-Flight Path and Falling
-Charge that Charge Shot
-Samus' Send Downs
Buttons: Z or hold R while on the ground.
Description: Samus has a regular shield like most characters. It looks like a translucent sphere that shrinks with every hit delivered on to it. Samus' shield is of average size.
Buttons: Tap control stick sideways while on the ground.
Description: Samus runs like any human would jog. Her body is quite upright when she runs, so this means she doesn't run very fast. I wouldn't call her run slow though. It's about averge speed.
Buttons: Z or hold R + push stick sideways
Description: Samus has a very tight roll that makes her into a compact ball. Her roll is a bit slow though, so the opponent might be able to turn around in time to hit Samus.
Buttons: Tap stick upwards or press any C buttons
Description: Samus jumps straight up for her first jump, or she will somersault backwards if you push jump and back and the same time. She somersaults forward or backwards on his second jump, depending on which way the control stick is pulled. Samus is a pretty good jumper.
Samus tends to get sent really up high from sideways hits, which makes it easier for her to comeback on to the stage. She also falls relatively slowly. Maybe there's a booster in her armor that helps her float.
The cpu Samus is not too hard if you follow her closely, but she can get annoying if you don't watch out for her. Unlike cpu DK who rarely charges and uses his giant punch, cpu Samus will charge quite often and will try to hit you with the shot at long range. She gets a lot of KOs this way. Running straight at Samus will also prompt her to shoot you. Samus will also use her screw attack quite liberally, She will use all of her moves except the down B bomb, which is a good choice on her part. Just stick close to Samus and fight her hand to hand and she won't be too hard to beat.
The charge shot is Samus' most powerful offensive weapon, so whenever you get a break in the fight, charge the shot. Since Samus doesn't have any powerful smashes, and her throws are powerful but the grab is slow, so the charge shot has to substitute in as a ground power hit. Let the shot lose up close and the opponent probably won't be able to react fast enough to block. The charge shot is also a good edge guard because it is powerful and has a lot of range. As with any projectiles, you can use the charge shot to steal KOs too. Because Samus has this charge shot, she can be incredibly opportunistic and stand from far away to blast people with high damage. Of course, you are not going to make many friends this way.
The combination of Samus' good jumping ability, slow falling speed and the quick down A gun poke makes Samus a formidable spiker. Spiking with Samus is a lot more flexible then trying to send down with falcon or DK, but you can still kill Samus if you don't watch out. In most circumstances, use the first jump to jump outside and use the other two jumps to recover. When doing the down A, do not hold the stick down because this will make Samus fall faster, and you don't want that to happen. Because Samus can recover well, Samus can spike a victim that is slightly below stage level and still make it back on the stage. If possible, have Samus' back face the pit with her back so that Samus can grab the edge if she can't make it back on the stage cleanly.
Samus is the only sure female character in Smash. (Yoshi, Pikachu and Jigglypuff could be female since there's more than one of them, especially the Jigglies with bows. Of course, real people put bows on their male dogs and cats, so you can't really tell.) As a lady, Samus lacks a bunch of close range power moves that most of the guys have (so unfair). Against all other characters, it's best to keep some distance between Samus and the enemy since Samus can't out smash anyone. Keeping them at a distance would allow Samus to peg them with her charge shots or use her long range grab. If things really get down and dirty, use the screw attack to fry the offender and give Samus a little break. Use Samus' jumping ability to jump around the stage too.
Luigi can smash better than Samus, so try to avoid a close fight. Getting hit by the headbutt isn't fun, nor is getting burned by the fire punch. Keep him away by pegging him with the charge shot. If Luigi tries to use his fists of fury, roll behind him and bash him. If he gets close or tries to come from above, use the screw attack to get rid of him. Use Samus' better running move to get some hits. Send Luigi away with a charge shot, the forward smash, or a power move in the air. Send Luigi down if you can.
Mario is about the same as Luigi, but he has no fire punch but a better running move and fireball. Watch out for the fireball since they can be very annoying. Use the same strategy as the one used for Luigi to beat Mario.
DK could be hard or easy, depends on how you play it. Don't try to run into DK, because he'll probably block and throw Samus alway. DK won't be able to counter Samus' charge shot. Peg the big lug at long range and short range. If DK blocks at short range, the shield stun caused by the shot should give Samus enough time to use her throw. Also try to turn fight into an aerial battle where Samus' quicker air moves should have an advantage. Avoid DK's smashes, grab and the giant punch. Screw attack DK if he's close or above Samus. When coming back against DK, coming back from below will make it hard for DK to spike you. After sending DK out, Samus shouldn't have a hard time spiking DK. Remember Samus has to jump above DK to avoid getting hit by the Spinning kong.
