Stage: Phaaze


Phaaze from Metroid Prime 3: Corruption

Name: Phaaze

Universe: Metroid

Debut: Metroid Prime 3: Corruption

Stage Size: Large

Hazard Level: 4 (out of 5)

Availability: Starter

Phaaze is the origin of Phazon and is a near-living planet. It uses Leviathon’s to invade other planets and spread Phazon.  During the events of Metroid Prime series, Phaaze launched several Leviathans in various worlds such as Tallon IV, Elysia, and the Pirate Homeworld. Dark Samus took the power of Phaaze and harnessed it for her own. It is a world of peril, danger, and death thus it should be avoided at all costs.

Appearance

The first phaaze (lol) is located above the planets atmosphere. The planet appears blue, cold, dark, and evil. The planets atmosphere shifts and changes every now and then. The stage itself appears to be frozen phazon but it does not have normal ice properties.

The second phaaze is below on the surface. The stage becomes a singular platform of phazon and is set overlooking a massive area of Phazon-corrupted landscape. The background shots every now and then. As well, at least once, a Leviathan will launch out from the planet.

The third phaaze returns the players back to above the atmosphere.

Hazards

The first phase of the stage has no hazards to speak of save for a little floatiness due to the space-like conditions. Players can also jump higher. The stage will begin to fall but players are not affected during this point.

However, when the stage lands on the ground, the real danger begins. After 50 seconds pass, a warning sign will appear and a single floating platform will appear. Phazon-like gases invades the stage and spreads all along the bottom of it. Touching it will poison players and will take away 3% health every 2 seconds. If you touch it but escape, the poison will stay with you for 6 more seconds before disappearing.

The Phazon gas stays in the stage for 20 seconds before stage goes up into the atmosphere again.

Music

Phaaze (Metroid Prime 3)
Aurora Unite 313 Head (Metroid Prime 3)
Pirate Homeworld (Metroid Prime 3)
Gandrayda (Metroid Prime 3)
Dark Samus Battle Theme (Metroid Prime 3)
Mutate Emperor Ing Battle 2 (Metroid Prime 2)
Dark Sanctuary Fortress (Metroid Prime 2)
Dark Agon Wastes (Metroid Prime 2)
Sector 3: Pyrosphere (Metroid: Other M)
Environmental Danger (Metroid: Other M)

Cameos

Leviathans

My Thoughts

This stage appears as the homestage for Dark Samus.  In fact, adding Dark Samus into my roster automatically added in Phaaze.  I wanted a really dark stage that utilizes poison and had a dark-blue/gray color scheme.  Phaaze just seemed to fit what I was looking for.

Chances of Being in SSB4

? – Phaaze will only appear if Dark Samus is added (most likely) so I don’t see it being a stage unless that happens.

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Returning Assist Tropies


Devil

Universe: Devil World

Debut: Devil World

Devil is the main antagonist from the Devil World series. He appears and flies to the top if the screen where he then begins to move the camera with his fingers.

He behaves exactly as in Super Smash Bro. Brawl

Dr. Wright

Universe: SimCity

Debut: SimCity (1992)

Dr. Wright is an obscure character from a smaller franchise: SimCity. He gets his name from SimCity creator, Will Wright. He is a Nintendo character though. He appears and immediately causes several buildings to spring up from the ground and tosses up players high into the air. Very rarely, the skyscrapers become much bigger and causes higher knock back.

Dr. wright behaves exactly how he did in Super Smash Bros. Brawl.

Excitebikes

Universe: Excitebike

Debut: Excitebike (1985)

Excitebikes are high-performance bikes that are capable of performing high jumps and incredible boosts of speed.  When they appear, they start racing around the stage while dong speed boosts and incredible jumps.  They can push players around.

Excitebikes behave as they did in Super Smash Bros. Brawl.

Helirin

Universe: Kuruin

Debut: Kuru Kuru Kururin (2001)

Helirin is a specialially designed air-craft that is piloted by Kururin.  In SSb4, it rotates slowly and allows players to jump on it as use it as an additional platform.

Helirin behaves exactly how it did in Super Smash Bros. Brawl.

Jill

Universe: Drill Dozer

Debut: Drill Dozer (2006)

Jill is the daughter of the leader of a righteous band of bandits named the Red Dozers.  She is a capable pilot of the drill dozer.  She appears and begins drilling across the stage while damaging players.  Near the end of her time, a whirlwind affect appears for added damage.

Jill Fozer behaves exactly as how she did in Super Smash Bros. Brawl.

Metroid

Universe: Metroid

Debut: Metroid (1987)

The Metroid is a parasitic life form that survives by latching itself on to any lifeform and then begins to suck the opponent of energy.  Conventional weapons have to effect on it but freezing them seems to help defeat it.  The Metroid appears and, immedaitely, begins sucking the opponent of energy and health.  It also causes flinching in the opponent.

The Metroid behaves exactly how it did in Super Smash Bros. Brawl.

Mr. Resetti

Universe: Animal Crossing

Debut: Animal Crossing (2001)

Mr. Resetti always appeared when the player would turn off the power while playing Animal Crossing without saving.  This act would always warrant a irate response from the mole.  When Mr. Risetti appears, he begins to lecture the players, mock, and yell at them.  His dialog, while humorous at times, can be down right abusive.  If he is hit enough times, he may even explode.

