Crystanium
Smash Hero
I have you covered.At the very least, I could see Dark Samus as a semi-clone of . She utilizes some of the weapons her counterpart uses, like missiles, Charge Beams and the like, though her Charge Beam is a phazon-powered instant beam rather than a slow moving Power Beam. She would also have her unique moves, like the Phazon Barrier (which can damage nearby targets and deflect projectiles), Phazon Boost Ball, and Phazon Charge (cloaks herself in phazon energy and launches herself in whichever direction she chooses).
Some of 's normals could potentially be translated into Dark Samus' moveset (like Smashes)and would have increased potency, like more power/larger hitboxes but at the cost of more startup and/or endlag.
Dark Samus
-Special-
Neutral B - Scatter Shot
This attack is Dark Samus' signature move as it was the first attack she used in Metroid Prime 2: Echoes, and tries again in the second battle. This attack fires Phazon bullets. If all of these bullets should hit Dark Samus' opponent, that will be a total of 21% damage. Scatter Shot fires at a 10° angle. Because of the high amount of damage in a single shot, Scatter Shot cannot be charged. (In fact, it doesn't appear that this ever happens in Metroid Prime 2: Echoes or Metroid Prime 3: Corruption).
Up B - Phazon Sphere
When Dark Samus uses this attack, she'll end up temporarily with super armor. The way Phazon Sphere works is that Dark Samus leaps into the air, about a full hop in height, and launches herself in any of the 8 directions. If the opponent shields this attack, Dark Samus will rebound, but upon landing, she will be temporarily unable to move due to cool down. This is a KO attack and produces 20% damage. If Dark Samus decides to launch downward, she will generate a shock wave, which makes this attack also useful for edge-guarding, but the damage is reduced to 10% instead.
Forward B - Phazon Missile
When this attack is not a smash attack, Dark Samus will launch a super missile, which will cause 10% damage. When smashed, the Phazon Missile has a property similar to that of a freeze effect. This attack produces 15% damage. There is an inverse relationship here, as super missiles are capable of KO'ing if the opponent is at a high percent, but when smashed, the Phazon Missile will not kill, but rather cause Dark Samus' opponent to fly up in an 80° angle just like any attack with a freeze effect will. Although risky, Dark Samus could use this close up in order to follow up with a combo.
Down B - Dark Echo
When Dark Samus summons Dark Echo, she is essentially summoning what would be considered an assist trophy. During this time, a clone of Dark Samus will appear, moving on its own terms based on the AI of a level 9 computer. Touching this clone will inflict damage on Dark Samus' opponent. Dark Echo can be removed from the stage if she receives 30% damage. Dark Echo can perform all attacks Dark Samus can perform, but these attacks are reduced both in damage and knock-back by 24%. Dark Echo doesn't work off any concept of combos and is more of a nuisance than any true threat. However, this does allow Dark Samus to have a distraction to aid her in combat. If the player decides to use Dark Echo again when there is one present, the player will take control of Dark Echo instead and Dark Samus will behave as a level 9 computer. The player can alter between the two by performing Dark Echo at any time. Once Dark Echo is defeated, Dark Samus will need to wait 10 seconds before she can summon her clone again.
-Normal-
Neutral A - Phazon Punch
This attack is somewhat like Samus' jab 1, the difference being that it cause 6% damage, has better hit stun, and it has a lower FAF in order for Dark Samus to do her Phazon Punch in a manner as if she were taking advantage of IASA frames. This jab can lead into other attacks like Phrygisian Pillar, causing the opponent to be launched at 85°. Phazon Punch is only 3 frames, meaning that while it is a short duration, making it safe. Furthermore, attacks with 2 frames or less will often counter this attack, unless of course Dark Samus brings out her jab before her opponent inputs their jab.
