Crystanium
Smash Hero
What is an Omega Metroid?
Metroids have a variety of life cycles and mutations, but the kind of life cycle most people are familiar with is the kind found on planet SR388. This type of life cycle appears to be based on the exposure to a special energy known as Aeion, which has been solely discovered on SR388. At the beginning of the life cycle, a Metroid is simply a larva, but then matures to Alpha, Gamma, Zeta, and finally Omega. The reason why they're called Omega Metroids has nothing to do with ethology, but rather being the last in the cycle. There is one more cycle after this, but it's only based on a unique, genetic code.
Why should Omega Metroid be in Super Smash Bros?
The Metroid series isn't as popular of a Nintendo franchise as Super Mario Bros., The Legend of Zelda, or Pokémon. Still, there are plenty of fans who wish to see more Metroid representation within the Super Smash Bros. franchise. Some fans think Zero Suit Samus is a waste of space that could have been provided with another Metroid character. Not only that, but who deserves an opening for the Metroid franchise than the titular organisms themselves? And who is worthy of having that spot than the final stage of the life cycle?
I think introducing the Omega Metroid may pique interest in those who enjoy science fiction and who would like to see a female monstrosity. Let's face it, the Metroid series is filled with mostly female characters. Samus, Mother Brain, the Queen Metroid, Dark Samus, SA-X. It's typically not something one might think about, but most of Samus' villains are female, just as the protagonist herself. I also think the Omega Metroid would have some unique abilities to bring to the table. Below, you can see what those abilities are. I hope the audience will enjoy the faithfulness and minute details I've put into this character.
The Omega Metroid's moveset
1. Character statistics
2. Features
1. The Omega Metroid is a female character. I only say this to avoid any confusion on what sex the character is.
2. The Omega Metroid is the second heaviest, with Bowser being the first. I did this for three reasons. First, people might complain that the Omega Metroid is heavier than Bowser. Who is she to usurp his heavyweight title? Second, I know Bowser's size and mass have altered many times canonically, so you can't ever be certain that he'll have less mass in future titles. Third, the Omega Metroid is quite a large boss in the Metroid series, as seen here and here.
3. The Omega Metroid receives less damage and minimal knockback from attacks when facing away. This is based on the fact that the Omega Metroid's carapace in Metroid: Samus Returns doesn't receive damage from Samus' beams or missiles. Now, Samus' weapons aren't weak, canonically speaking. However, balance is required here, so the Omega Metroid will still receive damage and knockback, but to a lesser extent. More will be explained in the description for Carapace, which can be found below.
4. On stages where there are ceilings, rocks of varying sizes will fall from the ceiling, ranging in damage from 1% (small), to 5% (medium), to 10% (large) if Quake is performed. This is unlikely to be seen in competitive gaming, but for those who don't mind casual gaming or don't mind goofing off every now and then can enjoy this feature.
5. The Omega Metroid is the first large character able to stick (technically bore her claws) to the sides of stages. I thought it would be interesting to add this feature for three reasons. 1. This would be the first and only known large, heavy character capable of doing this. 2. Her previous stage of growth is the Zeta Metroid, which is able to hang from ceilings. 3. This pays homage to the original inspiration of the Metroid series: Alien. Additionally, the Omega Metroid is able to use Scratch as a way for edge-guarding while sticking to the side of the stage.
6. If the Omega Metroid drops from a sufficient height, perhaps about two Omega Metroids high, she will generate a small quake. This quake isn't as large as her down smash, Quake, but it is noticeable enough to cause a very brief stun on anyone nearby. The opponent won't take damage, but will be stunned very briefly, maybe about 3 frames. I thought this would be an interesting idea, since the Omega Metroid is a large character.
3. Entrance and Taunts
Entrance: When a match begins, the Omega Metroid is seen molting from her previous form, the Zeta Metroid.
Up Taunt: The Omega Metroid will raise her arms above her head and slightly lean her head forward to roar, as seen here.
Side Taunt: Pressing either side on the d-pad will cause the Omega Metroid to swipe her right claw. Just like Luigi's down taunt, this taunt can cause 2% damage on anyone who comes into contact with it. It won't cause a meteor smash, but will instead cause one to be launched at a 20° angle. This is based on what happens to Samus when she's hit by the Omega Metroid's swipe in Metroid Fusion.
Down Taunt: The Omega Metroid huffs and drools. This is based on the animation in Metroid Fusion where after the Omega Metroid swipes at SA-X, she begins to huff and drool, as seen here.
4. Abilities
Neutral
Scratch (A, A)
The Omega Metroid's Scratch attack has two parts. The first attack will cause 3% damage, with the second causing 9%. The initial Scratch is 3 frames with the final being 6 frames. This attack has lacks a Sakurai angle, ensuring the Omega Metroid to connect both attacks. If the opponent takes a hit from the initial attack, he or she will take a hit from the final attack. Scratch isn't the best attack in the Omega Metroid's offensive tools, but it does come in handy should the Omega Metroid find herself close-up and personal with her opponent.
Dash
Trample (Dash+A)
The Omega Metroid's dash attack is unique because she doesn't exactly ram herself into her opponent like most characters. Rather, she will charge at her opponent, grounding them in the process. This can be avoided by shielding, dodging, or rolling. If the opponent is in the air, but takes the hit, he or she won't be grounded, but will instead be brought downward. The opponent will remain grounded briefly, but the more damage the opponent has, the longer he or she will be grounded.
Tilts
Tail Flail (Up+A)
Tail Flail swings back and forth in an arc above the Omega Metroid as she lowers herself. This can be useful if there are any opponents next to her. It behaves in a fashion similarly to Zero Suit Samus' up tilt that anyone who is hit by it will be tossed into the air. This can lead into combos, as the opponent isn't launched too high, but is high enough for aerial combos to be followed. This attack causes 9% damage, but the knockback isn't high for the aforementioned reason. Or the Omega Metroid can continue to use Tail Flail to deal extra damage, similarly to Mario's up tilt. Alternatively, the Omega Metroid can use Tail Flail and follow up with Under Fire for additional damage and a potential KO.