Mr. Risetti behaves exactly how he did in Super Smash Bros. Brawl.

Name: Tingle

Universe: Legend of Zelda

Debut: Legend of Zelda: Majora’s Mask (2000)

Tingle is a thirty-five year old man who is obsessed with faeries and believes faeries exist.  He is a skilled cartographer and adventurer who is always trying to dig up some type of treasure.  Tingle appears and summons random items such as a plethroa of Hammers and Golden Hammers, healing items, banana peels, Lip’s Stick flower affects, Superspicy Curry status, Watermelon status, or he might just vanish in the air in a puff of balloons.

Tingle behaves exactly as he did in Super Smash Bros. Brawl which the exception of giving out healing items and the Watermelon status.  He also takes on a Skyward Sword appearance.

 

Veteran: Zero Suit Samus


Zero Suit Samus from Super Smash Bros. Brawl

Name: Zero Suit Samus

Universe: Metroid

Debut:

Element Alignment: Lightning

Affinity: Good

Reasons for Fighting: Revenge

Zero Suit Samus makes an appearance as Samus’ alter ego after using her Final Smash. As before, you can access this form through taunting or the character select screen. Zero Suit Samus focuses on speed and electrocuting her opponents with her gun. Her Stun Gun stuns longer and does more damage but she still retains her aerial skills and speed that was from SSBB.


Changes from SSBB to SSB4

Zero Suit Samus’ jab attack can now connect on all characters. As well. Zero Suit Samus’ stun gun does more damage on her Forward and Down Smash and stuns longer (5 frames longer), her dash attack is much faster, and her down tilt does 3% more damage.


Zero Suit Samus Special B Move Set

  • Neutral B – Paralyzer
  • Side B – Plasma Whip
  • Up B – Plasma Wire
  • Down B – Flip Jump

The Final Trio

  • Final Smash – Power Suit Samus
  • Final Melee – Partial Suit
  • Final Brawl – Deadly Hunter

Descriptions

Power Suit Samus is Zero Suit Samus’ Final Smash. This retains the same properties and transforms Zero Suit Samus back into Power Suit Samus.

  • Beginning Cinematic: Zero Suit Samus flips up and lands. Electricity begins to move about her. She then swipes her hand in the air dramatically.

Partial Suit is Zero Suit Samus’ Final Melee. The armor that was previous shed begins to peace itself around Zero Suit Samus. The back of her helmet, the armored back portion, parts of her arm, her arm cannon, one large shoulder pad, and parts of her legs fit over her body. Zero Suit Samus retains her speed and aerial finesse while still controlling the power of the Power Suit. All of Zero Suit Samus’ attacks are increased by half and have very high knock back. She still retains her speed and has 10% Super Armor. She can fire the Arm Cannon but her Side B is Plasma Whip, her Down B is Flip Jump, and her up B is Screw Attack. After the attack is finished, the armor falls back off and can be used again.

  • Beginning Cinematic: Zero Suit Samus lens back and spreads out her arms. Electricity flows around her body and the armor pieces begin to piece themselves around her body.

Deadly Hunter is Zero Suit Samus’ Final Brawl. Zero Suit Samus rushes forward and kicks the opponent. She then jumps and uses her Plasma Whip to grab the opponent and throws them up while in mid-air. She then jumps up and does a high kick to send them up into the sky. It has extremely good KO ability and does very high vertical damage. It does 65% Damage.

  • Beginning Cinematic: Zero Suit Samus brings out her pistol and the plasma whip shoots out. She cracks it (much like in the SSBB debut trailer) and then rushes forward.

Proposed Stage – Skytown, Elyssia

New Taunt(s)

  • Right Side – Zero Suit Samus stands up straight, brushes back her hair, and says “Time to go!”

Palette Swap

Light Zero Suit Samus – Resembles the PED Palette Swap

DLC Costumes

Military Samus

  • Attributes: 5% Speed Increase, 4% dodge speed increase, 6% jump increase, 2% fall speed increase, 2% strength decrease, 7% defense decrease, and 5% shield decrease.

Current Zero Suit Samus Move Set (taken from the SmashWikia)

Changes are in BOLD

Ground Attacks

Normal
  • Neutral Attack – Palm Strike, Pistol Whip, Hip Thrust. Hits for 2%, 2%, 3%, respectively, for a total of 7% damage. Links properly for all characters.
  • Dash Attack – Leaps off of the ground, with a leg extended horizontally, traveling forward a bit. Similar in appearance to Fox’s. Can easily be followed with tilts at low to mid percents, and can lock if buffered properly. 7% damage. Is faster than before with little lag.
  • Forward Tilt – An around-the-body kick 45 degrees from horizontal (when tilted upward). Can also be angled closer to horizontal (with forward held) or a quick, short ranged low leg sweep (when tilted down). Very low knockback. 6% damage.
  • Down Tilt – Similar in appearance to Sheik’s Down Tilt, a prone leg-sweep. Knocks upwards. Can combine with other attacks well. 9% damage.
  • Up Tilt – Does handstand-splits while spinning in place, legs moving up vertically. Two hits for 5% then 6%, totaling 11% damage. Pretty good knockback at higher percents, and at low percents it sets up combos well. Replaces her Down Smash as a semi-effective means of hitting opponents on both sides.
Smash Attacks
  • Forward Smash – Slashes forward with the whip. Good disjointed range, but poor knockback, and high starting and ending lag. Hits slightly behind her as well. 12%-18% damage in front, 6% damage behind.
  • Down Smash – Aims down and shoots Paralyzer at the ground in front of her, creating a lightning effect. Only hits in front. Low damage and delayed knockback, but stuns the target in place for a much longer time than before in SSBB. A rather unique attack, and it can be followed up by a Side Smash. Double Down Smash followed by Up Smash (or whatever is appropriate at the time) is an effective combo. Also moves Zero Suit Samus forward a little. Can infinite Fox at mid percents and other fast fallers to a lesser extent. 1316% damage.
  • Up Smash – Samus spins, extending the Plasma whip up above her head in a swirl. Hits multiple times, long vertical disjointed range and decent horizontal range. Only the tip of the plasma whip does knockback. 12-16% damage.

