Her neutral special, Charge Shot, does great knockback at higher percentages and is a deadly projectile for edgeguarding when fully charged, thanks to its very large hitting area. She also has the largest ledge sweetspot. One of the most valuable uses of her slow falling speed is successfully spiking an opponent who has no ground on which to land and still being able to recover easily.
#SUPER SMASH FLASH 2 BETA DARK SAMUS ZIP#
Samus has much time to dodge attacks while throwing foes off with things like Bombs (and Bomb Jumping), or she can speed things up by using her surprisingly long Grapple Beam to zip to the safety of the edge. Despite her ground moves being weak in terms of knockback, they deal decent damage. Samus can also be easily juggled because her fast-fall is still very slow and as a result of this her Momentum Canceling is poor and only makes her live slightly above average vertically despite being the seventh heaviest in terms of weight. On the downside, her slow fall speed also makes her recovery predictable and fairly easily edgeguarded. More importantly, her floatiness allows her to have an above-average recovery game. Staying in the air longer allows Samus to follow-up with other aerials given that many of her moves have low knockback, she can create all sorts of continuous strings of low-to-mid percent attacks, and it makes her edgeguarding game easier and safer. On the upside, her floatiness can be used to bolster her air game. This is both advantageous and disadvantageous. Samus has the third slowest falling speed in the game, behind Peach and Jigglypuff. Samus can be awkward to fight effectively with against the game's faster, more graceful characters, but with a good combination of long and short-range attacks, she can be deadly. She has very low kill power and high floatiness for her weight class. However, she is tall, which makes her easier to hit (a common problem amongst most of the game's heavyweights). Samus is heavy-weight and ranks in the middle of the speed-class. Samus has a wide array of both projectiles and physical attacks, which can be used in promising combinations and zoning.