SamusRepresentative of: Nintendo (FDS)First Game: Metroid (August 6, 1986)Progress: 100%Playstyle: Heavily-defensive zoner with the ability to shoot at various heights.What's left?:-NoneStrengths:-Strong zoning game with various missile heights and speeds.-Several anti-airs and air-to-airs to keep the opponent from jumping in.-Damage is decent for a zoning character.-Highest stamina out of all zoning characters.Weaknesses:-Awful walk speed and dashes makes it hard for her to play offensively.-Short and high jump arc, leaves her to be anti-aired easily.-Strong basic attacks are either slow or unsafe.-Really slow power charge, makes it somewhat hard for her to gain meter.Moveset:BasicsKnee Smash (Up-Forward; Air Only) - A rising knee attack that knocks the opponent upwards.Maru Mari (Forward or Backward, Punch + Kick) - Samus will do a short roll forwards or backwards, letting her dodge high attacks and mid-level projectiles.SpecialsMissile Shot (D, DF, F, Punch or Kick; can be done in the air) - Samus's normal projectile. The punch version shoots a high, fast traveling missile. The kick version shoots a low, slower traveling missile. Holding forwards or backwards before the missile comes out will determine the speed. In the air, either button shoots a fast missile.Screw Attack (F, D, DF, Punch or Kick) - Samus's anti-air special. The punch version does 3 hits, comes out faster and travels the shortest. The kick version travels farther and does 5 hits. The invincibility on this move does not overlap with the active frames so you must time this correctly in order to not trade hits. Does less damage if it hits after the first hit. Can only be cancelled into a super from the first hit.Cannon Smash (B, DB, D, DF, F, Punch or Kick; can be done in the air) - Samus dashes forward and hooks the opponent with her cannon. Kick version travels farther. On hit, this move knocks down. This move is quite unsafe on block however.EX SpecialsFreeze Beam (D, DF, F, Select+Punch) - Does less damage but on on hit it'll freeze the opponent. This can be used to extend combos but only one freeze beam during a combo can hit. The air variant does not have her jump back but it causes her to stop traveling horizontally. While on the ground, holding down before it comes out let's Samus shoot a low freeze beam.EX Screw Attack (F, D, DF, Kick) - More damage and the invincibility overlaps with the active frames of the move. This move is super cancellable from any hit (although there's only one super that can be canceled into it as you'll soon see).EX Cannon Smash (B, DB, D, DF, F, Punch or Kick; can be done in the air) - Samus gains projectile invincibility during the dash and can hit mid-dash; dealing two hits.Super AttacksWave Beam (Level 1) (D, DF, F, D, DF, F, Punch; can be done in the air) - Super projectile and Samus's only super combo ender. Can be hard to dodge for those with low jumps. Air variant has Samus's moving backwards.Mine Field (Level 1) (D, DF, F, DF, D, DB, B, Kick) - Samus rolls back and lays down several mines that blow up. While she's rolls, she's invincible the whole entire time. Good to use as an anti-air. Much stronger than Wave Beam but you can't really combo into it. This move is pretty dangerous on block since the mines bring the opponent closer to her on contact.Metroid Trap (Level 3) (D, DF, F, D, DF, F, Punch + Kick) - Samus does a jumping knee, launching the opponent into the air. A Metroid comes in and sucks the energy out of the opponent while Samus lays bombs around the opponent. The Metroid drops the opponent and the bombs explode. Damage is pretty high for a level 3 and Samus is invincible during the startup and active parts of the move.Helpers:Kraid (3 hits):Standing - Shoots 3 spikes directly at the opponent. These spikes can't be destroyed. (1/2 of the helper bar)Crouching - Kraid shoots out 2 spikes from his back that arc in the air. (1/3 of the helper bar) Pit (Kid Icarus) (3 hits):Standing - Pit shoots with the Arrow of Light. On hit, it launches the opponent up. (1/2 of the helper bar)Crouching - Pit flies in with the Mirror Shield and whacks the opponent with the hammer. The Mirror Shield blocks any projectiles thrown at Pit. (1/3rd of the helper bar) Takamaru (Nazo no Murasame Jo) (4 hits) :Standing -Takamaru appears behind Samus, does a dash forward and slashes the opponent, causing them to trip. (1/3 of the helper bar) Crouching - Takamaru throws out two flames, one going forwards and one going up-forwards. Each flame will set the opponent on fire and knock them down. (1/3 of the helper bar) Palettes:1 - Default2 - Ridley3 - Mother Brain4 - Reaper (Kid Icarus)5 - Hikari (Shin Onigashima)6 - Varia Suit (has special properties, see below)Other Stuff:Varia Suit - This alternate palette reduces the damage Samus can take at the cost of losing her own EX moves. It also has a special intro where Samus is seen obtaining the suit.Video: https://www.youtube.com/watch?v=0D42aJqY4Ec(Note: A lot of these damage values have been nerfed now)Discussion thread for Samus. You can post whatever comes to mind about her here.