Aerial Attacks

  • Neutral Aerial – Samus spins the whip around her body. Fairly good knockback and long range. Always deals 10% damage, regardless of decay, and does not refresh decay on other moves.
  • Forward Aerial – Two forward kicks, each slightly faster and only slightly weaker than Samus’s Back Aerial. The second kick is stronger than the first. Because of the knockback of the first kick, it such a pain to hit with both kicks unless taking advantage of upward and forward momentum from a jump. 6% then 11%, for a total of 17% damage.
  • Back Aerial – Backward kick, similar in appearance to Samus’s Back Aerial, but is a bit faster and has a larger hitbox. High knockback, and arguably her best KO move in the air. 13%
  • Up Aerial – Flipkicks both legs above her head, similar to Fox’s Up Aerial. High KO potential on lighter characters at as little as 60%, especially if they are near the upper blast line. Sweetspot is directly in front of Samus. 10% sweetspotted, 7% otherwise.
  • Down Aerial – A Stall-Then-Fall. Samus stalls momentarily in midair, and then shoots down diagonally, similar to Sonic’s or Sheik’s Down Aerial. If it hits in midair, the first hit knocks the target into the second hit. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit. Like most Stall-Then-Fall moves, this can be used to cancel some vertical knockback if used while being knocked back. This move can Meteor Smash, but it is very dangerous when not over land as it will not stop until it is used at very high altitudes, similar to Toon Link’s Down Aerial. Extremely fast vertical descent speed makes for an effective solution to her falling speed. 4% on contact, 5% landing, total of 9% damage possible.

Grabs and Throws

  • Grab – Reaches forward with Plasma Whip. Very long range, especially her pivot grab, but is extremely laggy if misses. All of Zero Suit Samus’s grabs have a start-up of 16 frames.
  • Pummel – Knees her victim. 2% damage.
  • Forward Throw – Hits opponent forward with gun. Can chain grab most characters at low percents. Deals 2%, then 7%, for a total of 9% damage.
  • Back Throw – Kicks opponent. Deals 2%, then 4%, for a total of 6% damage.
  • Up Throw – Flips into the air and kicks the opponent. Deals 2%, then 8%, for a total of 10% damage.
  • Down Throw – Slams opponent on ground and stomps on them. Appearance similar to Captain Falcon’s Up Tilt. Ideal for combos. Deals 2%, then 5%, for a total of 7% damage.

Taunts

  • Up: Throws her gun into the air, spins and catches it behind her and says “Is that all?”.
  • Left Side: Activates her whip, flicks it and says “Try me”.
  • Down: Samus spins multiple times quickly on one foot, twirling her plasma whip around her waist like a rhythmic gymnast and says teasingly and seductively, “You’re mine”.

Stage Entrance

  • Appears and the armor falls off from her (allowing it to be thrown).

My Thoughts

Zero Suit Samus was a solid character with a few weaknesses that are addressed in SSB4. Her Stun Gun should do more damage than before. With those changes to her play style, she can become a powerful character.

Newcomer: Dark Samus


Dark Samus looked out into the desolate space. The galaxy was in chaos and it put a smile on her face. Even now, the darkness was seeping forth and swallowing stars one by one. Dark Samus took one last look and turned to leave the observation deck. She went down a dimly lit corridor and walked into a high vaulted ceiling with wavering blue lights and voices that echoed upon the high ceiling. Dark Samus immediately went to the mechanical throne and knelt. From the high throne, steam and smoke spewed out. A withered, mechanical hand stretched out and pointed. Dark Samus nodded curtly and strode forth from the throne room. She took a cage elevator to the bottom floor. She exited the elevator and in the middle was a steel ring that was three times the size of a normal human. In the middle if the ring was a shifting and swirling purple mass. Dark Samus went into the ring and through the purple mass. When she exited, she found herself falling. She stabilized herself and saw castles, forests, and towns dotting the landscape. Behind her, she saw the floating mechanical island disappear from view.

Dark Samus from Metroid Prime 3: Corruption

Name: Dark Samus

Universe: Metroid

Debut: Metroid Prime 2: Echoes (2004)

Element Alignment: Dark

Affinity: Bad

Reasons for Fighting: Corruption

Availability; Starter

Dark Samus is the evil Phazon created image of Samus. She is quite the phenomenon and constantly tries to spread Phazon and hinder Samus where ever she goes. While cold and calculating at times, she is prone to bouts of insanity and dementia when she lacks Phazon. Dark Samus comes to Super Smash Bros. 4 with a unique play style, move set, and a interesting story mode section.