Slash (Forward+A)
Slash is heavily based on the Omega Metroid's attack in Metroid Fusion. This attack is strong in spite of being a tilt, but it comes out 10 frames. Slash produces 6% damage, followed by a freeze frame, and then an additional 9%, giving it a total of 15% damage. Angling the attack upward increases the attack's damage by 1% (17% total), whereas an angled downward attack reduces the damage by 1% (13% total). Recall the double attack of Slash, which is why the highest damage is 17% instead of 16%, and the lowest is 13% instead of 14%.
Sweeper (Down+A)
With the Omega Metroid crouched, she'll swipe with one arm and then the other, making this a two-hit attack. The initial attack produces 4% damage, followed by the final producing the same amount, totaling to 8%. The second sweep can cause her opponent to trip, which can lead into following up with strong attacks like Thwack, Slash, and Slam or even grabbing the opponent to set up combos. Because the Omega Metroid is big and her arms are long, Sweeper offers quite a range to attack safely against grounded opponents. This attack is also useful if the opponent is hanging on the ledge, as this attack will force the opponent to jump over the Omega Metroid, rather than get directly back onto the stage or roll.
Aerials
Ring of Fire (A)
The Omega Metroid will perform a somersault, bringing in her arms, legs, and tail, while spewing flames as she does so, producing a literal ring of fire. The initial and subsequent hits cause 3% damage with the final causing 9%. The attack begins in the direction the Omega Metroid is facing and makes a full 360, covering her entirely as a result. This attack has enough knockback to push her opponent away from her. Because this attack covers the Omega Metroid entirely, it can be used safely, regardless of the position your opponent is in.
Ring of Fire isn't necessarily a KO move, but like some characters neutral air, if this attack is performed close to the side of a blast wall, it can KO. The higher the percent damage, the more likely Ring of Fire will KO the opponent. This attack can also be used for wall-spiking. The effectiveness depends on the direction the Omega Metroid is facing, since the front of Ring of Fire has more knockback than if the opponent was hit from behind. Still, regardless of the direction, wall-spiking is possible.
Arc Slash (Up+A)
This attack is similar to Bowser's up air, except instead of a headbutt, the Omega Metroid swings her left arm over her head. This provides additional range to ensure contact. Arc Slash can be used to KO the opponent, a common feature among most up air attacks. Because of this commonality, I thought I would make Arc Slash somewhat different. Arc Slash has a hitbox that covers 70° to 110° angle. If the opponent is hit between 85° to 105°, he or she will receive more damage and knockback, enough to KO at double digit percents. This range is Arc Slash's sweet spot.
Arc Slash produces 10% damage, but 20% if hit at the sweet spot. What makes this attack even riskier for those who are hit by it are stages that have platforms or lower ceilings. This wouldn't be the only attack in the Omega Metroid's arsenal that grants her some control on stages with these features, which means that anyone who uses the Omega Metroid should strive for stages that offer these to ensure a victory in their favor. While this may seem unfair, it would be something for professional players to look out for and work around to the best of their ability.
Arc Slash is best used when the Omega Metroid has set up an opening for a KO. If she misses, there will be a bit of delay for the opponent to escape or even counter. Still, since the Omega Metroid is a heavy character, some players might find it worth the risk to attempt an early KO with Arc Slash. Otherwise, it's still best to be cautious, since the Omega Metroid will be able to rack up damage on her opponent relatively quick with other attacks.
Claw Assault (Forward+A)
This aerial will make the Omega Metroid strike her opponent in a one-two hit manner, while maintaining enough range to follow up with. Of course, the more damage the opponent receives, the farther he or she will be launched. This attack is useful early on against lighter opponents, while still useful against heavier opponents of up to 150% damage. While it will be possible to hit lighter opponents once with this attack when they're at higher percentages, the Omega Metroid won't be able to continue her combos this way.
The first and second strike cause 6% damage, totaling out to 12%. Setting up a combo and using Claw Assault is best used by throwing the opponent downward and then following up with short hop forward aerials. It's somewhat similar to Sheik's forward air combo. This combo can force the opponent off the stage and eventually lead into a potential KO. The Omega Metroid has range while perform this attack, and the frames are quick enough to make it possible to follow up.
Tail Smack (Back+A)
Tail Smack starts out low and swings upward to cover a 68° angle. This attack is meant to knock the opponent away from the Omega Metroid, and it comes in handy when the opponent is off the stage. It's kind of like Mewtwo's, and deals 15% damage, but doesn't suffer from the lag that Mewtwo's back aerial does. Furthermore, the tip of the tail will deal an additional 2% damage. Because the tip of the tail is a sweet spot, if the opponent is hit by this part while off the stage, he or she risks the possibility of being KO'ed.
Kick Thrust (Down+A)
Kick Thrust is the Omega Metroid's equivalent of spiking her opponent. She'll somewhat stretch her arms away in a pose as if she's flexing her biceps. Her left leg remains close to her body, while her right leg goes for the downward strike. The opponent will be launched downward, regardless of whether or not he or she is hit with the sweet or sour spot. If hit with the sour spot, the spike won't be strong enough to ensure the opponent's defeat and will only produce 10% damage instead of 14%. Still, the opponent will be stunned enough to put him or her at a risk of recovering late.
Smashes
Under Fire (Up+A)
When the Omega Metroid spews her flames, she'll begin by spewing diagonally downward in the direction she's facing, then arcing until she breathes her flames diagonally downward opposite of its initial setup. If the attack is charged, the width of the flames will increase, including the damage from it. Because of this arc and the hitbox it covers, Under Fire is very useful at preventing the opponent from getting too close. If the opponent is caught in Under Fire, he or she will be carried along until reaching the final frame, regardless if the initial frame connects.
Unlike Samus' up smash, Cover Fire, if Under Fire is charged, the flames will travel slightly outward before they fade away. These flames will produce less damage and negligible knockback. The total amount of damage from this attack is 18% with each frame equaling 2%. Because of this short duration, Under Fire is a very fast smash attack consisting of only 9 frames (150.03 milliseconds). Because this smash attack is best used against large opponents or aerial opponents, getting caught in it is a guaranteed KO at sufficient percentages.
Thwack, Slash, and Slam (Forward+A)
This smash attack has a deceptive hitbox and has three parts, which can be delayed, similarly to Link's forward smash. An opponent behind the Omega Metroid will take a bit of damage if standing next to her. This is because the tail begins from the back and must swing toward the opponent in from of her. In a way, Thwack, Slash, and Slam is almost similar to Quake in that it covers both sides, although that isn't the purpose of this attack. It's just a useful strategy for anyone who wishes to implement it. Of course, because the initial hit is not at its peak during that time, the damage is only 5% and the knockback isn't enough to kill.
The initial attack of Thwack, Slash, and Slam deals 15% damage, grounding the opponent, with the subsequent slash dealing 6%, and finally 10%, which, if successful, will launch the opponent at an 80° angle, resulting in a total of 31% damage. This seems rather high for a smash attack, and it likely is. Two reasons. First, the attack has three parts to it. This is the only smash attack I'm aware of that has three parts. By "three parts", I do not mean "three, consecutive hits" like Peach's down smash, for example. Furthermore, Link's forward smash, if both parts connect, will result in 20% damage.
I had to slightly alter the effect of the initial attack for the forward smash because in Metroid: Samus Returns, if Samus is hit with this attack, she will launch away from the initial attack, and that wouldn't be very handy for the Omega Metroid, whose aim is to connect all three parts. (In MSR, the Omega Metroid at least has walls to ensure every hit.) To balance this attack, however, there will be delay for the initial attack, 14 frames (233 milliseconds; the eye blinks anywhere from 100 to 300 milliseconds), to be exact. The initial attack will also have 36 frames (600 milliseconds) of FAF, so this somewhat leaves the Omega Metroid open if the attack is perfect shielded. If not perfectly shielded, the opponent will be pushed back.
Quake (Down+A)
The Omega Metroid slams her tail against the stage, producing a noticeable quake to nearby opponents. Although this attack occurs from behind the Omega Metroid, the shock can be felt from the front, giving this attack a wide range. Characters with even the longest roll like Samus cannot avoid this attack if the opponent's intent is to roll toward or behind the Omega Metroid. While rolling can help avoid Quake, this is only useful if the opponent rolls away from the Omega Metroid. Quake works similarly to Donkey Kong's Hand Slap, but the difference is that if the opponent is hit by the Omega Metroid's tail, the opponent will be buried.
Of course, Quake is ineffective against aerial characters for the most part. Because of the tail's disjointed hitbox and the angle at which it travels, anyone short hopping will likely be hit by the tail. However, they will not be buried into the stage, but instead slammed against the stage, only to bounce off of it. It's possible to tech this to avoid being bounced up. Nevertheless, opponents off the stage should be careful of this attack, since it will spike in the same way Captain Falcon's up tilt will spike. And because the tail is a disjointed hitbox, the Omega Metroid can feel safe while edge-guarding. A hit from the tail will cause 15% damage, while Quake itself will cause 5%.
Specials
Plasma Beam (B)
The Omega Metroid fires a beam of plasma that crosses the entire stage. This beam auto-charges every 2 seconds (120 frames). If uncharged, the beam will produce 10% damage. The knockback for an uncharged Plasma Beam isn't sufficient for KOs, but it can stun recovery animations. This is especially useful against vertical recoveries, such as Donkey Kong's, Fox's, Falco's, and even Luigi's. When charged, the width of the beam will increase, resulting in more damage up to 20% and knockback sufficient to KO.
The Omega Metroid can angle Plasma Beam. Although Plasma Beam wouldn't seem effective to angle downward on stage like R.O.B., whose Robo Beam will deflect, doing so will cause the area to linger with flames. A charged beam will cause the flames to linger for a longer duration and cover more area. This is based on the way the plasma beam works in Metroid: Samus Returns, at least with regard to the Queen Metroid. I thought since the Omega Metroid is the last stage of a Metroid's life cycle on SR388, I'd grant the Omega Metroid this feature as well.
Plasma Beam's damage and knockback is reduced the farther the Omega Metroid is from her opponent, similarly to Sheik's Needle Storm. Damage will be increased by 1.2x if the opponent is directly in front of the Omega Metroid with Plasma Beam is fired, however. This means an uncharged beam would produce 6% damage instead of 5%, and a fully charged beam would go from producing 25% to 30%.
High Jump (Up+B)
The Omega Metroid can leap high vertically into the air. She can take this vertical distance and launch herself diagonally. If the Omega Metroid uses this special and is next to an opponent, whether on the ground or in the air, she will grab the opponent, do an energy drain, dealing 5% damage on her opponent, while reducing 5% damage of her own. This is the only attack the Omega Metroid has where dealing damage is equal to the damage she reduces for herself. Once the Omega Metroid does this, she will leap off her opponent, doing a backward somersault with her tail inflicting additional damage on her opponent as she spins once in the air, similarly to Captain Falcon's Falcon Dive.
The tail will cause an additional 12% damage and launch the opponent at a 45° angle. If this attack is used below the stage, the opponent will be launched against the wall and bounce diagonally downward if he or she doesn't tech. This is similar to most attacks with a strong knockback capable of using the stage as a means to KO the opponent as he or she falls. Similarly, if done high enough in the air, the opponent will either hit the ceiling or end up being star KO'ed. This attack can be performed if the Omega Metroid is successful at hitting the opponent in the air in a manner similar to both Samus' and Zero Suit Samus' combos. This is ideal on stages with low ceilings like Battlefield or Dream Land 64.
Absorption (Forward+B)
Similar to Wario's Chomp, but different in purpose. The Omega Metroid will lunge her head forward as she leans, gripping the opponent with her teeth. Because this special behaves more like a grab, it's impossible to shield. It doesn't linger like Wario's Chomp. If the Omega Metroid successfully uses Absorption, the player can tap neutral B repeatedly to absorb, reducing damage while causing damage to the opponent. For every 2% caused by Absorption, the Omega Metroid reduces her own damage by 3%. The more damage the opponent has received, the longer the Omega Metroid can hold her opponent.
Also similar to Robin's Nosferatu, but not quite exactly, if the opponent is facing away, the Omega Metroid will reduce her own damage by 6%, where the opponent will receive 4% damage per drain. Although this might seem high, it's not necessarily so, since the Omega Metroid would need to find a way to get behind the opponent or take an advantage for when the opponent is facing away. The reason for this is because when someone is facing away from his or her opponent, he or she is left vulnerable. I thought it would be best to use this reason for the additional damage and health recovery. If Absorption is used off-stage, both the Omega Metroid and opponent will be in a helpless animation, though the Omega Metroid can still absorb. This can cause suicide.
Carapace (Down+B)
The Omega Metroid is covered in armor, which allows her to reduce damage and be resistant to knockback for some time. This would be considered heavy armor. Heavy armor generally doesn't reduce damage, however, and that's what's unique about the Omega Metroid when she faces away. Because the Omega Metroid receives 0.5x more damage if hit directly on the chest, she has a way to mitigate this. Aside from simply turning away to reduce damage by half, Carapace is a feature that reduces damage to the chest by 0.25x. This also increases shield health by this much. If the Omega Metroid shields, or if she is hit on the chest during this time, Carapace will begin to falter. The stronger the attack, the sooner Carapace will be compromised.
Carapace doesn't offer 0.25x for any other area except the Omega Metroid's chest. This means that if the player turns away from the opponent during an attack, the damage won't be reduced by 0.75x. If an attack does 10% damage, for example, the Omega Metroid will receive 15% damage if hit on her chest. At the same time, with Carapace active, this doesn't mean the Omega Metroid will only receive 8% damage. Rather, she will receive 11% damage, since increase the defense by 0.25x doesn't ignore the original 0.5x. This can be explained mathematically.
An attack doing 10% damage multiplied by 0.5 provides 15%. Since an attack dealing 10% damage would increase to 15%, multiplying 15% by 0.25 gives us 3.75%. 15% minus 3.75% gives us 11.25%. Since the game may translate this as a whole number, the Omega Metroid would instead receive 11% damage, not 15%. To reiterate, the rest of the Omega Metroid's body doesn't decrease damage by 0.25x. Only her chest receives this reduction, and her shield receives 0.25x more health.
Grabs
Energy Drain (A)
When the Omega Metroid grabs her opponent, she can reduce her damage while increasing her opponent's damage. While Energy Drain seems like significant damage in the beginning, the higher the percentage of the opponent, the less the Omega Metroid can recover. To illustrate, imagine drinking soda through a straw. The more you drink, the less soda there is. So it is with Energy Drain. If the opponent's damage is 0 to 9%, the Omega Metroid will recover 10% per drain. 10% to 19%, she'll restore 9%. Thus, by the time the opponent is at 100% or higher, the Omega Metroid will only be able to decrease her damage by 1%. Of course, being at higher percent will extend the duration of being grabbed.
Carapace Catapult (Up+Throw)
The Omega Metroid throws her opponent onto her back, launching him or her with her carapace at a 90° angle while dealing 10% damage. Because the launch isn't too high, the Omega Metroid can follow up with aerial combos. She could use Claw Assault, or if she's on a high platform, she can use Arc Slash to try guaranteeing a win.
Plasma Stream (Forward+Throw)
The Omega Metroid will throw her opponent at a 45° angle and release a stream of plasma. This throw causes 9% damage, but the beam will cause additional damage of up to 3%, totaling in 12% damage. This is the Omega Metroid's strongest throw because of a unique feature. This unique feature is that if the Omega Metroid has Plasma Beam fully charged, the beam will cause 6% damage instead of 3%, resulting in 15% damage.
Rumble (Backward+Throw)
This throw almost resembles Tail Slam, but there is a difference. Once the Omega Metroid slams her opponent against the ground, she'll fall backwards while her opponent is still in the air and strike him or her with her tail, launching the opponent at a 20° angle. This is a useful throw against those near the stage because of the distance it launches them. At sufficient percent damage, the Omega Metroid can KO her opponent. Both the slam a tail whip that follows up both produce 6% damage, granting a total of 12%.
Tail Slam (Down+Throw)
The Omega Metroid will use her tail to slam her opponent against the ground, producing 10% damage. This will launch the opponent in an 80° angle, but not too far for the opponent to escape from avoiding a potential combo. Of course, the higher the percent, the more likely the opponent can escape by jumping or air-dodging.
Final Smash
Queen Metroid (B)
The Smash Ball is the key to altering the Omega Metroid's genetic make-up, allowing her to become the next stage of her development. As the Queen Metroid, she has drastic increases in damage output and defense akin to Giga Bowser. When the Omega Metroid becomes the Queen, she'll remain immobile, but her special attacks can be used. Plasma Beam (B) will remain unchanged, although damage and knockback will be increased. Those who manage to avoid this can be dealt with by summoning Metroids (Up+B). Alternatively, the Queen Metroid can shake the ground (Down+B), stunning those who are grounded. She's able to then lunge her head forward with a bite (Forward+B), which possesses a freeze frame. This attack is successful at KO'ing, delivering 40% in a single hit. The range of this lunge is half a stage.
List of Supporters
Uffe
SorrowOfAcheron
Zeox
List of Opposers
Metroids have a variety of life cycles and mutations, but the kind of life cycle most people are familiar with is the kind found on planet SR388. This type of life cycle appears to be based on the exposure to a special energy known as Aeion, which has been solely discovered on SR388. At the beginning of the life cycle, a Metroid is simply a larva, but then matures to Alpha, Gamma, Zeta, and finally Omega. The reason why they're called Omega Metroids has nothing to do with ethology, but rather being the last in the cycle. There is one more cycle after this, but it's only based on a unique, genetic code.
Why should Omega Metroid be in Super Smash Bros?
The Metroid series isn't as popular of a Nintendo franchise as Super Mario Bros., The Legend of Zelda, or Pokémon. Still, there are plenty of fans who wish to see more Metroid representation within the Super Smash Bros. franchise. Some fans think Zero Suit Samus is a waste of space that could have been provided with another Metroid character. Not only that, but who deserves an opening for the Metroid franchise than the titular organisms themselves? And who is worthy of having that spot than the final stage of the life cycle?
I think introducing the Omega Metroid may pique interest in those who enjoy science fiction and who would like to see a female monstrosity. Let's face it, the Metroid series is filled with mostly female characters. Samus, Mother Brain, the Queen Metroid, Dark Samus, SA-X. It's typically not something one might think about, but most of Samus' villains are female, just as the protagonist herself. I also think the Omega Metroid would have some unique abilities to bring to the table. Below, you can see what those abilities are. I hope the audience will enjoy the faithfulness and minute details I've put into this character.
The Omega Metroid's moveset
Omega Metroid
1. Character statistics
- Air acceleration: Base: 0.03; Additional: 0.06; Max: 0.09
- Air friction: 0.02
- Air speed: 1.25
- Crawl: Yes
- Falling speed: 1.75
- Full hop air time: 50
- Gravity: 0.1
- Hard landing lag: 6 frames
- Jump squat: 9 frames
- Max jumps: 2
- Rolling: Intangibility: 4-15; Total frames: 30
- Run speed: 1.55
- Short hop air time: 35 frames
- Soft landing lag: 2 frames
- Tether: No
- Traction: 0.08
- Wall Cling: Yes
- Wall Jump: Yes
- Walk speed: 0.85
- Weight: 125
2. Features
1. The Omega Metroid is a female character. I only say this to avoid any confusion on what sex the character is.
2. The Omega Metroid is the second heaviest, with Bowser being the first. I did this for three reasons. First, people might complain that the Omega Metroid is heavier than Bowser. Who is she to usurp his heavyweight title? Second, I know Bowser's size and mass have altered many times canonically, so you can't ever be certain that he'll have less mass in future titles. Third, the Omega Metroid is quite a large boss in the Metroid series, as seen here and here.
3. The Omega Metroid receives less damage and minimal knockback from attacks when facing away. This is based on the fact that the Omega Metroid's carapace in Metroid: Samus Returns doesn't receive damage from Samus' beams or missiles. Now, Samus' weapons aren't weak, canonically speaking. However, balance is required here, so the Omega Metroid will still receive damage and knockback, but to a lesser extent. More will be explained in the description for Carapace, which can be found below.
4. On stages where there are ceilings, rocks of varying sizes will fall from the ceiling, ranging in damage from 1% (small), to 5% (medium), to 10% (large) if Quake is performed. This is unlikely to be seen in competitive gaming, but for those who don't mind casual gaming or don't mind goofing off every now and then can enjoy this feature.
5. The Omega Metroid is the first large character able to stick (technically bore her claws) to the sides of stages. I thought it would be interesting to add this feature for three reasons. 1. This would be the first and only known large, heavy character capable of doing this. 2. Her previous stage of growth is the Zeta Metroid, which is able to hang from ceilings. 3. This pays homage to the original inspiration of the Metroid series: Alien. Additionally, the Omega Metroid is able to use Scratch as a way for edge-guarding while sticking to the side of the stage.
6. If the Omega Metroid drops from a sufficient height, perhaps about two Omega Metroids high, she will generate a small quake. This quake isn't as large as her down smash, Quake, but it is noticeable enough to cause a very brief stun on anyone nearby. The opponent won't take damage, but will be stunned very briefly, maybe about 3 frames. I thought this would be an interesting idea, since the Omega Metroid is a large character.
3. Entrance and Taunts
Entrance: When a match begins, the Omega Metroid is seen molting from her previous form, the Zeta Metroid.
Up Taunt: The Omega Metroid will raise her arms above her head and slightly lean her head forward to roar, as seen here.
Side Taunt: Pressing either side on the d-pad will cause the Omega Metroid to swipe her right claw. Just like Luigi's down taunt, this taunt can cause 2% damage on anyone who comes into contact with it. It won't cause a meteor smash, but will instead cause one to be launched at a 20° angle. This is based on what happens to Samus when she's hit by the Omega Metroid's swipe in Metroid Fusion.
Down Taunt: The Omega Metroid huffs and drools. This is based on the animation in Metroid Fusion where after the Omega Metroid swipes at SA-X, she begins to huff and drool, as seen here.
4. Abilities
Neutral
Scratch (A, A)
The Omega Metroid's Scratch attack has two parts. The first attack will cause 3% damage, with the second causing 9%. The initial Scratch is 3 frames with the final being 6 frames. This attack has lacks a Sakurai angle, ensuring the Omega Metroid to connect both attacks. If the opponent takes a hit from the initial attack, he or she will take a hit from the final attack. Scratch isn't the best attack in the Omega Metroid's offensive tools, but it does come in handy should the Omega Metroid find herself close-up and personal with her opponent.
Dash
Trample (Dash+A)
The Omega Metroid's dash attack is unique because she doesn't exactly ram herself into her opponent like most characters. Rather, she will charge at her opponent, grounding them in the process. This can be avoided by shielding, dodging, or rolling. If the opponent is in the air, but takes the hit, he or she won't be grounded, but will instead be brought downward. The opponent will remain grounded briefly, but the more damage the opponent has, the longer he or she will be grounded.
Tilts
Tail Flail (Up+A)
Tail Flail swings back and forth in an arc above the Omega Metroid as she lowers herself. This can be useful if there are any opponents next to her. It behaves in a fashion similarly to Zero Suit Samus' up tilt that anyone who is hit by it will be tossed into the air. This can lead into combos, as the opponent isn't launched too high, but is high enough for aerial combos to be followed. This attack causes 9% damage, but the knockback isn't high for the aforementioned reason. Or the Omega Metroid can continue to use Tail Flail to deal extra damage, similarly to Mario's up tilt. Alternatively, the Omega Metroid can use Tail Flail and follow up with Under Fire for additional damage and a potential KO.
Slash (Forward+A)
Slash is heavily based on the Omega Metroid's attack in Metroid Fusion. This attack is strong in spite of being a tilt, but it comes out 10 frames. Slash produces 6% damage, followed by a freeze frame, and then an additional 9%, giving it a total of 15% damage. Angling the attack upward increases the attack's damage by 1% (17% total), whereas an angled downward attack reduces the damage by 1% (13% total). Recall the double attack of Slash, which is why the highest damage is 17% instead of 16%, and the lowest is 13% instead of 14%.
Sweeper (Down+A)
With the Omega Metroid crouched, she'll swipe with one arm and then the other, making this a two-hit attack. The initial attack produces 4% damage, followed by the final producing the same amount, totaling to 8%. The second sweep can cause her opponent to trip, which can lead into following up with strong attacks like Thwack, Slash, and Slam or even grabbing the opponent to set up combos. Because the Omega Metroid is big and her arms are long, Sweeper offers quite a range to attack safely against grounded opponents. This attack is also useful if the opponent is hanging on the ledge, as this attack will force the opponent to jump over the Omega Metroid, rather than get directly back onto the stage or roll.
Aerials
Ring of Fire (A)
The Omega Metroid will perform a somersault, bringing in her arms, legs, and tail, while spewing flames as she does so, producing a literal ring of fire. The initial and subsequent hits cause 3% damage with the final causing 9%. The attack begins in the direction the Omega Metroid is facing and makes a full 360, covering her entirely as a result. This attack has enough knockback to push her opponent away from her. Because this attack covers the Omega Metroid entirely, it can be used safely, regardless of the position your opponent is in.
Ring of Fire isn't necessarily a KO move, but like some characters neutral air, if this attack is performed close to the side of a blast wall, it can KO. The higher the percent damage, the more likely Ring of Fire will KO the opponent. This attack can also be used for wall-spiking. The effectiveness depends on the direction the Omega Metroid is facing, since the front of Ring of Fire has more knockback than if the opponent was hit from behind. Still, regardless of the direction, wall-spiking is possible.
Arc Slash (Up+A)
This attack is similar to Bowser's up air, except instead of a headbutt, the Omega Metroid swings her left arm over her head. This provides additional range to ensure contact. Arc Slash can be used to KO the opponent, a common feature among most up air attacks. Because of this commonality, I thought I would make Arc Slash somewhat different. Arc Slash has a hitbox that covers 70° to 110° angle. If the opponent is hit between 85° to 105°, he or she will receive more damage and knockback, enough to KO at double digit percents. This range is Arc Slash's sweet spot.
Arc Slash produces 10% damage, but 20% if hit at the sweet spot. What makes this attack even riskier for those who are hit by it are stages that have platforms or lower ceilings. This wouldn't be the only attack in the Omega Metroid's arsenal that grants her some control on stages with these features, which means that anyone who uses the Omega Metroid should strive for stages that offer these to ensure a victory in their favor. While this may seem unfair, it would be something for professional players to look out for and work around to the best of their ability.
Arc Slash is best used when the Omega Metroid has set up an opening for a KO. If she misses, there will be a bit of delay for the opponent to escape or even counter. Still, since the Omega Metroid is a heavy character, some players might find it worth the risk to attempt an early KO with Arc Slash. Otherwise, it's still best to be cautious, since the Omega Metroid will be able to rack up damage on her opponent relatively quick with other attacks.
Claw Assault (Forward+A)
This aerial will make the Omega Metroid strike her opponent in a one-two hit manner, while maintaining enough range to follow up with. Of course, the more damage the opponent receives, the farther he or she will be launched. This attack is useful early on against lighter opponents, while still useful against heavier opponents of up to 150% damage. While it will be possible to hit lighter opponents once with this attack when they're at higher percentages, the Omega Metroid won't be able to continue her combos this way.
The first and second strike cause 6% damage, totaling out to 12%. Setting up a combo and using Claw Assault is best used by throwing the opponent downward and then following up with short hop forward aerials. It's somewhat similar to Sheik's forward air combo. This combo can force the opponent off the stage and eventually lead into a potential KO. The Omega Metroid has range while perform this attack, and the frames are quick enough to make it possible to follow up.
Tail Smack (Back+A)
Tail Smack starts out low and swings upward to cover a 68° angle. This attack is meant to knock the opponent away from the Omega Metroid, and it comes in handy when the opponent is off the stage. It's kind of like Mewtwo's, and deals 15% damage, but doesn't suffer from the lag that Mewtwo's back aerial does. Furthermore, the tip of the tail will deal an additional 2% damage. Because the tip of the tail is a sweet spot, if the opponent is hit by this part while off the stage, he or she risks the possibility of being KO'ed.
Kick Thrust (Down+A)
Kick Thrust is the Omega Metroid's equivalent of spiking her opponent. She'll somewhat stretch her arms away in a pose as if she's flexing her biceps. Her left leg remains close to her body, while her right leg goes for the downward strike. The opponent will be launched downward, regardless of whether or not he or she is hit with the sweet or sour spot. If hit with the sour spot, the spike won't be strong enough to ensure the opponent's defeat and will only produce 10% damage instead of 14%. Still, the opponent will be stunned enough to put him or her at a risk of recovering late.
Smashes
Under Fire (Up+A)
When the Omega Metroid spews her flames, she'll begin by spewing diagonally downward in the direction she's facing, then arcing until she breathes her flames diagonally downward opposite of its initial setup. If the attack is charged, the width of the flames will increase, including the damage from it. Because of this arc and the hitbox it covers, Under Fire is very useful at preventing the opponent from getting too close. If the opponent is caught in Under Fire, he or she will be carried along until reaching the final frame, regardless if the initial frame connects.
Unlike Samus' up smash, Cover Fire, if Under Fire is charged, the flames will travel slightly outward before they fade away. These flames will produce less damage and negligible knockback. The total amount of damage from this attack is 18% with each frame equaling 2%. Because of this short duration, Under Fire is a very fast smash attack consisting of only 9 frames (150.03 milliseconds). Because this smash attack is best used against large opponents or aerial opponents, getting caught in it is a guaranteed KO at sufficient percentages.
Thwack, Slash, and Slam (Forward+A)
This smash attack has a deceptive hitbox and has three parts, which can be delayed, similarly to Link's forward smash. An opponent behind the Omega Metroid will take a bit of damage if standing next to her. This is because the tail begins from the back and must swing toward the opponent in from of her. In a way, Thwack, Slash, and Slam is almost similar to Quake in that it covers both sides, although that isn't the purpose of this attack. It's just a useful strategy for anyone who wishes to implement it. Of course, because the initial hit is not at its peak during that time, the damage is only 5% and the knockback isn't enough to kill.
The initial attack of Thwack, Slash, and Slam deals 15% damage, grounding the opponent, with the subsequent slash dealing 6%, and finally 10%, which, if successful, will launch the opponent at an 80° angle, resulting in a total of 31% damage. This seems rather high for a smash attack, and it likely is. Two reasons. First, the attack has three parts to it. This is the only smash attack I'm aware of that has three parts. By "three parts", I do not mean "three, consecutive hits" like Peach's down smash, for example. Furthermore, Link's forward smash, if both parts connect, will result in 20% damage.
I had to slightly alter the effect of the initial attack for the forward smash because in Metroid: Samus Returns, if Samus is hit with this attack, she will launch away from the initial attack, and that wouldn't be very handy for the Omega Metroid, whose aim is to connect all three parts. (In MSR, the Omega Metroid at least has walls to ensure every hit.) To balance this attack, however, there will be delay for the initial attack, 14 frames (233 milliseconds; the eye blinks anywhere from 100 to 300 milliseconds), to be exact. The initial attack will also have 36 frames (600 milliseconds) of FAF, so this somewhat leaves the Omega Metroid open if the attack is perfect shielded. If not perfectly shielded, the opponent will be pushed back.
Quake (Down+A)
The Omega Metroid slams her tail against the stage, producing a noticeable quake to nearby opponents. Although this attack occurs from behind the Omega Metroid, the shock can be felt from the front, giving this attack a wide range. Characters with even the longest roll like Samus cannot avoid this attack if the opponent's intent is to roll toward or behind the Omega Metroid. While rolling can help avoid Quake, this is only useful if the opponent rolls away from the Omega Metroid. Quake works similarly to Donkey Kong's Hand Slap, but the difference is that if the opponent is hit by the Omega Metroid's tail, the opponent will be buried.
Of course, Quake is ineffective against aerial characters for the most part. Because of the tail's disjointed hitbox and the angle at which it travels, anyone short hopping will likely be hit by the tail. However, they will not be buried into the stage, but instead slammed against the stage, only to bounce off of it. It's possible to tech this to avoid being bounced up. Nevertheless, opponents off the stage should be careful of this attack, since it will spike in the same way Captain Falcon's up tilt will spike. And because the tail is a disjointed hitbox, the Omega Metroid can feel safe while edge-guarding. A hit from the tail will cause 15% damage, while Quake itself will cause 5%.
Specials
Plasma Beam (B)
The Omega Metroid fires a beam of plasma that crosses the entire stage. This beam auto-charges every 2 seconds (120 frames). If uncharged, the beam will produce 10% damage. The knockback for an uncharged Plasma Beam isn't sufficient for KOs, but it can stun recovery animations. This is especially useful against vertical recoveries, such as Donkey Kong's, Fox's, Falco's, and even Luigi's. When charged, the width of the beam will increase, resulting in more damage up to 20% and knockback sufficient to KO.
The Omega Metroid can angle Plasma Beam. Although Plasma Beam wouldn't seem effective to angle downward on stage like R.O.B., whose Robo Beam will deflect, doing so will cause the area to linger with flames. A charged beam will cause the flames to linger for a longer duration and cover more area. This is based on the way the plasma beam works in Metroid: Samus Returns, at least with regard to the Queen Metroid. I thought since the Omega Metroid is the last stage of a Metroid's life cycle on SR388, I'd grant the Omega Metroid this feature as well.
Plasma Beam's damage and knockback is reduced the farther the Omega Metroid is from her opponent, similarly to Sheik's Needle Storm. Damage will be increased by 1.2x if the opponent is directly in front of the Omega Metroid with Plasma Beam is fired, however. This means an uncharged beam would produce 6% damage instead of 5%, and a fully charged beam would go from producing 25% to 30%.
High Jump (Up+B)
The Omega Metroid can leap high vertically into the air. She can take this vertical distance and launch herself diagonally. If the Omega Metroid uses this special and is next to an opponent, whether on the ground or in the air, she will grab the opponent, do an energy drain, dealing 5% damage on her opponent, while reducing 5% damage of her own. This is the only attack the Omega Metroid has where dealing damage is equal to the damage she reduces for herself. Once the Omega Metroid does this, she will leap off her opponent, doing a backward somersault with her tail inflicting additional damage on her opponent as she spins once in the air, similarly to Captain Falcon's Falcon Dive.
The tail will cause an additional 12% damage and launch the opponent at a 45° angle. If this attack is used below the stage, the opponent will be launched against the wall and bounce diagonally downward if he or she doesn't tech. This is similar to most attacks with a strong knockback capable of using the stage as a means to KO the opponent as he or she falls. Similarly, if done high enough in the air, the opponent will either hit the ceiling or end up being star KO'ed. This attack can be performed if the Omega Metroid is successful at hitting the opponent in the air in a manner similar to both Samus' and Zero Suit Samus' combos. This is ideal on stages with low ceilings like Battlefield or Dream Land 64.
Absorption (Forward+B)
Similar to Wario's Chomp, but different in purpose. The Omega Metroid will lunge her head forward as she leans, gripping the opponent with her teeth. Because this special behaves more like a grab, it's impossible to shield. It doesn't linger like Wario's Chomp. If the Omega Metroid successfully uses Absorption, the player can tap neutral B repeatedly to absorb, reducing damage while causing damage to the opponent. For every 2% caused by Absorption, the Omega Metroid reduces her own damage by 3%. The more damage the opponent has received, the longer the Omega Metroid can hold her opponent.
Also similar to Robin's Nosferatu, but not quite exactly, if the opponent is facing away, the Omega Metroid will reduce her own damage by 6%, where the opponent will receive 4% damage per drain. Although this might seem high, it's not necessarily so, since the Omega Metroid would need to find a way to get behind the opponent or take an advantage for when the opponent is facing away. The reason for this is because when someone is facing away from his or her opponent, he or she is left vulnerable. I thought it would be best to use this reason for the additional damage and health recovery. If Absorption is used off-stage, both the Omega Metroid and opponent will be in a helpless animation, though the Omega Metroid can still absorb. This can cause suicide.
Carapace (Down+B)
The Omega Metroid is covered in armor, which allows her to reduce damage and be resistant to knockback for some time. This would be considered heavy armor. Heavy armor generally doesn't reduce damage, however, and that's what's unique about the Omega Metroid when she faces away. Because the Omega Metroid receives 0.5x more damage if hit directly on the chest, she has a way to mitigate this. Aside from simply turning away to reduce damage by half, Carapace is a feature that reduces damage to the chest by 0.25x. This also increases shield health by this much. If the Omega Metroid shields, or if she is hit on the chest during this time, Carapace will begin to falter. The stronger the attack, the sooner Carapace will be compromised.
Carapace doesn't offer 0.25x for any other area except the Omega Metroid's chest. This means that if the player turns away from the opponent during an attack, the damage won't be reduced by 0.75x. If an attack does 10% damage, for example, the Omega Metroid will receive 15% damage if hit on her chest. At the same time, with Carapace active, this doesn't mean the Omega Metroid will only receive 8% damage. Rather, she will receive 11% damage, since increase the defense by 0.25x doesn't ignore the original 0.5x. This can be explained mathematically.
An attack doing 10% damage multiplied by 0.5 provides 15%. Since an attack dealing 10% damage would increase to 15%, multiplying 15% by 0.25 gives us 3.75%. 15% minus 3.75% gives us 11.25%. Since the game may translate this as a whole number, the Omega Metroid would instead receive 11% damage, not 15%. To reiterate, the rest of the Omega Metroid's body doesn't decrease damage by 0.25x. Only her chest receives this reduction, and her shield receives 0.25x more health.
Grabs
Energy Drain (A)
When the Omega Metroid grabs her opponent, she can reduce her damage while increasing her opponent's damage. While Energy Drain seems like significant damage in the beginning, the higher the percentage of the opponent, the less the Omega Metroid can recover. To illustrate, imagine drinking soda through a straw. The more you drink, the less soda there is. So it is with Energy Drain. If the opponent's damage is 0 to 9%, the Omega Metroid will recover 10% per drain. 10% to 19%, she'll restore 9%. Thus, by the time the opponent is at 100% or higher, the Omega Metroid will only be able to decrease her damage by 1%. Of course, being at higher percent will extend the duration of being grabbed.
Carapace Catapult (Up+Throw)
The Omega Metroid throws her opponent onto her back, launching him or her with her carapace at a 90° angle while dealing 10% damage. Because the launch isn't too high, the Omega Metroid can follow up with aerial combos. She could use Claw Assault, or if she's on a high platform, she can use Arc Slash to try guaranteeing a win.
Plasma Stream (Forward+Throw)
The Omega Metroid will throw her opponent at a 45° angle and release a stream of plasma. This throw causes 9% damage, but the beam will cause additional damage of up to 3%, totaling in 12% damage. This is the Omega Metroid's strongest throw because of a unique feature. This unique feature is that if the Omega Metroid has Plasma Beam fully charged, the beam will cause 6% damage instead of 3%, resulting in 15% damage.
Rumble (Backward+Throw)
This throw almost resembles Tail Slam, but there is a difference. Once the Omega Metroid slams her opponent against the ground, she'll fall backwards while her opponent is still in the air and strike him or her with her tail, launching the opponent at a 20° angle. This is a useful throw against those near the stage because of the distance it launches them. At sufficient percent damage, the Omega Metroid can KO her opponent. Both the slam a tail whip that follows up both produce 6% damage, granting a total of 12%.
Tail Slam (Down+Throw)
The Omega Metroid will use her tail to slam her opponent against the ground, producing 10% damage. This will launch the opponent in an 80° angle, but not too far for the opponent to escape from avoiding a potential combo. Of course, the higher the percent, the more likely the opponent can escape by jumping or air-dodging.
Final Smash
Queen Metroid (B)
The Smash Ball is the key to altering the Omega Metroid's genetic make-up, allowing her to become the next stage of her development. As the Queen Metroid, she has drastic increases in damage output and defense akin to Giga Bowser. When the Omega Metroid becomes the Queen, she'll remain immobile, but her special attacks can be used. Plasma Beam (B) will remain unchanged, although damage and knockback will be increased. Those who manage to avoid this can be dealt with by summoning Metroids (Up+B). Alternatively, the Queen Metroid can shake the ground (Down+B), stunning those who are grounded. She's able to then lunge her head forward with a bite (Forward+B), which possesses a freeze frame. This attack is successful at KO'ing, delivering 40% in a single hit. The range of this lunge is half a stage.
List of Supporters
Uffe
SorrowOfAcheron
Zeox
List of Opposers
Last edited: