Samus Aran (Improved)
Samus' powered armor remains the same as portrayed in Metroid: Other M (MOM hereafter). The appearance has been refined with the pauldrons being slightly smaller, the rib cage being a bit more ridged, and the waist being a bit wider. The color of the armor has been matted to give more of a metallic appearance and there are also a bit of scuffs to portray Samus' experience in battle.
Jabs remain the same overall, with the exception of hit stun, which has been improved. Since Super Smash Bros. 64 (SSB64 hereafter), Samus' jabs have lacked significant hit stun, allowing her opponent to simply ignore the fact that he/she's been hit. Instead, Samus has had to rely on "hit-and-run" tactics, that is, having to simply do a single jab and then backing off. While this can work, it really limits Samus' options of being in close-combat, forcing her to fight from a distance. Not only is Samus competent in close-combat in MOM, she even says herself, "I'm happy to engage the enemy hand-to-hand. The augmented power of my suit lends me extra power in combat". For this reason, the hit stun of Samus' jabs have been improved in order to make her a well-rounded character.
Speed Boost (Dash + A)
This dash attack now has an extended hitbox where the bow shock is located. This allows Samus to hit at a safe distance if she uses Speed Boost early. Since the bow shock surrounds Samus, she can even hit her opponent if he/she is hanging on the ledge as long as her opponent no longer has invincibility frames. Since the "Two Frame Punish" is still present in Super Smash Bros. Fray (SSBF hereafter), Samus can even use this to her advantage.
Axe Kick (Up + A)
The Axe Kick remains as it was portrayed in Super Smash Bros. Wii U (SSB4 hereafter) with its ability to KO aerial opponents, as well as hitting those who hang onto the ledge when their invincibility frames are no longer active. What has been removed is the ability to tech out of this attack, since this is performed commonly, though unintentionally, in SSB4. If the opponent shields this attack, he/she will be pushed away, just as they will in SSB4.
Roundhouse (Forward + A)
This attack has returned to being 7 frames instead of 8, which caused a bit of unnecessary latency. Sourspots are still present where her thigh and body are located. Diagonal attacks remain the same with high roundhouse kicks doing additional damage and knockback, while low roundhouse kicks don't do as much of either.
Napalm (Down + A)
Napalm once again enjoys its original damage of 14% as it was in SSBB, rather than 12% in SSB4. Its knockback growth has also returned to 60, rather than 48, allowing Samus to once again KO her opponents vertically. Samus can also perform Flamethrower (forward air) to Napalm, making this a true combo. Although SSBB was known for lacking true combos, it was possible (although difficult) to perform this true combo. In SSBF, the combo is easier to perform.
Counter Attack (L or R + A)
Since I didn't want to replace any controls to make a counter attack possible for Samus, and since a lot of characters are being able to counter these days, I thought Samus deserved to do this as well, considering she can in MOM. In order to do this, however, direct attacks must be perfectly shield and then immediately followed up with the neutral standard attack. If the player perfectly shields, but fails to follow up immediately with the neutral standard attack, nothing will happen.
Counter attack is only useful like most counter attacks in SSB in that countering is only effective if the opponent is close enough to be punished. While it would be possible to perform counter attack if an indirect attack like a projectile was perfectly shielded, it would be meaningless to perform, and since extra frames would be performed for Samus to do her counter attack animation, it would be a poor choice to even attempt.
Flamethrower (Up + A)
This smash attack has been slightly improved. While the previous titles had an arc where it wasn't made possible to easily hit targets of a medium stature and impossible to hit targets of a small size whenever Samus stood next to them, the flame is extended slightly and Samus' arm cannon begins pointing at 315° angle and ends at a 153° angle. This allows Samus to at least hit her opponent, regardless of size, as long as her opponent is in front of her. This attack still retains its usefulness against taller and larger opponents, as well as those who are above Samus.
Cannon Thrust (Forward + A)
This is another smash attack that has been improved. Its frames have gone from 10 to 8. The fireball produced at the end of the cannon is a sweetspot and deals more damage and knockback compared to if the opponent is closer. The rest of the arm cannon up to the pauldron is a hit box. There is also no longer any whiffing, which has been a common problem for Samus' forward smash. Just like the roundhouse kick, cannon thrust can be angled up or down with an upward hit dealing more damage and knockback, while the downward hit deals less of the two. If Samus happens to charge her cannon thrust, the fireball at the end will greatly increase in damage and knockback.
Boost Ball (Down + A)
The sweep kick has been removed, and instead, Samus transforms into her morph ball mode and uses boost ball to hit the opponent in either direction. This attack causes opponents to be launched at a 25° angle and can KO. There is a 50% chance the opponent will slip and fall if the opponent is hit somewhat at a distance from Samus. This can allow Samus to tech-chase.