Dash - Speed Boost
Dark Samus can KO her opponent with this attack at high percent. When Dark Samus uses this attack, she is covered by a blue energy field, meaning that if she uses this attack early and the attack is shielded, she will still have somewhat of a safe distance to reduce punishment. Speed Boost knocks Dark Samus' opponent in an 80° angle, allowing for her to follow up with some aerial combos. The total amount of damage caused by this attack varies. Its early and late damage percent is 8%. It's normal damage is 10%.
Up Tilt - Aú sem Mão
Dark Samus will do a flip, bringing her left or right leg to an arc depending on the direction she's facing, following up with her other leg to bring a full swing against her opponent. This attack has two hits to it and can be used for juggling or even spiking with the first hit if she's standing next to the ledge and edge-guards at the right time. If Dark Samus' opponent is in the air, she can use Aú sem Mão to juggle her opponent. A down throw to up tilt is a guaranteed combo and is especially effective against larger or heavier characters. Each kick deals 6% damage.
Forward Tilt - Roundhouse Kick
Dark Samus' forward tilt is similar to Samus' with its good range and ability to angle diagonally up or down. The attack deals 8% linearly, 7% if angled downward, and 9% if angled upward. This kick has a sweet spot, should Dark Samus land her attack with her foot, as opposed to the rest of her leg. The difference, of course, is the hit stun caused by Dark Samus' Phazon-charged attacks. The higher the percent, the longer Dark Samus' opponent will be stunned. Because the stun will be more effective at higher percentages, this can allow Dark Samus to follow up with another attack, such as Phazon Tendrils or Boost Ball. With the hit stun present, connecting Roundhouse Kick to the aforementioned options would technically make these true combos.
Down Tilt - Phazon Tendrils
This attack allows Dark Samus to push enemies away if they get too close. It covers a lot of range on both sides, so this is also effective against those who roll a lot. Phazon Tendrils causes 12% damage and launches DS' opponent at an 80° angle. It is capable of KO'ing anywhere between 130% to 150% depending on the weight of the character.
-Smash-
Up Smash - Phrygisian Pillar
Unlike the numerous Phrygisian Pillars that Dark Samus generates in Metroid Prime 3: Corruption, she can only generate one at a time. It can be destroyed, but if this attack fails to come into contact with the ground, it will fall below, making it a useful edge-guarding attack against those who try to recover low. It has a spiking property. If used on the ground, Dark Samus' opponent will be launched at an 85° angle.
Phrygisian Pillar can be rolled behind, so this attack is really only useful for defensive purposes. This also means that even if Dark Samus' opponent rolls past the pillar to get to her, she could easily roll behind it to remain protected. Phrygisian Pillar only remains on the stage for 10 seconds and it can be destroyed if it receives 20% damage. If Dark Samus uses Phyrgisian Pillar, even after there is a pillar on the stage, the initial pillar will break apart and the new one will take its place.
Forward Smash - Plasma Beam
This attack is like Phazon Beam, but it has more knock-back and can KO. This attack can be charged to cause more damage with a maximum of 25%. Unlike the Phazon Beam, it has a shorter range, probably a little past Mega Man's Charge Shot. Plasma Beam can still be angled diagonally up or down. Since it also has flame properties, it will cause 1% damage per 12 frames, totaling out to be 5% of extra damage, since the game would be 60 frames per second. The disadvantage of Plasma Beam is that Dark Samus cannot move while she's using this attack, leaving her vulnerable for 20 frames, even though FAF is negligible.
Down Smash - Boost Ball
Dark Samus will first strike in the direction she is facing and then move to the opposite direction before the attack finishes. It's fast speed is good at preventing those who roll. Boost Ball knocks opponents at a 178° angle, making this a perfect KO attack, as the opponent won't be able to tech on the ground. The range for this attack, however, is short, about the length of Samus' forward smash. This means that should this attack be used on DS' opponent in order to KO, even if the opponent hadn't rolled to get hit, the opponent could take advantage of this if his/her range is greater, either by virtue of a disjointed hit box or projectile.
