Smash Ultimate · High Tier

Samus & Dark Samus Balance Changes

Charge Shot gets held to bait opponents and cash out combos, up special lands far too often for its speed, and forward air is fast, strong and lingering at once.

Tier High Tier
Direction Nerfs
Proposed changes 3 · 3 nerf

Balance Philosophy

Nerf around three moves per character that are too oppressive inside an already strong kit. Not every suggestion needs to be implemented.

Proposed Changes

Each entry lists the move or ability affected, the adjustment itself, and — where the analysis states one — the problem it is meant to solve and the reasoning behind it.

  1. Neutral special (Charge Shot)

    Nerf
    Proposed adjustment
    Frames needed to reach current maximum charge increased to 140.
    Current issue
    It is charged heavily to bait opponents or used as a combo finisher.
  2. Up special

    Nerf
    Proposed adjustment
    Start up increased to frame 7 for both grounded and aerial use.
    Current issue
    Samus lands it very often thanks to its speed and practical hitboxes.
  3. Forward air

    Nerf
    Proposed adjustment
    Start up increased to frame 8, with every subsequent hit 2 frames later.
    Current issue
    It is fast, strong and lingers well, making Samus hard to approach in the air.

Every Character In One Place

Samus & Dark Samus is one of Smash Ultimate's entries — the full tier-by-tier breakdown covers the whole roster.