Kirbeh
Smash Champion
Very late but, re: Samus again
While I do want to be retooled, I'd still want to stay (retooled as well of course.)
I think the best way to do this (at least to me) would be to up PSS' speed/agility and bring ZSS closer to PSS, turning her into a sort of semi-clone. Basically, retool them into a sort of middle ground to bring PSS up to speed and make ZSS less work by sharing a lot of animations/moves. Plus, in or out of the suit it's still Samus. I feel like sharing some more attacks between both versions just makes sense.
A few moves would be outright replaced to make room for some new tools like her more recent uppercut counter (preferably as like an up smash or something not an actual counter special.) This then naturally leads to also becoming more unique by way of Samus being the one who changes. (Though I'd still want for DS to get some new stuff too.)
I'd personally change them like this (long post warning):
While I do want to be retooled, I'd still want to stay (retooled as well of course.)
I think the best way to do this (at least to me) would be to up PSS' speed/agility and bring ZSS closer to PSS, turning her into a sort of semi-clone. Basically, retool them into a sort of middle ground to bring PSS up to speed and make ZSS less work by sharing a lot of animations/moves. Plus, in or out of the suit it's still Samus. I feel like sharing some more attacks between both versions just makes sense.
A few moves would be outright replaced to make room for some new tools like her more recent uppercut counter (preferably as like an up smash or something not an actual counter special.) This then naturally leads to also becoming more unique by way of Samus being the one who changes. (Though I'd still want for DS to get some new stuff too.)
I'd personally change them like this (long post warning):
Attribute Changes
- Space Jump - Samus now has 3 midair jumps, matching the Pits
- Speed is increased to slightly below that of current who is in turn brought down just a tad to match her armored version.
Aesthetic Changes
- Default look changed to a blend of the Super Metroid and Samus Returns Varia Suit. The Dread version of the Power Suit is available as a costume as well.
- Default look restored to being primarily based Zero Mission. To address the "primarily" part:
Okay, I don't like the heels, but I really like the fire/spark effects they leave behind in Ultimate, so I have two possible directions for ZSS. The first is to retain the jet boots idea but turn them into actual boots. The second is to be more faithful to the Zero Mission design and ditch the jet boots idea altogether.
So, for ZSS, assume any kick attacks she has retain their current look/effects, just not coming from high heels. For scenario two, I will be including a second Up Special as an alternative. Granted, with most of her moves being made up anyway, and Smash being Smash, I don't think she even necessarily needs the jet boots to justify a flashy rising kick, but just in case, I did want to include an alternative to Boost Kick.
- Her grounded dodges are now her signature cartwheel.
Attacks
Neutral Attack - Unchanged. Inherits the PS version. She'll use her Paralyzer to pistol whip the opponent in place of the arm cannon.
Dark Samus (icon refused to be placed here for some reason?) - A downward claw swipe followed by a swing of her arm cannon.
F-Tilt - Inherits the ZS version. Unchanged. Unchanged.
U-Tilt - Unchanged. Inherits the PS version. An overhead, arcing, claw swipe. Somewhat similar to Bowser's but not as lengthy, stopping at her shoulder on the downward part of the arc.
D-Tilt - Inherits the ZS version. Unchanged. Unchanged.
Dash Attack - Both get changed to the slide she can use in Metroid. Unchanged.
F-Smash - Unchanged. Inherits the PS version, there is a difference though. First off, she's of course using her paralyzer as opposed to the arm cannon, but her version changes depending on the angle much like Little Mac's F-Smash. The forward and upward angled versions are pretty much the same, but the low angle would be her current D-Smash.
The attack being performed is still technically the same, but I thought it might be interesting to incorporate her cloning ability. The overall power has been reduced, but her F-Smash now works at range as a clone will appear a set distance in front of Dark Samus and perform the same attack. There is a safe distance between both the original and the clone, so a well-spaced roll can avoid both if you want to get closer to Dark Samus and try to catch her on recovery.
U-Smash - Both get changed to her Melee Counter from Returns/Dread. Unchanged. Conveniently looks like one of her boss fight attacks already.
D-Smash - Unchanged. Inherits the PS version. Her Phazon tendril attack from MP3 that she also had as an assist trophy in Smash 4.