Spin Kick (A)
Although SSB4 patched up this once lousy attack, it returns as one of Samus' most effective off-stage strategies. It maintains its quick speed and kill power. Spin kick is a safer alternative to cannon bash for those who want to risk a little off the stage, but not too much. The spin kick is mostly effective against those who are tall or large, but this doesn't mean medium to small characters cannot be harmed by this attack if they're in the air. Spin kick is, in fact, a useful attack for those who are mainly aerial.
Drill Kick (Up + A)
Drill kick has many uses. Opponents who shield will receive consecutive hits, minimizing the shield during the process. Samus may also use this attack while falling. One good method is to perform this attack while landing behind the opponent, allowing Samus to follow up with another attack. Drill kick to screw attack is equally effective if the opponent is baited into thinking he/she can attack after blocking the drill kick. A good, true combo is using the drill kick twice in the air against the opponent, and then following up with a screw attack. This can potentially KO.
Flamethrower (Forward + A)
Like drill kick, flamethrower can be used as a combo by setting up with a down throw from a tether grab to a double flamethrower. Samus can keep herself at a distance as she'll have control as to whether or not to continue moving forward or backing up. This attack can be useful against opponents who have a tendency to jump up from the ledge as their way to return to the stage. The disjointed hit box allows Samus to retain spacing, although this attack may not be effective against those with longer disjointed hit boxes like Marth.
Back Kick (Back + A)
This aerial attack has a sweetspot and sourspot. It can be used safely, due to the length of Samus' leg. One method is to perform a short hop back aerial while maintaining distance. If the attack lands, it is sure to be a sweetspot. Although one might expect a sourspot to not be as useful, this attack still has its uses off the stage as it can cause the opponent to ricochet off the stage and end up being too far to recover.
Cannon Bash (Down + A)
This attack is still one of Samus' best kill moves off the stage. It no longer has a hit box that causes the opponent to be launched diagonally downward, but instead directly spikes the opponent. If used on stage, this attack is best performed by spacing oneself to avoid landing in front of the opponent, or simply dashing, performing a short hop and using cannon bash as Samus lands behind her opponent. This may also be a useful pressuring tool, as the opponent may end up shielding and be unsure what to do. Of course, OoS can be performed to counter this.
Grapple Beam (Z or L or R + A)
In both SSBB and SSB4, the grapple beam, often called "z-air", has been Samus' most effective tool. It still remains as the best spacing tool in SSBF. It has both a sweet- and sourspot, with the tipper dealing 7% damage and a higher knockback. Otherwise, the sourspot only deals 3% damage, but it doesn't suffer from staling. Anyone who picks up Samus must be sure to utilize this attack.
Charge Shot (B)
The Charge Shot comes in four (4) different forms to represent the Metroid series. All of these can be fired while Samus is moving, just as her canonical incarnation. Although this idea was originally thought of for future Super Smash Bros. (SSB hereafter) games that might involve Customs, I decided to implement this feature in a different way, similarly to the way Olimar or Shulk utilize their different abilities. In order to do this this, I have decided that for Samus to transition her beams from one beam to another, she must fully charge the Charge Shot and then release it before being able to use the next beam. It goes in the order of Charge Shot, Wave Shot, Ice Shot, and Plasma Shot. I shall now discuss this in detail.
Charge Shot will remain as is. It is the primary neutral special capable of KO'ing opponents. It will retain its speed as portrayed in SSB4 and keep the knockback growth of 62 as well. Wave Shot travels in a wavy pattern, covering more width. This not only can be used against opponents who may hang on the ledge, but because of the width it can cover, it may be a bit more difficult to avoid. Wave Shot also possess the ability to stun opponents, similarly to the way Zero Suit Samus' Paralyzer stuns opponents. Although this neutral special isn't known for KO'ing, if the opponent is not hit while stunned, he/she may be launched at a 60° angle. One final feature is that if the Wave Shot is even partially charged, unless it is perfectly shielded, shield stun will occur.
Ice Shot travels slowly, making it easier to dodge. However, this neutral special makes up for speed in a threefold manner. First, it travels like Dense Charge Shot, allowing Samus to actually walk with the beam. Second, there can be a total of three on stage. Third, it does the obvious. While uncharged shots can freeze, this is more of a nuisance than anything else, as Samus' opponent will freeze and immediately break out. Although Ice Shot isn't necessarily a KO move, it can end up doing so accidentally. It behaves like the Freezie item in that opponents are launched at an 80° angle. If an opponent is at high percent and is hit by this beam in the air, he/she will end up being star KO'ed.
Plasma Shot has a burning effect, similarly to any other fiery attack in all SSB games. While one might have expected the Plasma Shot to be the most powerful when it comes to KO'ing, it actually lacks significant knockback. It behaves more like Falco's Blaster. Its main purpose is to simply deal a lot of damage in a short period of time. Whereas the Charge Shot deals 26% damage when fully charged, the Plasma Shot deals 30% damage. It also eats up shields, making it similar to Marth and Lucina's Shield Breaker. It doesn't break shields, but it can if Samus' opponent continues to attempt shielding.