-Aerial-
Neutral A - Radioactive Explosion
A burst of radioactive energy bursts from Dark Samus' body, knocking her opponent away from her. When Dark Samus performs this attack, if she has any momentum in the air, she will suddenly stop in place to release this energy, and then continue with the momentum she originally had. This attack is good at knocking her opponent's barrage of attacks, giving her time to breathe. Like some of Dark Samus' other attacks, this is a useful attack at KO'ing her opponent off the stage in a horizontal direction.
Up Air - Helicopter Kick
Dark Samus will perform a rotation of upward kicks, catching her opponent in consecutive hits. Helicopter Kick causes her opponent to fly nigh vertically, allowing a KO depending on the height of the ceiling or the percentage. When Dark Samus performs this attack, she can move forward or backward, ensuring that if her opponent so chooses to DI to escape, she can maintain the consecutive hits. Backing away also allows for Dark Samus to maintain safety, while moving forward allows a continuous flow of combo momentum.
Forward Air - Plasma Arc
Plasma Arc fires at a 270° angle and works its way to a 0° angle. This aerial attack is useful against opponents trying to recover low, since there is really no other option to escape but up. Of course, a grounded opponent could shield or roll. Plasma Arc is a long stream of plasma, which has knock-back useful enough to push Dark Samus' opponent away. Like Plasma Beam, this attack will cause an additional 5% damage based on its burning property, which works at 1% per 12 frames, or 5% per 60 frames. The total amount of damage caused by this attack is 12%.
Back Air - Back Kick
This is one of Dark Samus' effective methods to KO'ing her opponent due to the high knock-back. Because Dark Samus' leg is extended just like Samus' and Zero Suit Samus' back air, this gives Dark Samus a safe option, should she connect to her kick to her opponent's shield, rather than to her opponent. Like the two other characters, this will deal enough damage to eventually cause a shield break, so it's best for Dark Samus' opponents to avoid shielding this attack too much. Total damage dealt is 14%.
Down Air - Phazon Burst
Somewhat similar to Samus' down air, except when Dark Samus uses this attack, she'll use her left palm and a burst of Phazon energy will propel her upward while spiking her opponent with a meteor smash.
-Throw-
Neutral A - Phazon Pellets
Because Dark Samus uses her left hand to grab, once she grabs her opponent, she fires miniature Phazon projectiles to deal damage. The attack takes only 1 frame and it causes 1% damage.
Up Throw - Missile Launch
Dark Samus grabs her opponent, throws him/her up into the air and fires a super missile. Lower ceilings or higher percentages allow for a possible KO.
Forward Throw - Phazon Push
Dark Samus grabs onto her opponent's shoulder as she leaps over, piercing her sharp fingers into her opponent's shoulder to toss him/her overhead so as to land in front of Dark Samus. At this time, she has let go of her opponent, causing her opponent to fall while she pulls back her left palm, only to thrust it forcefully against her opponent to launch him/her away.
Back Throw - Spin Toss
Dark Samus will spin around in a tornado motion with her opponent swinging from her hand, causing the opponent to fly at a 180° angle. This attack is based after Samus' lethal strike in Metroid: Other M.
Down Throw - Super-charged Slam
With her opponent at her mercy, Dark Samus will send a course of blue electricity through her opponent as she slams him/her to the ground. At this time, the opponent is stunned momentarily before being launched at an 80° angle. During this stun time, a window of opportunity is established for Dark Samus to follow up with any true combo in any manner she so desires. However, as Dark Samus' opponent increases in damage, her opponent, like most who are thrown downward, will have been given enough space to avoid further combos, so this is seen as being effective at around 0 to 100%.
-Miscellaneous-
Air Dodge - Phantom
During this state, Dark Samus is completely immune to attacks, just like anyone who air-dodges.
Dodge - Phantom
This is the same as the aforementioned dodging ability, except it's on the ground.
Roll - Sense Move
Dark Samus' way of rolling is nothing like Samus'. Rather than going into morph ball mode, Dark Samus will quickly hop away. This roll is faster than Samus', being at least on par with that Zero Suit Samus'.