N-Air - Screw Attack; Functions a bit closer to how it does in Metroid, causing damage but not gaining sudden height like the current Smash version. It's also no longer a high hitstun, multi-hit as that combined with her new multiple jumps would be overkill. Retains her N-Air.
F-Air - ZSS for both. Unchanged.
B-Air - Either works here as well, they're both already pretty much the same move. Quickly turns and fires a short-range burst. Reliable KO tool that also propels her forward. (Side tangent, also has the same B-Air. I would change his to wide lash from his tail or something.)
U-Air - ZSS for both. A wide, arcing claw swipe. Somewhat similar in motion to Marth's Up Air, but a tad slower at the end of the animation due to her floaty nature.
D-Air - ZSS for both. Unchanged animation wise. Aesthetically it's "trail" would match the color/effects of her other Phazon infused attacks.
Z-Air - Both retain their Z-Air, though they do function a little differently so probably change ZS to match PS. Removed.
Grab/Throws - I don't have anything specific here, but I'd want to see throws get updated to be of similar style to the counter/grab sequences from Dread. would get the same throws just utilizing the paralyzer instead.
She'd still have a ranged grab but would instead spawn an echo a short distance away who would grab the opponent instead. The clone would hold and raise the opponent by the collar/neck and pummel the opponent by using Phazon energy. Similar to Lucario's Aura pummel. For balance purposes, Dark Samus will of course not be able to move and will instead be assuming the same pose as though grabbing someone, essentially controlling her echo directly from a short distance away.
F-Throw - The echo blows up in a cloud of Phazon energy launching the opponent away.
B-Throw - The echo turns and tosses the opponent towards Dark Samus. The original catches the opponent and also turns, slamming the opponent into the ground behind her.
U-Throw - The echo turns and tosses the opponent towards Dark Samus. Recycling Melee Counter Up Smash, Dark Samus will launch the opponent by uppercutting them.
D-Throw - The echo turns and slams the opponent into the ground similar to the end of Back Throw. The echo however holds the opponent down as Dark Samus fires at the downed opponent.
Specials
Charge Beam - Samus fires her Arm Cannon. Can be rapid fired for medium range shots with light damage and 0 knockback or held for a more powerful shot with high damage/KB. If already firing/charging, Samus can begin moving to run and shoot at the same time. Charge cannot be stored.
Missile - Samus fires a missile from her Arm Cannon. If you hold the button, you can stand in place and alter the angle of the shot. Continue holding briefly to fire a Super Missile instead.
Shinespark - Samus will briefly hover in place, building up energy, and then shoot off into the direction held. Functionally similar to Fire Fox/Fire Bird for the startup but the attack being a single fast and strong impact like Wolf Flash.
Bomb - Tap to drop a bomb. Functions pretty much like the current version. You can, however, also keep the input held after the bomb drops to remain in Morph Ball mode (once in Morph Ball, you can release the input). In Morph Ball mode, you can move along the ground, hop and drop bombs with special. Pressing the regular attack button, shielding, double jumping or simply pressing up will disengage Morph Ball mode. Not particularly useful and more of just a fun easter egg. You become a lot harder to hit with such a small hurt box, but you'll get knocked around farther by any attacks that do land.
Specials
Paralyzer - Unchanged.
Plasma Whip - This move is now a rekka style move with different whip attacks depending on the direction pressed similar to Marth's Dancing Blade. The whip's length gives this move slightly more range than DB (still gotta be close, not giving it Belmont range or anything crazy like that) and is meant to be used in conjunction with quick uncharged hits with the paralyzer at mid-range or as a follow-up for tilts at close range. Also useful for spacing/poking.
Being multiple hits now, it lacks the immediate damage/KB of the old version of Plasma Whip. And as stated above, while ranged it's not too long. It can be used to land hits from a mid-range distance using the end of the whip but will not combo if too far away. Opponents will be knocked back by the tip, so it must be used at a closer range to be used as a rekka.
Boost Kick/Plasma Ring - Unchanged in scenario one. In scenario two, Samus will leap into the air while spinning, swinging the whip around herself in a circular motion, somewhat similar to Link's Spin Attack in function (but less power/hits.).
Flip Jump - Retains the same function but can now be jump canceled or cancel into her aerials.
Specials
Phazon Beam - Dark Samus fires blasts of Phazon energy. Hold for continuous fire. Longer range than Samus' Charge Beam but cannot be charged.
