though it can typically miss as a result; conversely, the downward angle can hit ledge hanging opponents, but deals slightly less damage and knockback.
Compared to Samus' version of the move, it has slightly less range. Fires five electric blasts in an overhead arcing motion. This move works best as an anti-air attack, as its multiple hits give a good amount of aerial protection. Conversely, it is unable to hit grounded opponents unless they are close enough to Dark Samus. Compared to Samus's version of the move, however, Dark Samus can catch opponents at a lower height. However, due to its hits being spread above Dark Samus, it can fail to fully connect if the opponent is hit from too far.
A legsweep. A semi-spike with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. A spinning roundhouse kick. Hits on both sides quickly and can autocancel with a short hopped fast fall. Its first hit also deals powerful knockback, which makes it a viable KOing option offstage or near the edge, as well as a decent combo finisher.
Fires five electric blasts in a slow, downward arcing motion. The first four hits drag opponents into the rest of the move using the autolink angle , with the last hit carrying the entire attack's knockback. Dark Samus' main aerial move for both combos and protection. Extremely useful as an edge get-up option or against air dodges due to its multiple hits, and using the move immediately after a short hop can hit opponents with the last hit before Dark Samus lands again. A back kick. It is fast and deals powerful knockback when sweetspotted, which makes it an excellent KOing option, especially when edgeguarding.
A diagonal corkscrew flying kick, hitting multiple times. It is her fastest aerial, due to coming out on frame 5. Grounded opponents can be hit by the last hitbox if Dark Samus lands while starting the move in the air, although it is difficult to do so, and risky due to the move's high landing lag.
On stages with platforms, it even has potential for a zero-to-death when using a platform to extend the combo. Swings her Arm Cannon in a downward arcing motion.
Hitting with the move's trail meteor smashes opponents, while the edges of the move at the very start and end deal decent horizontal knockback. Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt. Fires the Grapple Beam. A useful spacing option due to having only 8 frames of landing lag.
It autocancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting an opponent causes the Grapple Beam to retract earlier, while not reducing the move's ending lag.
It has impressive range and is tied with Samus's grab as the longest tether grab in the game. However, it is one of the slowest grabs in terms of ending lag, making it very punishable if missed. Twirls the opponent overhead then flings them forward. Although its knockback has been increased, it remains too weak for KOing at realistic percents, unless Dark Samus has rage and is at the edge of the stage. Swings the opponent behind herself. Slightly more effective for KOing and setting up edgeguards than her forward throw, due to its lower launch angle.
Puts the opponent above herself and blasts them upward with her Arm Cannon. At low percents, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters, though the latter will only connect its hits reliably on a few characters.
Swings the opponent high above her head, then slams them onto the ground. A reliable combo starter, with its followups including a dash attack or dashing up smash at low percents, a neutral, back or up aerial up to mid percents, and a forward aerial up to high percents.
Charges a ball of energy and fires it. Boasts excellent KO potential when fully charged, and is a useful intercepting move at a low charge. Can be used to break shields if used in conjunction with her neutral attack, up or down tilts, aerials, Bomb and Super Missile. When using her forward tilt to launch the opponent into tumbling , it can set up a guaranteed combo into Charge Shot regardless of the opponent's tech option, as Charge Shot will always catch their tech direction.