Link is another powerhouse like DK. Samus will want to avoid Link's powerful sword attacks, especially his down and forward smash, spin slash, and forward and down air attacks. The boomerang is annoying too so get out of the way or block if you see it coming. If Link tries the down A, dodge it and hit Link while he's recovering. Another opportunity is if Link tries to grab with his hookshot. Dodge the hookshot and Samus gets a free hit. Since Link is quite heavy and hard to kill outright, it'll take more work to star finish him. It's much easier to kill link over the sides since Link falls fast and is bad at jumping back. Edge guard him or spike him down and he should die easily. You better pray that Samus don't get knocked off the stage with Link as the edge guarder. Link is one of the best edge guarders and will make it difficult for Samus to comeback on the stage. Use the charge shot against Link and also the screw attack. Link is not all that fast so Samus can run and jump around the stage.
Samus against Samus. Skills and luck will determine the winner here. Remember to use Samus' good move, like the charge shot, screw attack, aerial back kick, and spike along with other moves to try to defeat the other Samus.
Falcon is another powerhouse character. However, most of this KO moves leaves him open for a long time, especially the falcon punch. Of course, experienced Falcon players will seldom use that move, but you still need to watch out for it. The punch will still send Samus pretty far. Samus needs to beware of the fire kick smash, which comes out faster than you think and is pretty powerful. The falcon kick can also come out of nowhere to hit you, but there's considerable recovery time for the kick, so if Samus dodges it or blocks it, then he can counter attack. Falcon is capable of spiking but he's not a very good at send downs because of his poor jumping, but you be aware of his ability nonetheless. Use Samus charge shot a lot since Falcon has no projectiles to counter it with. Of course, screw attack whenever there's an opportunity. Get Falcon near the edge and hit him off the sides because like Link, Falcon is hard to KO outright because his weight but is easy to hitting him off the sides of the stage due to his poor recovery capabilities. When edge guarding Falcon, watch out for the falcon dive recovery move that can deal 20% of damage and send Samus flying away. Spike Falcon down if you feel that you can, or play it safe and use the charge shot. If you can time your edge guard hit well then Falcon doesn't stand a chance.
Nesses like throw, spike and juggle. Good Ness players will also use
their step kick to combo, so avoid that as well. The PK fire can also
cause headaches. When coming back against Ness, you better cross your
fingers and aim for the edge. Ness' down smash yo-yo is a potent edge
guarding tool and also coming back by floating will surely get the attention
of Ness' foot in the form of a step kick send down.
As Samus, you should definitely avoid Ness' throws. He can absorb your charge shots for healing, so use it up close. Even if he does manage to absorb or shield, Samus should get enough time to throw Ness away with one of her powerful throws. Ness isn't all that fast so Samus shouldn't have too much trouble keeping some distance. Ness is light, so it wouldn't be hard to launch him off the stage. Don't try to jump out at Ness unless you think you can get him before the PK Thunder hits him because his recovery move can cause a lot of damage. Just continue to bash Ness off the stage when you get the chance.
Even though Yoshi is pretty heavy, he is quite easy to kill. Get his damage up then knock him off the stage. When he tries to jump back with his second jump and he's starting to fall downwards, jump out and hit him back out. Since Yoshi has no third jump, he's basically screwed. Do not try to hit Yoshi during the rising part of the jump because none of Samus' moves are not strong enough to cancel out the jump's momentum and Yoshi could in fact spike Samus down with his tomahawk headbutt in mid air. You don't want to get smashed by Yoshi, especially the up smash which is the most powerful smash attack for sending people over the side boundaries. Good Yoshi players will combo with the flurry kick (air down A) withe the up smash and that could do some tremendous damage. The ground pound is dangerous as well but it is easy to avoid and its slow recovery gives Samus the chance to hit back. Samus shouldn't be too worried about Yoshi spiking him down if you always aim for the edge and the screw attack should protect Samus. Some Yoshi players will try to egg you over the side. If you get turned into an egg near the edge, use the analog stick to control where the egg lands and mash the buttons to get out faster.