Dark Samus’ Stats

Power: ***
Weight: **
Defense: *
Speed: ***
Jump: ****
Recovery: ****
Element: *****

Dark Samus is much lighter and faster compared to Samus but she lacks the fire power of the original. However, she is extremely strong in her Dark element and many of her attacks utilize Dark damage. She has a higher jump than Samus and has an amazing recovery move to boot. She can also use her tether grab to grab onto ledges and enemies. She has a shorter reach than Samus but she’s faster with lesser start and ending lags.


Samus’ Special B Move Set

  • B – Phazon Cannon
  • Side B – Phazon Spreader
  • Up B – Phazon Boost
  • Down B – Dark Echo

Final Trio

  • Final Smash – Dark Laser
  • Final Melee – Aurora Unit
  • Final Brawl – Phazon Pillar

Descriptions

Phazon Cannon is Dark Samus’ Neutral B attack. Pressing B once will result in three separate Phazon energy shots to travel across the stage. They last around 6 seconds and deals 2% Dark damage for each energy ball. It does 6% damage if hit fully. It can be fired repeatedly by hitting B. Holding down B while cause a Phazon laser to shoot out. It usually takes 6 seconds to charge. Once fired, the beam will shoot out but will end when it reaches a certain length. It lasts around 8 seconds and Dark Samus cannot move during this period. The Phazon laser does 3% every hit and can do up to 10 hits. In total it does 30% Dark damage.

Phazon Spreader is Dark Samus’ Side B move. Dark Samus fires a spray of freezing Phazon that acts like a shot gun buck shot. It fires 6 projectiles that hits for 2% Dark damage Getting hit by the attack does 12% Dark damage. Each projectile has a 10% chance of freezing a opponent. Getting hit by all six projectiles increases it to 60%. It will cause an opponent to fall to the ground if frozen.

Phazon Boost is Dark Samus’ recovery move and Up B move. Dark Samus propels herself up by using Phazon. Holding B will cause her to continue to soar higher. She can stay in the air for a total of 10 seconds if the player holds down B without stopping. The propulsion is slower though so she is somewhat vulnerable to camping.

Dark Echo is Dark Samus’ Down B move. Dark Samus flips backwards and a Dark Echo dashes out. A Dark Echo, physically, is the same as Samus but it’s speed and strength has been nerfed. In fact, is strength does out a 3rd of the original damage. So a basic attack only does 1-3% damage. The Dark Echo will run, jump, and attack other characters. However, if it gets hit with enough damage, it will vanish. Being hit 1 to 4 times with a basic attack or once with a powerful attack will cause it to vanish. It lasts for 15 seconds before it vanishes. If it is destroyed or vanishes, it releases a powerful Phazon blast that does 12% Dark damage and high knock back. If Dark Samus presses Down B again to summon a Dark Echo while another Dark Echo is on the screen, it will vanish immediately with no explosion and the new Dark Echo will dash out. Two Dark Echoes can’t be in play at the same time.

Dark Laser is Dark Samus’ Final Smash. Dark Samus hovers to the center of the stage and holds out her hands and holds them in front of her face. Inside the space between her hands comes a dark ball. It then explodes, sending dark element lasers every where. One hit does 30% damage and little knock back. However, after 8 seconds, the final lasers do very high knock back and can OHKO at low levels.

Beginning Cinematic: Dark Samus begins to overflow with Phazon to the point it looks like electricity. She than boosts from the ground.

Aurora Unit is Dark Samus’ Final Melee. Dark Samus’ merges with the Aurora Unit and becomes a giant mechanical being comprised of dark matter and Phazon. Dark Samus/Aurora Unit sits behind the stage and attacks that way.

– Pressing A will fire a single eye laser that does 25% Dark damage in the middle of the stage.
– Up Tilt fires a single eye laser that does 28% Dark damage that comes from the top to the bottom of the screen.
– Left or Right Tilt fires a single eye laser that does 23% Dark damage that comes from the left or right if the screen.
– Down Tilt fires a single eye laser that does 25% Dark damage that comes from the bottom to the top of the screen.
– Pressing B will cause the eye to grow red and a short laser burst will fire. It has a high radius and high knock back. It does between 26-30% Dark damage.
– Pressing Down B will cause a Dark Echo to appear and run around. Hitting it will cause it to vanish.
– Pressing Grab will cause Dark Samus/Aurora Unit to grab the opponent and shock it with Phazon. It does 45% Dark damage.

Aurora Unit lasts for 13 seconds before it vanishes.

Beginning Cinematic: Dark Samus clenches her fist and Phazon begins to flow from it. She fires it into the sky like a beacon and, from behind her, the Aurora Unit emerges. She jumps up to it and merges herself into it’s red laser eye.

Phazon Pillar is Dark Samus’ Final Brawl. Dark Samus presses her hand onto the ground and a frozen Phazon pillar shoots up around the opponent. It grows higher and higher until it reaches the heavens. Dark Samus walls up to the frozen pillar casually and presses her hand softly on the pillar. The pillar shatters and crashes down. The attack does 65-68% Ice damage.