Final Smash - Aurora Unit 313
AU 313 will rise from the ground and then Dark Samus will leap into the air and enter AU 313's red "eye". Then AU 313 will fire a purple beam up and down while releasing two dark echoes and shooting red spheres.
-Special-
Neutral B - Scatter Shot
This attack is Dark Samus' signature move as it was the first attack she used in Metroid Prime 2: Echoes, and tries again in the second battle. This attack fires Phazon bullets. If all of these bullets should hit Dark Samus' opponent, that will be a total of 21% damage. Scatter Shot fires at a 10° angle. Because of the high amount of damage in a single shot, Scatter Shot cannot be charged. (In fact, it doesn't appear that this ever happens in Metroid Prime 2: Echoes or Metroid Prime 3: Corruption).
Up B - Phazon Sphere
When Dark Samus uses this attack, she'll end up temporarily with super armor. The way Phazon Sphere works is that Dark Samus leaps into the air, about a full hop in height, and launches herself in any of the 8 directions. If the opponent shields this attack, Dark Samus will rebound, but upon landing, she will be temporarily unable to move due to cool down. This is a KO attack and produces 20% damage. If Dark Samus decides to launch downward, she will generate a shock wave, which makes this attack also useful for edge-guarding, but the damage is reduced to 10% instead.
Forward B - Phazon Missile
When this attack is not a smash attack, Dark Samus will launch a super missile, which will cause 10% damage. When smashed, the Phazon Missile has a property similar to that of a freeze effect. This attack produces 15% damage. There is an inverse relationship here, as super missiles are capable of KO'ing if the opponent is at a high percent, but when smashed, the Phazon Missile will not kill, but rather cause Dark Samus' opponent to fly up in an 80° angle just like any attack with a freeze effect will. Although risky, Dark Samus could use this close up in order to follow up with a combo.
Down B - Dark Echo
When Dark Samus summons Dark Echo, she is essentially summoning what would be considered an assist trophy. During this time, a clone of Dark Samus will appear, moving on its own terms based on the AI of a level 9 computer. Touching this clone will inflict damage on Dark Samus' opponent. Dark Echo can be removed from the stage if she receives 30% damage. Dark Echo can perform all attacks Dark Samus can perform, but these attacks are reduced both in damage and knock-back by 24%. Dark Echo doesn't work off any concept of combos and is more of a nuisance than any true threat. However, this does allow Dark Samus to have a distraction to aid her in combat. If the player decides to use Dark Echo again when there is one present, the player will take control of Dark Echo instead and Dark Samus will behave as a level 9 computer. The player can alter between the two by performing Dark Echo at any time. Once Dark Echo is defeated, Dark Samus will need to wait 10 seconds before she can summon her clone again.
-Normal-
Neutral A - Phazon Punch
This attack is somewhat like Samus' jab 1, the difference being that it cause 6% damage, has better hit stun, and it has a lower FAF in order for Dark Samus to do her Phazon Punch in a manner as if she were taking advantage of IASA frames. This jab can lead into other attacks like Phrygisian Pillar, causing the opponent to be launched at 85°. Phazon Punch is only 3 frames, meaning that while it is a short duration, making it safe. Furthermore, attacks with 2 frames or less will often counter this attack, unless of course Dark Samus brings out her jab before her opponent inputs their jab.
Dash - Speed Boost
Dark Samus can KO her opponent with this attack at high percent. When Dark Samus uses this attack, she is covered by a blue energy field, meaning that if she uses this attack early and the attack is shielded, she will still have somewhat of a safe distance to reduce punishment. Speed Boost knocks Dark Samus' opponent in an 80° angle, allowing for her to follow up with some aerial combos. The total amount of damage caused by this attack varies. Its early and late damage percent is 8%. It's normal damage is 10%.
