04E Dark Samus
Metroid Prime (2002 - GC)
Dark Samus is an echo character that is not that different from Samus because it has the same attacks than her, despite some hitboxes differences. Just like Samus, it is a character with a great projectiles game, that can also count on its numerous melee attacks to vary its approaches.
- A flexible character
- A good aerial game
- A good recovery
- Weak to ladder combos
- Loses against disjoints
- Needs some space
- Kills from above
- Too small
- Ledgetrap bothered
Unlike Samus, Dark Samus possesses attacks with the electric elements on it and not the fire ones, stopping it from exploding bombs with its attacks. The roll animation is also different because Dark Samus doesn't roll. Its roll is then faster but doesn't reduce its hitbox, which makes Dark Samus easier to hit. Finally, some attacks like the Up Smash or the Side B's missile hit lower thant Samus' same attacks, allowing Dark Samus to easily hit smallest characters.
All Dark Samus’ aerial attacks have their own advantages. Back air has great knockback power. Neutral Air is Dark Samus’ swiss army knife and can be used for everything. Lastly, Forward Air is very helpful in a combo situation and for punishing jumps from the opponent.
One of Dark Samus’ greatest strengths because when charged, it can put psychological pressure on its opponents who know that their shield can be broken or that they can take heavy damage and then being knocked back.
It is a very interesting tool in Dark Samus’ arsenal since it allows it to play safely on many difficult matchups. Indeed, it gives Dark Samus the ability to vary its approaches to recover on the stage and also to prevent the opponent to get back on stage.
It is a very interesting move since it can kill at high percentages and because it is also a great out of shield option as long as the enemy is close enough. Otherwise, if your enemy is too far away, this option can put you in a great disadvantage state.
An attack that is a good combo starter, especially one that is true at low percent and that deals almost 40%.
Followed by a down throw, the grab gives you many interesting combo options. However it will mostly be helpful to poke your enemy’s shield, to put pressure on the opponent and then to hit him with a big strike while staying safe.