Proposed Stage – Phaaze

Proposed Taunts

  • Up – She stretches her hands up and laughs cruelly. Looks much like her picture.
  • Left Side – She opens her fist and Phazon begins pulsating in it. She clenches it and extinguishes it.
  • Right Side – A Dark Echo appears and they do a fist bump. The Dark Echo then disappears.
  • Down Side – Dark Samus activates her Phazon Booster and hovers slightly. She laughs cruelly and she then lands.

Proposed Winning Poses

  • Dark Samus descends from the top of the screen with the Phazon Boosters. She then lands and erupts with a flash of Phazon.
  • Dark Samus clenches her fist and opens it up. Phazon erupts up and she thrusts it into the air. Phazon bursts forth and into the air. It highly resembles her Up Smash move.
  • Dark Samus flips to the side and lands. Right before she begins to flip, a Dark Echo flips out from next to her. They land and stare menacingly into the camera.
  • Dark punches her hand forward and then her arm cannon. She then arches her back and releases a sudden storm of Phazon from her hands.

Proposed Stage Entrance

  • A hole that glows with a blue energy forms from the ground. Dark Samus shoots out while encased in frozen Phazon. It shatters and she steps out while overflowing with Phazon.

Proposed Idle Poses

  • She clenches her hand and then opens it up.
  • Phazon energy will at time surge around her body like electricity.

Fighting Stance

  • Arches her back slightly and keeps her hands slightly out stretched at her sides.

Audience Cheer

  • DARK SAMUS! DARK SAMUS! (low female only cheer)

Kirby Hat

  • Basically the same as Samus but only Dark Samu’s helmet.

Proposed Palette Swap

  • Blue – Based off Samus’ Fusion Suit
  • Pink – Based off the Varia Suit from the original Metroid.
  • Brown – Based off the Dark Suit from Metroid Prime 2.
  • Purple – Based off from the Gravity Suit.
  • Green – Based off from the Power Suit from Super Metroid.
  • Grey

Proposed DLC Costumes

Kanden Costume

  • Attributes: Element changes to Lightning, 10% strength increase, 10% speed increase, 15% shield decrease, 5% jump decrease, and 8% Phazon Booster decrease.

Rundas Costume

  • Attributes: Dark Samus’ element changes to Ice, 5% Ice projectile damage increase, 8% jump increase, 5% shield decrease, and 3% speed decrease.

Proposed Dark Samus Move Set

Ground Attacks

Normal
  • Dash Attack – Arm cannon thrust. 9% damage. A quick and far reaching attack that does decent knock back. Fairly fast and no lag at the end.
  • Neutral Attack – Punches first and then punches with her arm cannon. First hit does 3% while the second does 7% damage. The last hit is slower and is a bit delayed after the first punch is thrown.
  • Forward Tilt – Short-hop kick. Dark Samus slightly jumps and does a spinning kick in the air. Does 5-8% damage depending on the distance. Has high knock back and can defeat enemies at percentages 100% and higher.
  • Up Tilt – Elbows upwards. Very fast and quick. Does 6% damage with moderate knock back. very hard to KO; even at higher percentages.
  • Down Tilt – Crouches and performs a 360 leg sweep. Does 7-9% damage dpeneding on the length. It has decent knock back but it has a long reach.
Smash
  • Forward Smash – Engulfs her hand in Phazon and punches forward with it. Oppnents ar ehit with Dark damage because of the Phazon. It does between 10-13% Dark damage and has moderate knock back. It can OHKO opponents as low as 70%. It is fairly quick but a slow ending lag that may leave Dark Samus helpess. However, it has a very long reach and a very small blast radius because of the Phazon.
  • Up Smash – Engulfs her hand in Phazon and then thrusts it above her head. The Phazon leaps slightly from her hand. It has a disjointed hit box and can attack from a small length. It also has a small blast radius around it. It is her best killing Smash move since it does between 13-16% Dark damage. It has very high vertical knock back, a little startup lag, but no ending lag.
  • Down Smash – Several points of frozen Phazon erupts around her. It is unique since it blocks most basic attacks and projectiles for half a second. It has very high vertical and horizontal knock back. It does 9-12% Dark damage and can OHKO as low as 50%. However, it suffers from both start up and ending lags so it’s best to use to juggle or kill an opponent.

Aerial Attacks

  • Neutral Air – Spins around while activating her Phazon Booster. It deals hits four times and deals 2% each hit. In all, it deals 8% Dark damage and can meteor spike at the last frame. Extremely quick move with no start up and ending lag.
  • Forward Air – Spins forward while encasing herself in Phazon. It hits 3 times and does 4% damage for each hit. It does a total of 12% Dark damage for each hit. It is one of her best aerials because it is quick, powerful, and useful in high competitive playing.
  • Back Air – Activates her Phazon Booster and loosens a short Phazon burst that burns the opponent. Does 8% Dark damage and has one of the highest aerial knock backs in the game.
  • Up Air – Turns upside down and kicks high in the air with both feet. It has high vertical knock back but suffers from start up and ending lag; especially when Dark Samus lands on the ground right after the attack. It does 12% damage.
  • Down Air – Kicks her feet down and spins rapidly. It hits 5 times and does 2% damage each time. It totals for 10% damage for each hit. Low knock back and one of the lowest KO abilities in the game.
  • Grapple Beam – Sends grapple forward, with long range. 3% damage, 6% damage at tip.