Screw Attack (Up + B)
The screw attack retains its ability to KO. It has been modified with a new feature to prevent the opponent from accidentally falling out as it has been the case in all previous titles. What this means is that the screw attack has a vacuum effect, i.e., it pulls in nearby opponents, somewhat similarly to Ganondorf's Volcano Kick. The effect is slightly better than Ganondorf's, however, to ensure the opponent from falling out or getting nicked.
Another new feature to the screw attack is Samus' ability to avoid being helpless. This is similar to what Bayonetta can do. While it is possible for Samus to end up being helpless after using the screw attack, this can be prevented as long as she has an extra jump. To illustrate, if Samus jumped into the air, and then jump again while in the air, and then used the screw attack, since she now has an additional jump, she would be able to avoid helplessness. On the other hand, if she used three (3) jumps and then the screw attack, she'd be vulnerable.
Finally, this last feature for the screw attack is based on SA-X's ability to launch herself forward with the screw attack. Since SA-X would be a perfect copy of Samus, this means Samus should be able to do the same thing. Thus, Samus can use screw attack to launch herself horizontally while on the ground or even in the air. This can be useful in mixing up Samus' approach.
Missile/Super Missile (Forward/Forward + B)
Samus can perform short hop homing missile cancel (SHHMC), since she once again has lagless landing. This allows her to fire up to at least three (3) homing missiles at once. These homing missiles are given more precision in angling, making them more efficient at hitting their target. The benefit of this is that the opponent will be required to deal with these missiles while Samus can follow up with z-air or a charge shot.
Super missiles retain their appearance, but they're once again capable of KO'ing like they were in SSBM. The speed of super missiles have also been slightly increased. These can also use SHHMC, but there can only be two (2) on stage, not because Samus can't launch more afterwards, but because these missiles will be gone before a third super missile can be launched.
Bomb/Five-Bomb Drop (Down + B)
Bombs have received their proximity effect again, making it so that if the opponent comes into direct contact with bombs, they will blow up. While in double hit in SSBB and SSB4 are noticeable, these bombs will retain their indistinguishable double hit like in SSBM. Blowing up on contact will make bombs more useful in preventing opponents from approaching, as well as for edge-guarding, since they won't rely on a time limit to explode.
A new feature allows Samus to drop five bombs instead of one. This can only be performed if the Charge Shot is fully charged. (Five-Bomb Drop will also work if the Wave, Ice, or Plasma Shot are fully charged as well.) When these bombs are released, they will slightly launch upward before dropping. This can be especially useful for edge-guarding, since the opponent will have to deal with more than one bomb if he/she is below the stage.
Beam Barrage (L or R + A)
When Samus grabs her opponent without the use of the grapple beam, she will attack with her arm cannon while holding her opponent with her left hand. Each shot is 1 frame and can be fired rapid succession.
Blast Off (L or R + Up)
Samus will launch her opponent into the air and follow up with multiple beams, juggling her opponent
Lethal Strike (L or R + Forward)
Samus will quickly take her left arm and hook it around her opponent's neck, perform 360°, only to come back around, drop to the ground, and point the muzzle of her arm cannon at her opponent's face, following up with a fully charged shot.
Stunner (L or R + Backward)
Samus will do a back somersault, grabbing her opponent under the arms with her legs. Upon landing, the opponent will strike the ground and Samus will blast a fully charged shot as she does another back somersault away from her opponent.
Overblast (L or R + Down)
Samus will jump onto her opponent, placing her feet on his/her shoulders, firing a fully charged shot as she leaps away.
Chozo Chop (L or R + A)
Samus will rapidly strike her opponent with her left hand. Each strike is 1 frame.
Return Stroke (L or R + Up)
Samus will toss her opponent upward. This throw has been improved with more knock-back.
Plasma Pulse (L or R + Forward)
This throw remains the same as its predecessors.
Lethal Lightning (L or R + Backward)
Samus will begin to spin as her opponent is hooked to the end of the grapple beam, and once released, will be launched away. This throw is capable of KO'ing at around 100% for medium weight characters. Heavier characters can be defeated at around 130%.
Static Slam (L or R + Down)
This throw retains its angle, damage, as well as knock-back to allow Samus to follow up with combos ranging from up throws to forward throws.
Hyper Beam (B)
I decided to get rid of the Zero Laser and use the hyper beam instead. A single beam produces 50% damage, making this Samus' most powerful attack. It retains its prismatic appearance as portrayed in Super Metroid. It also has considerably high knockback equivalent to that of a Bob-Omb. The duration of this final smash is 15 seconds.
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