Missile - Functionally identical to Samus'.
Darkspark - Same move as Samus' Shinespark. This version travels a shorter distance in exchange for higher power.
Morph Boost - Curls into Morph Ball and rockets forward a short distance. Direction can be changed twice after the initial boost. Can be used to combo opponents or aid in recovery.
And going back to aesthetics briefly to end off, I'll treat this hypothetical as though characters can have multiple costumes like in other fighting games (though I'll still cap it at 8). In this case I would give:
- Space Jump - Samus now has 3 midair jumps, matching the Pits
- Speed is increased to slightly below that of current who is in turn brought down just a tad to match her armored version.
Aesthetic Changes
- Default look changed to a blend of the Super Metroid and Samus Returns Varia Suit. The Dread version of the Power Suit is available as a costume as well.
- Default look restored to being primarily based Zero Mission. To address the "primarily" part:
Okay, I don't like the heels, but I really like the fire/spark effects they leave behind in Ultimate, so I have two possible directions for ZSS. The first is to retain the jet boots idea but turn them into actual boots. The second is to be more faithful to the Zero Mission design and ditch the jet boots idea altogether.
So, for ZSS, assume any kick attacks she has retain their current look/effects, just not coming from high heels. For scenario two, I will be including a second Up Special as an alternative. Granted, with most of her moves being made up anyway, and Smash being Smash, I don't think she even necessarily needs the jet boots to justify a flashy rising kick, but just in case, I did want to include an alternative to Boost Kick.
- Her grounded dodges are now her signature cartwheel.
Attacks
Neutral Attack - Unchanged. Inherits the PS version. She'll use her Paralyzer to pistol whip the opponent in place of the arm cannon.
Dark Samus (icon refused to be placed here for some reason?) - A downward claw swipe followed by a swing of her arm cannon.
F-Tilt - Inherits the ZS version. Unchanged. Unchanged.
U-Tilt - Unchanged. Inherits the PS version. An overhead, arcing, claw swipe. Somewhat similar to Bowser's but not as lengthy, stopping at her shoulder on the downward part of the arc.
D-Tilt - Inherits the ZS version. Unchanged. Unchanged.
Dash Attack - Both get changed to the slide she can use in Metroid. Unchanged.
F-Smash - Unchanged. Inherits the PS version, there is a difference though. First off, she's of course using her paralyzer as opposed to the arm cannon, but her version changes depending on the angle much like Little Mac's F-Smash. The forward and upward angled versions are pretty much the same, but the low angle would be her current D-Smash.
The attack being performed is still technically the same, but I thought it might be interesting to incorporate her cloning ability. The overall power has been reduced, but her F-Smash now works at range as a clone will appear a set distance in front of Dark Samus and perform the same attack. There is a safe distance between both the original and the clone, so a well-spaced roll can avoid both if you want to get closer to Dark Samus and try to catch her on recovery.
U-Smash - Both get changed to her Melee Counter from Returns/Dread. Unchanged. Conveniently looks like one of her boss fight attacks already.
D-Smash - Unchanged. Inherits the PS version. Her Phazon tendril attack from MP3 that she also had as an assist trophy in Smash 4.
N-Air - Screw Attack; Functions a bit closer to how it does in Metroid, causing damage but not gaining sudden height like the current Smash version. It's also no longer a high hitstun, multi-hit as that combined with her new multiple jumps would be overkill. Retains her N-Air.
F-Air - ZSS for both. Unchanged.
B-Air - Either works here as well, they're both already pretty much the same move. Quickly turns and fires a short-range burst. Reliable KO tool that also propels her forward. (Side tangent, also has the same B-Air. I would change his to wide lash from his tail or something.)
U-Air - ZSS for both. A wide, arcing claw swipe. Somewhat similar in motion to Marth's Up Air, but a tad slower at the end of the animation due to her floaty nature.
D-Air - ZSS for both. Unchanged animation wise. Aesthetically it's "trail" would match the color/effects of her other Phazon infused attacks.
Z-Air - Both retain their Z-Air, though they do function a little differently so probably change ZS to match PS. Removed.
Grab/Throws - I don't have anything specific here, but I'd want to see throws get updated to be of similar style to the counter/grab sequences from Dread. would get the same throws just utilizing the paralyzer instead.