Grabs & Throws

  • Grab – Reaches forward with Grapple Beam. While shorter then Samus, it’s faster. Much, much faster.
  • Pummel – Burns opponent with Phazon. Does 2% damage for each Phazon burn.
  • Back Throw – Tosses the opponent backwards and activates her Phazon Booster. Deals 10% Dark Damage. Her best
  • Forward Throw – Slams opponent down and chucks them with a over-head throw Does 7% damage.
  • Up Throw – Fully extends the Grapple Beam and thrusts the opponent upwards. Does 6% damage.
  • Down Throw – Throws her opponent down and slams her heel into them. Does 8% damage.

My Thoughts

Metroid is always a hard series to come up with characters for because of a lack of solid and important characters are both iconical in their universes and within Nintendo. Ridley has been one of those characters that has been wanted since Melee, yet Sakurai, time and time again, has denied Ridley that privilege. That is why I am bringing Dark Samus as a new playable character in such a major series like Metroid. However, I know a lot of people will say “Dark Samus will just be a clone!” but, with the move set I proposed, that deals away with the clone factor. As well, her move set is both unique and diverse; especially with using Dark Echoes. Players who main Dark Samus have to rely more on wits and deception rather than fire power.


Chances of being in SSB4

30% – While Dark Samus was a major antagonist in the Prime series, it is no over and along with Dark Samus. Wether she appears in a future game has yet to be revealed. However, if there is a series that deserves more than one reps (not counting Zamus), it’s Metroid. That is why I have added Dark Samus in my roster. She is a killer villain that could be de-cloned and given a very unique move set that, while fairly similar to Samus’ main fighting style, also allows for the use of Phazon based attacks.

Stage: Skytown, Elysia


Skytown, Elysia from Metroid Prime 3

Name: Skytown, Elysia

Universe: Metroid

Debut: Metroid Prime 3: Corruption

Size: Large

Obstacle Level: 4 (out of 5)

Type: Stationary Platform, moving

Availability: Starter

Skytown, Elysia is one of the main locations of Metroid Prime 3: Corruption and is the hangout of the Space Pirates. The planet Elysia was bombarded by Phazon infused meteors causing the inhabitants to go rogue. Skytown itself is a floating city inhabited by Space Pirates, Drones, and Steamlords. The city is connected together by a SkyTram.

Appearance, Hazrads, and Movements

Skytown, Elysia looks a lot like it`s Metroid Prime 3 version. The stage is made up of a circular docking platform that overlooks a great expanse of gas clouds that swirl around violently. Soon after, a metallic cage goes up, around the main platform and closes off the players. In here, none of the players can be KO`d so it is a great place to rack up damage against opponents.

The SkyTram will shoot up between two platforms and go back down thus making a gap in the middle. The two platforms are big enough to allow 3 players to stand comfortably. Occasionally, the AirTram will shoot up and divides the patforms from each other. Anyone who is hit by ascending AirTram is almost a instant OHKO. A warning will sound alerting players to the approaching SkyTram.

After two minutes, the SkyTram will appear again and a warning will issue to get into the SkyTram before it takes off. Staying still while it takes off is a OHKO. Clouds and platforms fly by as the SkyTram speeds through the atmosphere. During this time, the camera pans out to show the entirety of Skytown. The Skytram will then go upwards and then go up into the middle of a wide circular platform with three hanging platforms suspending over the main platform. Every time someone jumps non the platform it will sink a little since steam is keeping it up from the ground but it will never fall down to the ground.

It is here that players come face to face with a Steamlord. It will hover above the stage just slightly while dealing damage to players indiscriminately. It will wave its arm which will shoot out steam which can push players off the platforms into the sky or shoot them with electricity. hitting it at least 5 times will make it retreat. It will return at least once.

After 3 minutes, the SkyTram will reappear from the hole in the middle and carry the players back tot he first part int he docking bay and the entire process will repeat itself.


Music

Skytown (Metroid Prime 3: Corruption)
Byrro (Cliffside) (Metroid Prime 3: Corruption)
Rundas Battle (Metroid Prime 3: Corruption)
Space Pirate Homeworld (Metroid Prime 3: Corruption)
Steamlord Battle (Metroid Prime 3: Corruption)
Title Screen (Metroid Prime 3: Corruption)
Sanctuary Fortress (Metroid Prime 2: Echoes)
Light Temple Theme (Metroid Prime 2: Echoes)
Inside the Crash (Metroid Prime)
Chozo Artifact Temple (Metroid Prime)

Cameos

Steamlord
Steambot
Defense Drone

My Thoughts

I felt this stage help represent the Metroid Prime series in that it was a fairly big local in Prime 3. Out of all the other stages, I felt this one best represents the game.

I had envisioned it as a fast paced tour of Skytown via the Skytram while occasionally dropping of players at key points. I wanted to capture the beauty and sadness of Skytown.

Chances of Being in SSb4

30% – I feel pretty strongly that Skytown will be chosen as a Metroid Prime 3 representative. Reasons being in that it was a big location, newest game since Other M, and can be Samus’ home stage. I feel that if any Prime 3 location is deserving of being in SSB4, it’s this one.

