Amiibo Training Guide: Samus (SSB4)

Samus Aran, an intergalactic bounty hunter, has fought her way across a variety of planets in the Metroid series. Orphaned at an early age, she was taken in and raised by the alien race known as the Chozo. The Power Suit she wears is a product of their technology. Her unique combat skills combined with her athleticism and Arm Cannon have seen her through countless missions.

Section 1: Character Overview

Despite being heavily flawed and nearly outclassed by the rest of the roster, Samus has a few redeeming qualities that help give her a fighting chance. Her special moves, which consist mostly of projectiles, help her to rack up damage from afar and maintain some semblance of spacing and stage control. Charge Shot, Samus’ neutral special, is perhaps her greatest asset; it is her strongest projectile and most reliable kill move. Samus also has access to Missiles and Bombs: the former can be used to camp or close a distance, while the latter covers landing. Her recovery is decent; her double jump, up special, and tether grab are usually enough to ensure a safe return. Lastly, Samus is a heavyweight – the sixth heaviest fighter, tied with Bowser Jr. – so she can stomach several powerful hits before going down.

However, Samus’ few boons are significantly outmatched by her massive collection of banes. Many of her melee attacks are plagued with short range or low speed; as a result, they are rather easy to avoid. Even her grab is nearly unusable due to its massive startup. Samus’ biggest flaw, however, is her terrible AI: it’s one of the worst in the game. It often fails to properly utilize its projectiles, and tends to prioritize its lackluster close-ranged moves.

The Verdict

Simply put, Samus is a tough one. At the time of writing, there have been little to no tournament results with the character; she’s just that difficult to work with. With determination and perhaps a bit of luck, it’s certainly possible to pull off a miracle and shock the community with a champion Samus amiibo. Just keep your expectations low.

Section 2: Recommended Equipment

Stats & Bonuses

For more information on equipment – including instructions on how to farm for custom parts – please read our amiibo equipment guide.

Most amiibo tournaments allow and encourage equipment. In fact, over ninety percent of competitions do – but if you’d prefer to forgo custom gear and leave your amiibo ‘vanilla’, you can skip this section. Otherwise, you will need to equip your amiibo with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:

+30 Attack / +90 Defense / +0 Speed


Custom Moves

  • Dense Charge Shot: A custom move version of Samus’ neutral special. Samus will fire a larger, more powerful projectile. However, it moves much slower and has less range. Despite its drawbacks, the move’s lingering properties often catch opponents off-guard by intercepting rolls and spot dodges. Certainly an option to consider: in fact, it comes highly recommended.
  • Mega Bomb: This is a custom move version of Samus’ down special. Hence its name, the bomb is bigger and inflicts more damage, but takes longer to explode. For whatever reason, CPUs (including amiibo) have trouble guessing when the bomb will explode, meaning that they are often caught in the blast.

Once your amiibo’s stats, bonuses, and custom moves are refined and ready to go, your training will officially begin! If you encountered a problem while equipping your amiibo, feel free to join our Discord server to ask for help.

Section 3: Training Your Amiibo

Amiibo training is a very specific task, and for the best possible result, you will need to approach it with caution. You can’t just go all-out using combos and aerials: both are seen as “newbie tactics” by competitive trainers. Instead, you should remain grounded at all times, making sure to punish your amiibo for every aerial attack it uses against you. This is true regardless of whether or not your amiibo was fed equipment.

To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.

Training Tips (Equipment & Vanilla)

  • Neutral options: Missile and Mega Bomb. Samus’ most viable damage-rackers are her projectiles. Missiles are best used from afar, but can be used at medium range to apply pressure. Mega Bomb is most effective when it user is directly above an opponent.
  • Main KO moves: Dense Charge Shot. Samus’ smash attacks aren’t very effective: they’re both slow and weak. This leaves Dense Charge Shot as her only reliable kill move. It’s most effective against recovering opponents. Shoot the projectile so that it lingers above the stage’s ledge; that way, the foe will pull themselves up and walk right into it.
  • Moves to avoid: grab. Samus’ grab is frustratingly slow. Unfortunately, amiibo are incredibly grabby, even if their grab leaves them vulnerable. During training, be sure to avoid the maneuver entirely. That means no grab aerials, either.

When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.

Section 4: Conclusion & Credits

File:SSB4-Wii U Congratulations Classic Samus.png

Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, check out the Amiibo Mechanics & Metagame Guide. If you want to ask specific questions, you can also stop by our Discord server.

If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are more posts here that you might like. Amiibo Training Analysis analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks each amiibo’s potential. The FAQ is another good resource worth checking out. Alternatively, you can head back to the master list of guides for even more amiibo training methods!

Thanks to Arklaine for compiling Samus’ information. Images are courtesy of SmashWiki and the official Super Smash Bros. website.

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2 thoughts on “Amiibo Training Guide: Samus (SSB4)”

  1. Well, I’m super late, but it seems like this was written by someone who truly doesn’t care about playing Samus. Yes, camping is a viable strategy for Samus, but the way I play her (and the way I win with her, as she’s literally one of my ONLY good characters) is to threaten the opponent with a ready fully charged-charge shot, and mix up missiles and bombs with things like dash attacks and up tilts. It can lead to an opponent being baited into getting shot, yes, but I rarely use the full charge to actually try for a kill. It’s usually more effective to almost charge up a shot, let your opponent forget you have it, and surprise the heck out of them when you snag a KO with it. As far as amiibo training goes, I’ll admit that she totally does have a cruddy A.I., and it doesn’t always do what I want it to. But I’m actually currently training it to utilize bombs over charge shots, as I think it could lead to some really interesting combinations, and as it stands my Samus already won my college “gamers club” amiibo contest, so she can’t be TOO bad. Anyway, sorry for the rant, but overall I still thought your article was really nice and very well written. I hope to see and I look forward to your updated Smash Ultimate versions of these. Thanks!

    1. Update: I have rewritten the guide from scratch. Hopefully you’ll like this revision better!

      Thanks for the honest comment! Looking over this guide again, I still think it’s mostly correct; I do agree that the wording is perhaps more extreme than is required. Almost every Samus amiibo I’ve seen struggles to find a consistent playstyle, but there’s one in particular I have seen that has had a decent amount of success. And you’re right: the most successful Samus amiibo I’ve seen uses full Charge Shot attacks and mixes up missiles and bombs. Not so much dash attacks and up tilts, but the former options for sure. This specific Samus amiibo I’m talking about was entered in a tournament, and actually did quite well. That being said, the results of one person’s amiibo don’t necessarily carry over to the character as a whole. I’ve seen many more bad Samus amiibo than good. Regardless, I do plan to update this post in the near future with less of an emphasis on camping and more focus on landing full Charge Shots. Of all the guides on the site, the only one I ever get “complaints” about is Samus, so I think it’s about time I revise this one. Thanks again!

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