Samus Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

Welcome to Game8's Smash Ultimate Wiki!

Recent SSBU Updates
Kazuya Mishima Moveset and Release Date
All Update and Patch Note History

Official Patch Notes for 12.0.0 Out Now!
Ver. 12.0.0 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Samus Guide

This is a guide to Samus in the game Super Smash Bros. Ultimate. Everything about Samus, including how to unlock them, bread and butter combos, frame data, alt costumes and skins, as well as Samus matchups and counters, can be found here.

Samus Tier and Overview

Stats and General Info

Samus
Samus Image
Game Series Metroid
Smash Bros. Debut Super Smash Bros. (64)
Fighter Number 4
Unlock Order Default
Number of Jumps 2
Weight 108 Units (10/87)
Dash Speed 1.654 (50/87)
Air Speed 1.103 (34/87)
Fast Fall Speed 2.128 (74/87)
Special Attributes Wall Jump, Tether

Tier List Placement

SSBU Samus Icon A Tier Tier

A long ranged zoner best played defensively

Thanks to her mainly projectile based moveset, Samus is very good at long to mid range, allowing her to use her specials to keep opponents away and limit their options. She has access to KO moves such as Charged Shot, Forward Aerial, as well as her up throw, and also has relatively good aerial attacks.

Conversely, 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. Bombs (Down B) and B Reversing can be used to mix up her movement, allowing you to bait your opponents and land a charge shot to seal stocks.

See Our Tier List Here!

Samus's Strengths and Weaknesses

Strengths ・Access to several powerful projectiles that allow her to zone out opponents
・Several long lasting aerial attacks
・Down Special (bombs) allows for her to mix up her recovery
・Relatively quick and long lasting aerials
・High survivability thanks to heavyweight class
Weaknesses ・Slow startup on most moves
・Struggles to fight up close
・Floaty, and easy to combo

Samus Matchup Chart

Matchup Chart

Samus Image
-2
Duck HuntFoxOlimarWolfZero Suit Samus
-1
FalcoGreninjaJokerMarioMin MinMr. Game & WatchPalutenaPikachuRosalina & LumaRoySheikVillagerYoung Link
0
Banjo & KazooieBayonettaCaptain FalconChromCloudHeroIkeInklingIsabelleLinkLucarioLucasLucinaMarthMega ManMeta KnightMewtwoMii BrawlerMii GunnerMii SwordfighterNessPac-ManPichuR.O.B.RobinSephirothShulkSimon/RichterSnakeSonicSteveToon LinkWarioWii Fit TrainerZelda
+1
BowserBowser Jr.BylethCorrinDiddy KongDonkey KongDr. MarioIce ClimbersJigglypuffKenKing K. RoolLittle MacPeach/DaisyPit/Dark PitPokemon TrainerRidleyRyuTerryYoshi
+2
GanondorfIncineroarKing DededeKirbyPiranha Plant

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Samus.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Good Matchups For Samus

With a wide variety of projectiles, as well as a good OOS option, Samus has a good matchup on big body and slow moving characters, as well as characters who cannot safely pressure shield. Thus, characters like Ganondorf, Kirby, and Piranha Plant, who are slow and cannot effectively counter her projectiles, will have a hard time closing the gap to fight up close.

Samus Counters

Characters with reflectors can turn Samus's main line of offense against her, and she also cannot fight up close against characters with good frame data, so characters like Fox and Wolf are extremely difficult matchups for her. Duck Hunt is a character who is also able to counter with its own zoning, which can make it hard for Samus's projectiles to hit their mark.

How to Beat Samus

Close the gap and see how Samus reacts

As Samus has no real reason to fight up close, she will usually stand near the ledge and use a mixture of missles and charge shot. It's up to you to weave through her projectiles to get in close, using a mix of jumping, shielding, spot dodging, and parrying. 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). A good 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.

If you expect the Samus to grab, jump just before entering her grab range to hit her with an aerial. If you expect her to use Fair, shield and punish with an out of shield option. And if you expect her to shield, go for a grab, or bait out her Up B with a safe aerial, then punish. 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.

