Dark Samus

Dark Samus has acquired enough entirely new tools to be treated as a brand new character, like Isabelle when compared to Villager. With unique air movement traits, lack of a tether aerial, modified knockback angles, and altered projectile properties, this Dark Samus has a completely fresh playstyle, based around preemptive projectile placement. (Or just call it Setplay Samus.)

Stats

VanillaWuBor
Air Dash TierN/ABad
Weight108101
Walk Speed1.1151.2
Dash Speed1.871.75
Run Speed1.6541.57
Air Speed1.1031.2
Gravity0.0750.066
Fall Speed1.331.6
Fast Fall Speed2.1282.24
Aerial TetherTrueFalse

Moveset

Normals

Jab 1

StartupJab 2 Transition Frame
Vanilla314
WuBor57

Jab 2

Is now a new move that shoots opponents away horizontally.

StartupDamageAngleBase KnockbackKnockback Growth
5605075

FAF: 35

Dash Attack

Has the same animation but deals multiple hits.

Multihits:

Hitbox DurationDamageAngle
8 - 9
11 - 12
14 - 15
17 - 18
1.8367

Final Hitbox:

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
20 - 2157212040

FAF: 50

Forward Tilt

Angle
Vanilla361
WuBor67

Up Tilt

Now does a quick claw-swipe in front of and above it.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 1287850110

FAF: 35

Down Tilt

AngleKnockback GrowthCan Reverse Hit
Vanilla7565True
WuBor4050False

Smash Attacks

Up Smash

Final Hit Only:

AngleKnockback GrowthHitbox Size
Vanilla801624.5/6.5
WuBor1431404.5/8.5

Down Smash

AngleKnockback Growth
Vanilla3070
WuBor8095

Aerials

Neutral Air

Dark Samus gathers Phazon energy, hitting opponents multiple times. It then releases that energy outwards around it. The first time this is performed in the air, Dark Samus's fall speed is cut by 0.35x.

Multihits:

The Multihit hitbox barely surrounds Dark Samus.

Hitbox DurationDamageAngle
8 - 9
15 - 16
23 - 24
31 - 32
1367

Launching Hitbox:

Has the same placement as the multihit hitbox, except slightly larger.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
38 - 39436140135

FAF: 54
Autocancel Window: 56+

Forward Air

Is now an animation based on its Forward Smash.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 14125340100

FAF: 49
Autocancel Window: 42+

Back Air

(Early Weak/Early Strong/Late), if applicable

DamageBase KnockbackKnockback Growth
Vanilla12/14/930/42/2098/98/90
WuBor12/12/930/30/2090

Up Air

Is now Captain Falcon's Up Air but with a modified animation.

(Early/Late), if applicable.

Hitbox DurationDamageAngleBase KnockbackKnockback Growth
10 - 138662096
14 - 158301280

FAF: 36
Autocancel Window: 27+

Down Air

Spike Hitboxes Only:

Damage
Vanilla14
WuBor10

Specials

Neutral Special - Phazon Orb

Dark Samus now shoots an orb that rapidly slows down to a crawl.
Charging a Phazon Orb only changes how fast it initially travels.
Upon charging a Phazon Orb, if one exists already it will be removed.
The charge of a Phazon Orb cannot be stored. Dark Samus will fire automatically upon reaching maximum charge.

Charging StartupDamageAngleBase KnockbackKnockback Growth
F259854525

Minimum FAF: 43

Side Special - Homing Missile

No longer explodes on impact with a fighter, instead automatically exploding when touching the ground or after 30 frames after firing.
Homing Missile now homes in more accurately.

Firing FrameDamageAngleBase KnockbackKnockback GrowthHitbox SizeFAF
(Ground/Air)
Vanilla188026252.4u55/60
WuBor13830452515.0u57/62

Side Special - Super Missile

Takes much longer to take off, and has no hitbox until it does.

Firing FrameMissile Take-Off FrameFAF
(Ground/Air)
Vanilla215058/61
WuBor159555/59

Up Special - Screw Attack

Only the Grounded version was adjusted

StartupIntangibility
Vanilla43 - 7
WuBor76 - 10

Down Special - Morph Ball Drop (The Dark Slamus?)

Dark Samus no longer drops a bomb. Instead, it curls into a ball, hops upwards, and drops itself.
Upon hitting an opponent or a shield, Dark Samus will bounce and uncurl, allowing it to immediately follow-up.
Opponents launched by Morph Ball Drop are sent in the direction Dark Samus was initially facing.
If Dark Samus lands while the hitbox is active, it will take 24 frames of landing lag.

Hitbox DurationDamageAngleBase KnockbackKnockback GrowthFAF
33 - 56845703060