Kirby is very cheap. Kirby can out grab and out smash Samus. Kirby's
most dangerous weapon is his forward smash lunge kick, which happens
to be the most powerful forward smash in the game and is quick and combos
very nicely. Kirby's running combo consisting of lunge kicks and tackles
are very effective and hard to escape if your damage is low. Do not
get trapped between Kirby and a wall, because Kirby will bounce Samus
against the wall like a pinball or trap her there with his infinite
combo. Kirby can also spike very well and the lunge kick is a good edge
guard so comebacks will be difficult, but Samus has a somewhat easier
time because of the high priority of her screw attacks. Kirby's air
moves are also formidable with an array of power moves and drill kicks.
The stone also hurts a lot, but you should be able to dodge it if you
pay attention and get Samus to hit back when Kirby transforms back.
To win agains Kirby, Samus needs to stay away from Kirby, and use her charge shots to peg Kirby from far away. Kirby is quite light so Samus' power moves should make short work of Kirby. Samus won't lose out to Kirby in the air either. Don't let him steal Samus' power or Kirby will become even more dangerous. Beating a skilled Kirby is not easy with any character.
Fox is Samus' worst enemy, since his reflector makes Samus' charge shot a dangerous risk to herself, but it's still possible to defeat Fox. Fox is fast and nimble, and he juggles real well. Don't try to be above Fox because his juggle kick and up smash are very powerful. Fox also has his annoying blaster that he likes to peg people with. Avoid getting hit by the blaster and never run straight at Fox because he'll peg you like crazy. ONLY use the charge shot if Samus is very far away from Fox or very close to Fox. At close range, Fox might not be able to get his reflector up in time. At long range, even if Fox reflects the shot, Samus will still have time to get out of the way. At medium range however, Fox can reflect the shot but Samus might not have enough time to get out of the way. If Fox wants to do the run straight at Samus, peg him with the charge shot because Fox can't get his reflector up quickly enough. Use Samus' power moves to knock Fox off the stage and then edge guard or spike Fox down.
Pikachu is pretty fast and nimble also, but he doesn't juggle like Fox. Pikachu players like to throw a lot and for good reason. Pikachu has one of the fastest grabs in the game and has a very strong back throw, so it's best to stay away. If Pikachu charges at Samus, stop him in his tracks with a charge shot or if you are feeling lucky, grab the Pokemon with the beam. Pikachu's forward smash is great for edge guarding, but too slow for hand to hand combat, so make him pay by dodging the hit and then pay him back with a power move. His other smashes are pretty quick so Samus will need to do some fancy dodging and quick blocking, or just stay a bit away since the reaches of those smashes aren't all that long. Do not block for too long or Pikachu will throw Samus. Pikachu is pretty light, which means he'll get killed pretty easily. Pikachu will usually recover from attempts to knock him out of the stage sideways, unless of course you send him over the boundary outright. Watch out for Pikachu's thunder jolts which can get annoying and try to avoid being straight above Pikachu because he'll probably thunder Samus. Oh yeah, screw attack whenever you get a chance.
Jigglypuff is an easy opponent unless the player is extremely skilled. Jiggly is basically a weakened and lightened version of Kirby with less jumping ability. Jigglypuff is simply too light to do much. He'll get killed at absurdly low percentages, so you shouldn't have too hard of a time killing Jiggly. The two things you should watch out for against Jiggly is the up smash, which isn't any weaker than Mario's headbutt and the drill kick/rest combo which can kill at really low damages. Don't get hit by his other smashes as well since they still hurt pretty bad. Avoid the drill kick by dodging or using the overhead flamethrower, or even better, the screw attack, to counter. Jiggly also has a pretty good back throw, and the pound move can become annoying over time. Anyways, Jiggly shouldn't be too hard for Samus. Just hit Jiggly off the stage. If he doesn't die, go out and give him the back kick or spike him down.
-most powerful projectile in the game
-long distance attack ability
-good jumper and recovery
-cheap ass screw attack
-long range grab
-smashes not powerful
-has a bunch of weak moves
-doesn't handle close combat very well
-tall profile makes her an easier target
Samus plays differently than the other characters. It's better for her to stay away from the opponent and KO them from afar by using her shooting skills. Samus is not all that great for one on one situations, but she is a good team mate to have in a team battle and she's also not bad in free for all because if left alone, she can get lots of kills by shooting. The all powerful screw attack also helps out a lot too.