Up Tilt - Aú sem Mão
Dark Samus will do a flip, bringing her left or right leg to an arc depending on the direction she's facing, following up with her other leg to bring a full swing against her opponent. This attack has two hits to it and can be used for juggling or even spiking with the first hit if she's standing next to the ledge and edge-guards at the right time. If Dark Samus' opponent is in the air, she can use Aú sem Mão to juggle her opponent. A down throw to up tilt is a guaranteed combo and is especially effective against larger or heavier characters. Each kick deals 6% damage.
Forward Tilt - Roundhouse Kick
Dark Samus' forward tilt is similar to Samus' with its good range and ability to angle diagonally up or down. The attack deals 8% linearly, 7% if angled downward, and 9% if angled upward. This kick has a sweet spot, should Dark Samus land her attack with her foot, as opposed to the rest of her leg. The difference, of course, is the hit stun caused by Dark Samus' Phazon-charged attacks. The higher the percent, the longer Dark Samus' opponent will be stunned. Because the stun will be more effective at higher percentages, this can allow Dark Samus to follow up with another attack, such as Phazon Tendrils or Boost Ball. With the hit stun present, connecting Roundhouse Kick to the aforementioned options would technically make these true combos.
Down Tilt - Phazon Tendrils
This attack allows Dark Samus to push enemies away if they get too close. It covers a lot of range on both sides, so this is also effective against those who roll a lot. Phazon Tendrils causes 12% damage and launches DS' opponent at an 80° angle. It is capable of KO'ing anywhere between 130% to 150% depending on the weight of the character.
-Smash-
Up Smash - Phrygisian Pillar
Unlike the numerous Phrygisian Pillars that Dark Samus generates in Metroid Prime 3: Corruption, she can only generate one at a time. It can be destroyed, but if this attack fails to come into contact with the ground, it will fall below, making it a useful edge-guarding attack against those who try to recover low. It has a spiking property. If used on the ground, Dark Samus' opponent will be launched at an 85° angle.
Phrygisian Pillar can be rolled behind, so this attack is really only useful for defensive purposes. This also means that even if Dark Samus' opponent rolls past the pillar to get to her, she could easily roll behind it to remain protected. Phrygisian Pillar only remains on the stage for 10 seconds and it can be destroyed if it receives 20% damage. If Dark Samus uses Phyrgisian Pillar, even after there is a pillar on the stage, the initial pillar will break apart and the new one will take its place.
Forward Smash - Plasma Beam
This attack is like Phazon Beam, but it has more knock-back and can KO. This attack can be charged to cause more damage with a maximum of 25%. Unlike the Phazon Beam, it has a shorter range, probably a little past Mega Man's Charge Shot. Plasma Beam can still be angled diagonally up or down. Since it also has flame properties, it will cause 1% damage per 12 frames, totaling out to be 5% of extra damage, since the game would be 60 frames per second. The disadvantage of Plasma Beam is that Dark Samus cannot move while she's using this attack, leaving her vulnerable for 20 frames, even though FAF is negligible.
Down Smash - Boost Ball
Dark Samus will first strike in the direction she is facing and then move to the opposite direction before the attack finishes. It's fast speed is good at preventing those who roll. Boost Ball knocks opponents at a 178° angle, making this a perfect KO attack, as the opponent won't be able to tech on the ground. The range for this attack, however, is short, about the length of Samus' forward smash. This means that should this attack be used on DS' opponent in order to KO, even if the opponent hadn't rolled to get hit, the opponent could take advantage of this if his/her range is greater, either by virtue of a disjointed hit box or projectile.
-Aerial-
Neutral A - Radioactive Explosion
A burst of radioactive energy bursts from Dark Samus' body, knocking her opponent away from her. When Dark Samus performs this attack, if she has any momentum in the air, she will suddenly stop in place to release this energy, and then continue with the momentum she originally had. This attack is good at knocking her opponent's barrage of attacks, giving her time to breathe. Like some of Dark Samus' other attacks, this is a useful attack at KO'ing her opponent off the stage in a horizontal direction.