Stay conscious of charge shot

This is Samus's #1 tool in neutral, as it does damage and KOs at higher percents. Never forget that she might use it at any time, and if it is fully charged, you will see her blinking. Be aware of when charge shot is ready, and have a plan to either dodge or counter it before it hits you. Reflectors can send it back, energy absorbers (PK Magnet, etc) can absorb it, and certain items (all of the Link's bombs, etc) can nullify it. When uncharged, many aerials can even nullify it, so your whole game plan should be based around how to work around this move.

Samus Combos

Bread and Butter Combos
Up Air━Up Air━Up Special
D-Throw┳Fair
     ┗Nair
Up Tilt┳Up Smash
   ┣Up Air
   ┣Nair
   ┣F Tilt
   ┣Up Special
   ┣D Tilt
   ┗Fair
Advanced Combos
Down Special━Dair
(A killing combo after a shield break)

Bread and Butter Combos Guide

Combo 1
Combo 2
Combo 3
Up Air Combos
Use Up Air→Up Air→Up Special on low-percentage opponents. For lighter characters, this combo will stop landing from 25%. (Heavier characters can be caught in this combo up to 50%)
Down Throw Combos
Down throw to neutral air combo is an easy and effective Samus combo that can be used on various opponents from 0-110% depending on their size. For lower percents, down throw→short hop→neutral air will land, and for middle to higher percents, down throw→full hop→neutral air will connect.
Up Tilt Combos
Up tilt combos can be connected on ground opponents between 5-80%. Be careful when landing just the edge of up tilt on lower percentage opponents. It will not combo. When your opponents are at low percents, it will be easier to land grounded attacks, and when in middle to higher percents, it will be easier to land aerials.

Advanced Combos Guide

Killing Combo After Shield Break

Shield Break Punish
Samus can pressure opponents at the edge with down special→jump→down air to perfrom a meteor smash. On a shield-broken opponent near the ledge, this is a easy way to get a confirmed KO.

Samus Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up B 4 Frames
Up Air 8 Frames
Neutral Air 11 Frames
Up Smash 11 Frames

Up Special is by far Samus's best out of shield option, at only 4 frames. Its quick startup is enough to punish most moves, but beware that if missed, Samus will go into helplessness and be easy to punish. Shield grab takes 19 frames, so it is not viable in terms of on OOS punish, unless the move hitting shield was extremely slow.

Jab (Neutral Attack)

Damage (%) Startup Frames
Jab 1
(A)
3.6 3
Jab 2 9.6 6

Jab (Neutral Attack)

The move hits twice, but due to the second hit's long startup, it often doesn't connect, so it's usually a good idea to stop before it comes out.

Dash Attack / Tilts

Damage (%) Startup Frames
Dash Attack
(Dash + A)
12 10
Dash Attack (Beginning Hit) 8.4 8
Dash Attack (Weak Hit) 7.2 14
Forward Tilt (Tilted Up)
(← or → + A)
9.6/10.8/12/13.2 8
Forward Tilt (Tilted Down)
(← or → + A)
9.6/10.8/12/13.2 8
Forward Tilt (Normal)
(← or → + A)
8.4/9.6/10.8/12 8
Up Tilt (Grounded Opponent)
(↑ + A)
15.6 15
Up Tilt (Opponent in Air)
(↑ + A)
14.4 15
Down Tilt
(↓ + A)
14.4 6

Dash Attack

Sends opponents upward, and can cross up shields, although it has significant endlag, making it punishable, and it does not combo. It is a decent KO option at higher percents though.

Forward Tilt

This is a pretty quick move with decent range. The hitbox on Samus's foot deals the most damage, so it's important to space properly. Can also be angled up or down.

Up Tilt

With relatively low endlag, this is a decent move to throw out against opponents above you. It can also be used to hit opponents on the ledge after their invulnerability runs out.

Down Tilt

Samus's down tilt has quick startup, but lots of endlag, and is very unsafe on shield. It is easy to counter if whiffed, so don't throw it out mindlessly.

Smash Attacks

Damage (%) Startup Frames
Forward Smash (Tilted Up)
(Smash ← or → + A)
15.6/15.6/18 10
Forward Smash (Tilted Down)
(Smash ← or → + A)
13.2/13.2/16.2 10
Forward Smash (Normal)
(Smash ← or → + A)
14.4/14.4/16.8 10
Up Smash Hit 1
(Smash ↑ + A)
3.6 11
Up Smash Hit 2 3.6 15
Up Smash Hit 3 3.6 19
Up Smash Hit 4 3.6 23
Up Smash Hit 5 7.2 27
Down Smash Hit 1
(Smash ↓ + A)
12 9
Down Smash Hit 2 14.4 17

Forward Smash

At 10 frames, it has pretty decent startup. Sends opponents very far forward, so it is a good KO option.

Up Smash

Samus attacks above her, so it usually won't hit grounded opponents. From start to finish, it is a long move, so beware of endlag. A decent oos option, but not her quickest.

Down Smash

Attacks in front of and behind Samus. It is Samus's fastest smash attack, and can be used to hit opponents grabbing on the ledge.

Aerials

Damage (%) Startup Frames
Neutral Air Hit 1
(A + no direction while airborne)
12 8
Neutral Air Hit 2
(A + no direction while airborne)
10.8 14
Neutral Air Hit 2
(Late Hit)
9.6 16
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
3.6 6
Forward Air (Hits 2-4) 1.92 12/18/24
Forward Air (Hit 5) 6.0 30
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
14.4/16.8 9
Back Air
(Late Hit)
10.8 11
Up Air 1
(↑ + A While Airborne)
3.6 5
Up Air Hits 2-4 1.56 7/10/13
Up Air Hit 5 4.8 16
Down Air (Early Hit)
(↓ + A While Airborne)
12 17
Down Air (Spike) 16.8 19
Down Air (Late Hit) 12 22
Zair
(Grab while in Air)
1.8 8
Zair
(Tipper)
3.6 16

Neutral Air

This move has pretty decent horizontal knockback, and is -5 on shield, so it is somewhat safe. Landing it will allow Samus to put some space in between her and an opponent, letting her play at mid/long range where she does best. Can also be used for edgeguarding and KOing.

Forward Air

With its range and long lasting hitbox, this is a good move for opponents getting in close. It's unsafe on shield, so the main place to use it is either after a down throw, when recovering from ledge (drop down, jump, fair), or when reading a jump.

Back Air

Samus's back air has great range, and is the strongest of her aerials. It is -9/-10 on shield, so not exactly safe, although it is a good KO move, and can even be comboed into from an uncharged neutral B.

Up Air

Samus's fastest aerial. If it hits, you can follow up with another up air, or an up special. Good for juggling opponents.

Down Air

The move has rather slow startup, but it does have a meteor hitbox, so you can spike opponents trying to recover low. If it hits an opponent on stage, you can follow up with an up air or up special.

Specials

Damage (%) Startup Frames
Neutral Special (Not Charged)
(B)
6.0 16
Neutral Special (Fully Charged)
(B)
33.6 16
Side Special (Homing Missile)
(← or → + B)
9.6 18
Side Special (Super Missile)
(← or → + B)
14.4 21
Up Special (Grounded)
(↑ + B)
3.6 4
Up Special (Continuous Hits)
(↑ + B)
1.2 7
Up Special (Last Hit)
(↑ + B)
2.4 25
Up Special (Continuous Hits)
(Aerial)
1.2 5
Up Special (Last Hit)
(Aerial)
1.2 27
Down Special (Bomb)
(↓ + B)
4.8 33
Down Special
(Bomb Explosion)
6.0 1

Neutral Special (Charge Shot)

Perhaps the most important part of Samus's gameplan. Pressing B will initiate a charge, and pressing it again will release it. Once fully charged, it can be released at any time with B, to deal around 30 damage to an opponent, which also KOs at higher percents.

While charging, jumping, shielding, rolling, or spot dodging will allow you to cancel the charge so you can resume later (if midair, double jumping or air dodging also works). Charge the move at any spare opportunity you have (such as after KOing, or when you don't think you will be able to get an edgeguard), and try to read your opponent's movement to hit them in the air or offstage.

Side Special (Homing Missile/Super Missile)

Fires a missile straight ahead which, when a smash input is used, will become a stronger missile. These are used in conjuction with charge shot for stage control and to limit and opponent's movement. One super missile and two homing missiles can be out at a single time.

Up Special (Screw Attack)

This move has incredibly fast startup, and is great as an out of shield option. Samus becomes invulnerable during its startup, allowing her to sometimes stage spike opponents who try and edgeguard her offstage. It also deals considerable upward knockback, so it can be used to KO.

Down Special (Bomb)

Another projectile that can be used for stage control. This move is also very useful for mixing up Samus's recovery, as it allows her to stall her movement. In some cases, it can be used to 2-Frame opponents.

Grabs and Throws

Damage (%) Startup Frames
Pummel 1.3 1
Grab (Normal) - 15
Dash Grab - 17
Pivot Grab - 18
Forward Throw (Hitbox)
(← or → While Grabbing)
12 16
Back Throw (Hitbox)
(← or → While Grabbing)
12 12
Up Throw (Hitbox)
(↑ While Grabbing)
6.0 15
Up Throw (Throw) 8.4 16
Down Throw (Hitbox)
(↓ While Grabbing)
9.6 21

Forward Throw

Samus's forward throw doesn't have much knockback, so it is only really used to throw opponents offstage if Samus is facing that direction. Use it to set up an edgeguard.

Back Throw

If you are standing at the edge and you catch an opponent with a grab, it can be used to throw them offstage. At higher percents it can KO.

Up Throw

This move can KO at higher percents (150%+), so it is a KO option from midstage.

Down Throw

At low to mid percents, this sets up for a combo into Fair. When an opponent moves in to Samus and you read that they will shield, grabbing them, then using down throw into Fair is a good option to send them away.

Final Smash

Attack How to Use Effect
Zero Laser Press B after obtaining the Smash Ball A massive laser that fires across the screen. While firing, the beam can be angled up or down. It unleashes several multi hits on the characters caught in the blast for massive damage.

Samus Balance Changes

Version 7.0.0 Balance Patch

Change
Dash Attack Increased the power of the beginning of the attack.
Up Smash Attack Extended launch distance.
Down Smash Attack Extended launch distance.
Up Throw Extended launch distance.
Other Increased power of midair grab.
Increased the amount of time hit detection lasts for midair grab.
Increased shield size.

Version 4.0.0 Balance Patch

Change
Basic Movements Adjusted the vulnerability when waking up from sleep to match other fighters.
Up Smash Attack Shortened launch distance when the full combo doesn't connect.

Version 3.1.0 Balance Patch

Change
Up Smash Attack Made it easier to hit multiple times..

Version 3.0.0 Balance Patch

Change
Neutral Special Reduced the power against shields.

Version 2.0.0 Balance Patch

Change
Side Special Extended the range of the missile and increased the vulnerability when using the move in the air.
Down Special Reduced vulnerability.

Major Changes from Smash 4

Change
Neutral Special
(B)
Can now be charged in the air, and charge canceled by jumping or air dodging. [red]Easier to charge = Buff[/red. However, it now has more recoil when fired midair.
Midair Up B
(↑ + B While in the air)
The side hitboxes have been made smaller.
Neutral Aerial
(A while airborne)
Increased knockback, making it better for KOing when landing. Buff.
Grab
(Z)
Less landing lag and startup time. Buff.

How to Unlock Samus in World of Light

In World of Light, Samus is found in the Pac-Maze. To unlock her, go to the Pac-Maze and defeat her.

Samus Alt Costumes and Skins

Samus Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

    The Like Feature

    You can save a comment for later by giving it a Like.
    As a member:Get access to several features!

    Opinions about an article or post go here.
    Opinions about an article or post
    We at Game8 thank you for your support.
    In order for us to make the best articles possible, share your corrections, opinions, and thoughts about "Samus Guide: Matchup Chart and Combos" with us!
    When reporting a problem, please be as specific as possible in providing details such as what conditions the problem occurred under and what kind of effects it had.

    Walkthrough Menu

    New Comment

    • >>[7]
      Shulk does have the speed option, so that’s a good choice.
      Or, you can use spirits that increase speed.

    • >>[5]
      Is there any Mario character matchups here?
      Or Yoshi character matchups?
      Thank you so much!

    All rights reserved

    Back to the Top