Veteran: Samus


A broken space station floated by the orange spacecraft. The torn metal and steel floated by and bumped off the spacecraft. Whatever destroyed this space station was close by. The orange spacecraft began to shake and rattle together until the whole galaxy seemed as if it was tearing. The orange spacecraft flew by the steel wreckage as it drifted past. Out of no where, a wrecked spacecraft appeared and another, soon the entire area was full of wreckage; broken beyond repair. The orange spacecraft couldn’t dodge in time and hit one of the wreckage that strayed away. It started to spiral out but was soon stopped in mid-crash. Samus Aran, the pilot of the ship, looked out. In front of her, a vortex appeared. It swallowed all light and everything in it’s path. But from the vortex came a solitary floating mechanical isle. Wreckage floated out in front of it into the lonely space. Samus pushed forward her Gunship and sped off to meet the floating isle head on.

Samus from Super Smash Bros. Brawl

Name: Samus

Universe: Metroid

Debut: Metroid (1986)

Element Alignment: Lightning

Affinity: Good

Reason for Fighting: Retribution

Samus is the powerful bounty hunter from the Metroid series. She wears her Power Suit which holds a number of different abilities such as firing powerful energy blasts, firing missiles, releasing bombs, long distance jumps, and air-tight containment allowing travel in space. She is on the constant search for Space Pirates and helps the Federation in fighting the Space Pirates wherever they are. She has a deep seeded hatred of Ridley, who destroyed who was responsible for the deaths of her parents. She was taken into by the Chozo and was bonded to a suit of armor called the Power Suit. She now brings the fight to the Space Pirates while revealing secrets about alien worlds and her own self.


Changes from SSBB to SSB4

All of Samus’ projectiles have received some sort of upgrade through damage or knock back. The Super Missile does more knock back and can KO while the Seeker Missile does 4% more damage. The Charged Shot does 5% more damage (not matter how long it’s charged) and more knock back. As well, Samus’ Bomb attack has a larger 2% blast radius.

Overall, Samus’ jump has been improved. Samus’ jab combo links properly on all characters. As well, her Forward Tilt and Down Smash do more knock back. Her Down Tilt and Forward Smash has a lot more killing power. Her pummel can hit larger characters (like Bowser). Her dash attack has been slightly improved. Her tether is longer with less lag and attaches to walls or ledges. Lastly, Samus’ Charged Shot can be used by simply press B for a quick shot or charged by holding down B. This is much how it was like in Melee.


Samus’s Special B Move Set

  • Neutral B – Charged Shot
  • Side B – Missile
  • Up B – Screw Attack
  • Down B – Bomb

The Final Trio

  • Final Smash – Zero Laser
  • Final Melee – Gunship
  • Final Brawl – Bounty Hunter

Descriptions

Zero Laser is Samus’ Final Smash. It acts much like the original Zero Laser and, at the end, Zero Suit Samus is playable.

  • Beginning Cinematic: Samus presses buttons on her arm and cannon and charges it. She then stands up straight and holds her arm cannon upright.

Gunship is Samus’s Final Melee. Her Gunship hovers above the ground and Samus jumps up and enters the cockpit. She then gains control of the ship and fire blasters against players on the stage. It has a hovering type animation and will drift if the player moves the control stick to fast and then change directions. You can say the ship is in hovering mode. Pressing A will shoot out lasers that can devastate the stage. When the lasers come into contact with the stage, an explosion will occur. Each laser blast does 40% damage head on and decreases by 10% the further the blast is from a opponent. The explosion does between 10-39% damage; depending on the location and proximity of the explosion blast. In addition, hovering over an opponent does 3% damage for every hit and can cause opponents to bounce against the ground. This is also a possible meteor smash. Players can also jump on top of the Gunship in which, Samus can drift to the top or sides of the stage for a KO but her ship is fairly slow so it’s easy for players to jump off.

  • Beginning Cinematic: Samus presses a button on her Power Suit and, from behind her, the Gunship emrges, She humps up in a boost of energy and descends into the Gunship.

Bounty Hunter is Samus’s Final Brawl. Samus’ armor begins to glow with a blue color. She takes the grapple beam and grabs the opponent. She then tosses the opponent in the air while grapple beam is still attached. Samus then uses her rocker boosters and kicks the opponent to the ground. She then instantly pulls herself into the opponent who is laying on the ground and releases a powerful charged shot that obliterates the ground under the opponent. It does above-average knock back and deals 68-71% damage.


Proposed New Stage:Skytown Elysia

Proposed New Taunt(s)

  • Left Side – Samus curls up into the Morph Ball and begins bouncing on the ground. She bounces quickly 4 times, the forth being the highest bounce. She then returns back to normal.

Proposed New Palette Swaps

Lightened Samus – It highly resembles the PED Suit.

Proposed Buya-able Costumes

Hazard Shield Costume (from Metroid Prime 3: Corruption)

  • Attributes: %15 Damage, Projectile, and Environment Damage Resistance Increase, 8% attack power decrease, 4% speed decrease, and Charged Shot takes longer to charge.

Light Suit Costume (from Metroid Prime 2: Echoes)

  • Attributes: 15% Dark Damage Resistance Increase, 10% Light Damage Increase, 3% Jump Increase, 5% Attack Damage Decrease, 5% Shield Decrease.

Samus’s Current Move Set (taken from SmashWikia)

Ground Attacks

Normal
  • Dash Attack – Shoulder tackles. 11% damage. Decent dash attack with average knockback, but, while it’s still weak, it throws opponents higher and is good for setting up a b-air or other air games.
  • Neutral Attack – Punches and attacks with arm cannon in an arc. 3%, then 7%, with a total of 10%. Good on short-hopping opponents close-up, the second hit is faster to cancel shielding.
  • Forward Tilt – Spin kicks forward. 8% close range, 7% far range, 10% if angled up or down. Samus’s best mid-range defense/spacing move. Average knock back. Angling this one makes a much bigger difference than with most tilts.
  • Up Tilt – Axe kicks down. Similar to Captain Falcon’s Up-Tilt, though no disjoint, a little weaker and doesn’t move her forward. 13% damage. Good knockback, long duration. Good for use beneath platforms, spiking opponents against the ground into the air. Otherwise useful as a kind of anti-air move.
  • Down Tilt – Creates a fire burst on the ground with arm cannon. This is very similar to Snake‘s forward smash. 16% damage. High knockback for a down tilt. Samus’s quickest kill move, but laggy if shielded, has a small hitbox, and doesn’t defend against short-hops well.
Smash
  • Forward Smash – Thrusts arm cannon forward. It has Average KOing power. It has fast start-up, which can counter balance its poor reach and below-average knockback; surprising opponents up close after a cancelled fair or whenever the opportunity presents itself. This attack can KO at 90%. Due to its high knockback scaling, it is arguably Samus’ most reliable finisher. It can also be pointed upwards or downwards by holding the control stick either up or down respectively. Does 14%-22%.
  • Up Smash – Releases 5 fire bursts in an arc above herself. Moderately fast start-up lag, but has punishable ending lag with poor horizontal reach. The first four hitboxes have negligible knockback, designed to link each hitbox. However, the u-smash is easy to escape out of, especially at high percentages. One of the least effective smashes in the game, this move can occasionally redeem itself by catching larger characters for significant damage. It is otherwise very situational. Does 4-6% for each hit, dealing 23%-32% if all hits connect.
  • Down Smash – Spins around on the ground with her feet, sending her victims upward (back hit sends foes diagonally in front of Samus). Good for spacing. Fast start-up, but the back hit does not happen quickly and the d-smash has a little ending lag but not as bad as before. It has average KO ability however and will not reliably KO under 100%. Does 15-21% for the frontal hitbox, does 14-19% for the back hitbox.

Aerial Attacks

  • Neutral Air – Sex Kick. 9% initially, 6% if hit afterwards. Below-average knockback. Samus’s large character model makes this neutral longer-ranged than many of the others in the game, but it’s still a primarily defensive maneuver.
  • Forward Air – Creates 5 fire burst in front of her. 3-4% per hit, 18% total. Okay knockback on final hit. Cancels quickly enough on landing to follow up with a d-tilt if someone was caught before the final fire burst. Great on ledge-hops, and an overall useful offensive move.
  • Back Air – Spins once backward with kick. 10% damage with low knockback normally, 14% damage with good knockback if hit with the tip of her foot. Somewhat slow with a tiny sweetspot, this kill move is hard to land and requires trickery and good spacing.
  • Up Air – Spins in a drill upward. 11% damage. Multiple hitboxes with low knockback makes this move one of Samus’s setup moves.
  • Down Air – Swings arm cannon in an arc underneath herself, can meteor smash with average power and has a fairly large hitbox. 15% damage. A great move to use while floating backwards over run-ins, but has a sweeping hitbox that needs good placement and is fairly slow. This is her only way to KO at lower percentages.
  • Grapple Beam – Sends grapple forward, with long range. 4% damage, 7% with tip. A staple Samus move that makes Samus one of the best campers in the game. Combine with Homing Missle/Super Missile-cancels and Charge Shots for a tremendous long-range obstacle course for opponents.

Grabs & Throws

  • Grab – Reaches forward with Grapple Beam. Incredibly laggy and dangerous, sped up slightly while running.
  • Pummel – Hits with fist. 1%
  • Back Throw – Flings backward. 8%
  • Forward Throw – Flings forward. 9%
  • Up Throw – Spins above her head and blasts opponent upward. Gradually deals a total of 9% damage
  • Down Throw – Slings back over her head then slams down. 6%

Taunts

  • Up: Salutes vigorously with her left arm as her booster goes off.
  • Left Side: Faces the screen and shows off what her arm cannon looks like while using her Zero Laser.
  • Down: Holding her arm cannon with her left hand, she aims behind her, then aims lower in front of her. Her cannon glistens each time she aims.

Stage Entrance

  • Exits from a Super Metroid Save Point.

My Thoughts

I wasn’t sure why Samus was nerfed in SSBB but I think that in SSBB4, she should play much like in SSBM or even better. I suggest buffing up Samus by giving her some killing moves such as the Missiles, her Charged Shot, and Forward Smash as well as increase her speed stats in terms of attacking. Making Samus have more moves that can KO, do more damage, and make her less heavier will make her a good character in my opinion.