Up Air - Helicopter Kick
Dark Samus will perform a rotation of upward kicks, catching her opponent in consecutive hits. Helicopter Kick causes her opponent to fly nigh vertically, allowing a KO depending on the height of the ceiling or the percentage. When Dark Samus performs this attack, she can move forward or backward, ensuring that if her opponent so chooses to DI to escape, she can maintain the consecutive hits. Backing away also allows for Dark Samus to maintain safety, while moving forward allows a continuous flow of combo momentum.
Forward Air - Plasma Arc
Plasma Arc fires at a 270° angle and works its way to a 0° angle. This aerial attack is useful against opponents trying to recover low, since there is really no other option to escape but up. Of course, a grounded opponent could shield or roll. Plasma Arc is a long stream of plasma, which has knock-back useful enough to push Dark Samus' opponent away. Like Plasma Beam, this attack will cause an additional 5% damage based on its burning property, which works at 1% per 12 frames, or 5% per 60 frames. The total amount of damage caused by this attack is 12%.
Back Air - Back Kick
This is one of Dark Samus' effective methods to KO'ing her opponent due to the high knock-back. Because Dark Samus' leg is extended just like Samus' and Zero Suit Samus' back air, this gives Dark Samus a safe option, should she connect to her kick to her opponent's shield, rather than to her opponent. Like the two other characters, this will deal enough damage to eventually cause a shield break, so it's best for Dark Samus' opponents to avoid shielding this attack too much. Total damage dealt is 14%.
Down Air - Phazon Burst
Somewhat similar to Samus' down air, except when Dark Samus uses this attack, she'll use her left palm and a burst of Phazon energy will propel her upward while spiking her opponent with a meteor smash.
-Throw-
Neutral A - Phazon Pellets
Because Dark Samus uses her left hand to grab, once she grabs her opponent, she fires miniature Phazon projectiles to deal damage. The attack takes only 1 frame and it causes 1% damage.
Up Throw - Missile Launch
Dark Samus grabs her opponent, throws him/her up into the air and fires a super missile. Lower ceilings or higher percentages allow for a possible KO.
Forward Throw - Phazon Push
Dark Samus grabs onto her opponent's shoulder as she leaps over, piercing her sharp fingers into her opponent's shoulder to toss him/her overhead so as to land in front of Dark Samus. At this time, she has let go of her opponent, causing her opponent to fall while she pulls back her left palm, only to thrust it forcefully against her opponent to launch him/her away.
Back Throw - Spin Toss
Dark Samus will spin around in a tornado motion with her opponent swinging from her hand, causing the opponent to fly at a 180° angle. This attack is based after Samus' lethal strike in Metroid: Other M.
Down Throw - Super-charged Slam
With her opponent at her mercy, Dark Samus will send a course of blue electricity through her opponent as she slams him/her to the ground. At this time, the opponent is stunned momentarily before being launched at an 80° angle. During this stun time, a window of opportunity is established for Dark Samus to follow up with any true combo in any manner she so desires. However, as Dark Samus' opponent increases in damage, her opponent, like most who are thrown downward, will have been given enough space to avoid further combos, so this is seen as being effective at around 0 to 100%.
-Miscellaneous-
Air Dodge - Phantom
During this state, Dark Samus is completely immune to attacks, just like anyone who air-dodges.
Dodge - Phantom
This is the same as the aforementioned dodging ability, except it's on the ground.
Roll - Sense Move
Dark Samus' way of rolling is nothing like Samus'. Rather than going into morph ball mode, Dark Samus will quickly hop away. This roll is faster than Samus', being at least on par with that Zero Suit Samus'.
Final Smash - Aurora Unit 313
AU 313 will rise from the ground and then Dark Samus will leap into the air and enter AU 313's red "eye". Then AU 313 will fire a purple beam up and down while releasing two dark echoes and shooting red spheres.