She'd still have a ranged grab but would instead spawn an echo a short distance away who would grab the opponent instead. The clone would hold and raise the opponent by the collar/neck and pummel the opponent by using Phazon energy. Similar to Lucario's Aura pummel. For balance purposes, Dark Samus will of course not be able to move and will instead be assuming the same pose as though grabbing someone, essentially controlling her echo directly from a short distance away.
F-Throw - The echo blows up in a cloud of Phazon energy launching the opponent away.
B-Throw - The echo turns and tosses the opponent towards Dark Samus. The original catches the opponent and also turns, slamming the opponent into the ground behind her.
U-Throw - The echo turns and tosses the opponent towards Dark Samus. Recycling Melee Counter Up Smash, Dark Samus will launch the opponent by uppercutting them.
D-Throw - The echo turns and slams the opponent into the ground similar to the end of Back Throw. The echo however holds the opponent down as Dark Samus fires at the downed opponent.
Specials
Charge Beam - Samus fires her Arm Cannon. Can be rapid fired for medium range shots with light damage and 0 knockback or held for a more powerful shot with high damage/KB. If already firing/charging, Samus can begin moving to run and shoot at the same time. Charge cannot be stored.
Missile - Samus fires a missile from her Arm Cannon. If you hold the button, you can stand in place and alter the angle of the shot. Continue holding briefly to fire a Super Missile instead.
Shinespark - Samus will briefly hover in place, building up energy, and then shoot off into the direction held. Functionally similar to Fire Fox/Fire Bird for the startup but the attack being a single fast and strong impact like Wolf Flash.
Bomb - Tap to drop a bomb. Functions pretty much like the current version. You can, however, also keep the input held after the bomb drops to remain in Morph Ball mode (once in Morph Ball, you can release the input). In Morph Ball mode, you can move along the ground, hop and drop bombs with special. Pressing the regular attack button, shielding, double jumping or simply pressing up will disengage Morph Ball mode. Not particularly useful and more of just a fun easter egg. You become a lot harder to hit with such a small hurt box, but you'll get knocked around farther by any attacks that do land.
Specials
Paralyzer - Unchanged.
Plasma Whip - This move is now a rekka style move with different whip attacks depending on the direction pressed similar to Marth's Dancing Blade. The whip's length gives this move slightly more range than DB (still gotta be close, not giving it Belmont range or anything crazy like that) and is meant to be used in conjunction with quick uncharged hits with the paralyzer at mid-range or as a follow-up for tilts at close range. Also useful for spacing/poking.
Being multiple hits now, it lacks the immediate damage/KB of the old version of Plasma Whip. And as stated above, while ranged it's not too long. It can be used to land hits from a mid-range distance using the end of the whip but will not combo if too far away. Opponents will be knocked back by the tip, so it must be used at a closer range to be used as a rekka.
Boost Kick/Plasma Ring - Unchanged in scenario one. In scenario two, Samus will leap into the air while spinning, swinging the whip around herself in a circular motion, somewhat similar to Link's Spin Attack in function (but less power/hits.).
Flip Jump - Retains the same function but can now be jump canceled or cancel into her aerials.
Specials
Phazon Beam - Dark Samus fires blasts of Phazon energy. Hold for continuous fire. Longer range than Samus' Charge Beam but cannot be charged.
Missile - Functionally identical to Samus'.
Darkspark - Same move as Samus' Shinespark. This version travels a shorter distance in exchange for higher power.
Morph Boost - Curls into Morph Ball and rockets forward a short distance. Direction can be changed twice after the initial boost. Can be used to combo opponents or aid in recovery.
And going back to aesthetics briefly to end off, I'll treat this hypothetical as though characters can have multiple costumes like in other fighting games (though I'll still cap it at 8). In this case I would give:
- Varia Suit (Super/Returns)
- Power Suit (Dread)
- Power Suit (Metroid)
- Fusion Suit (Fusion)
- Light Suit (MP2)
- Dark Suit (MP2)
- PED Suit (MP3)
- Metroid Suit (Dread)
- Zero Suit (Zero Mission)
- Casual (Zero Mission)
- Casual (Fusion)
- Training (Fusion)
- Civilian (Other M)
- Leotard/"Justin Bailey" (Metroid)
- Two-Piece (Metroid)
- Two-Piece (Super Metroid)
- Default (MP2/3)
- Phazon Charged (MP2)
Last edited: