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It is easy to counter if whiffed, so don't throw it out mindlessly. Down Tiltĭark Samus's down tilt has quick startup, but lots of endlag, and is very unsafe on shield. It can also be used to hit opponents on the ledge after their invulnerability runs out. With relatively low endlag, this is a decent move to throw out against opponents above you. The hitbox on Dark Samus's foot deals the most damage, so it's important to space properly. This is a pretty quick move with decent range. It is a decent KO option at higher percents though. Sends opponents upward, and can cross up shields, although it has significant endlag, making it punishable, and it does not combo. Note that there are other options they might pick as well, such as spot dodging or going offstage, so take a mental note of which options they go for most frequently. And if you expect it to shield, go for a grab, or bait out its Up B with a safe aerial, then punish. If you expect it to use Fair, shield and punish with an out of shield option. If you expect the Dark Samus to grab, jump just before entering its grab range to hit it with an aerial. A good Dark Samus will mix this option up each time, but some of them have one particular option they prefer, so watch out for it and try to counter. Once you get up close, Samuses will typically do one of three things: grab (most common), short-hop fair (2nd most common), or shield (3rd most common). It's up to you to weave through its projectiles to get in close, using a mix of jumping, shielding, spot dodging, and parrying.
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How to Beat Dark Samus Close the gap and see how DarkSamus reactsĪs Dark Samus has no real reason to fight up close, it will usually stand near the ledge and use a mixture of missles and charge shot. Duck Hunt is a character who is also able to counter with its own zoning, which can make it hard for Dark Samus's projectiles to hit their mark. Dark Samus CountersĬharacters with reflectors can turn Dark Samus's main line of offense against it, and it also cannot fight up close against characters with good frame data, so characters like Fox and Wolf are extremely difficult matchups for it. Thus, characters like Ganondorf, Kirby, and Piranha Plant, who are slow and cannot effectively counter its projectiles, will have a hard time closing the gap to fight up close. With a wide variety of projectiles, as well as a good OOS option, Dark Samus has a good matchup on big body and slow moving characters, as well as characters who cannot safely pressure shield. ・High survivability thanks to heavyweight class ・Relatively quick and long lasting aerials ・Down Special (bombs) allows for it to mix up its recovery ・Access to several powerful projectiles that allow it to zone out opponents See Our Tier List Here! Dark Samus's Strengths and Weaknesses Strengths Dark Samus has a slightly better roll, and a few moves with slightly larger hitboxes, so if you are unsure of which Samus to use, Dark Samus is the better option. Differences from Samusįor the most part, changes between Samus and Dark Samus are mainly aesthetic, although there are a few very minor differences with some of their moves. Bombs (Down B) and B Reversing can be used to mix up its movement, allowing you to bait your opponents and land a charge shot to seal stocks. It has access to KO moves such as Charged Shot, Forward Aerial, as well as its up throw, and also has relatively good aerial attacks.Ĭonversely, Dark Samus struggles at close range, and will have a hard time dealing with characters who have reflectors / energy absorbing attacks, as well as quick characters with good frame data. Just like regular Samus, Dark Samus is very good at long to mid range, allowing it to use its specials to keep opponents away and limit their options. A long ranged zoner best played defensively