Dark Samus

Dark Samus is the main antagonist of the Metroid Prime subseries of the Metroid series. The creature, a doppelganger of Samus Aran, had initially been the creature known as Metroid Prime before the latter ended up defeated by Samus on Tallon IV.

Super Smash Bros. series
Dark Samus appears in Super Smash Bros Ultimate as an echo fighter for Samus Aran. Aside from this she was also referenced in other capacities as well:

Super Smash Bros. Brawl
Dark Samus's debut into the Super Smash Bros. series was as a collectable trophy and sticker in Super Smash Bros. Brawl. She also appears as an opponent alongside Dark Link in the Event Match Battle of the Dark Sides (although in that particular case, she was depicted as simply a dark silhouette of Samus). The sticker gives an 11+ increase in resistance.

Super Smash Bros. for Nintendo 3DS / Wii U
Dark Samus appears as an assist trophy, where she utilizes several attacks from the Metroid Prime series, including her scattershot. She can also be "attacked" to a certain extent, having her flinch if hit. Once she's done, she lifts her arm cannon up slightly before vanishing. She also is referenced in one of Samus Aran's palette swaps.

Super Smash Bros. Ultimate
Dark Samus is set to debut as a playable character in Super Smash Bros. Ultimate.

Charge Shot
The Charge Shot is Samus's standard special move, based upon the Charge Beam upgrade of the Metroid series. When used, Samus starts to charge up a blast in her arm cannon that can be fired by pressing the button a second time, and grows larger and increases in power and range the longer it is charged. The player can shield or dodge by tilting the control stick to stop charging, and resume by pressing the button again. Except in Super Smash Bros. Ultimate, if the move is used in the air, Samus instantly fires without charging, the recoil pushing her back.

In Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, the Charge Shot's first custom variant is the Dense Charge Shot, which increases the move's power at the cost of speed and range, and it takes longer to charge. The second is the Melee Charge Shot, which allows Samus to fire a small burst of energy that can damage up-close opponents rather than ball of energy that travels; this move also increases in power and range if charged.


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Missile
The Missile is Samus's side special move introduced in Super Smash Bros. Melee. Samus fires a missile from the Metroid series that can also home in on opponents by slightly angling themselves as they fly, eventually stopping in midair and exploding. By using the attack like one would a smash attack, Samus instead fires a Super Missile, a larger and more powerful missile that flies directly forward before automatically exploding.

In Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, the Missile's first custom variant is the Relentless Missile, which has Samus fire a slower missile that better homes in on opponents; the Super Missiles are also made slower, and do not have as much range. The second variant is the Turbo Missile, in which Samus fires missiles that hang in the air for a moment before moving, but move faster and can adjust their angle to home in on enemies before taking off; the hanging property also applies to the Super Missiles.


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Screw Attack
The Screw Attack is Samus's up special move and an upgrade from the Metroid series. When executed, Samus quickly somersaults into the air, surrounded by an electrical field that continuously damages any opponents caught in it.

In Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, the Screw Attack's first custom variant is the Screw Rush, which quickly sends Samus diagonally up rather than directly up and deals more damage. The second variant is the Apex Screw Attack, which only deals damage at the beginning and peak of the jump.

A Screw Attack item also appears in each installment, though it is somewhat different from this move.


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Bomb
The Bomb is Samus's down special move, based upon the Morph Ball Bomb upgrade of the Metroid series. When used, Samus curls up into her Morph Ball form and drops a bomb from above that detonates after a few seconds or when it hits an item or opponent. If Samus is caught in the explosion, she is sent back into the air, once again in Morph Ball form. In Super Smash Bros. Melee and Super Smash Bros. Brawl, the bomb deals two hits.

In Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, the Bomb's first custom version is the Slip Bomb, which trips foes with the explosion and can meteor smash opponents in the air but deals less damage. The second custom move is the Mega Bomb, which drops a larger bomb that takes longer to explode but deals more damage; in addition, only one can be on-screen at a time.


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Zero Laser
The Zero Laser is Samus's Final Smash. When used, Samus charges up her arm cannon and fires a large beam of energy that travels across the stage, continuously damaging any opponents in its path and dealing high knockback. The blast has a vacuum effect while Samus is charging, drawing in nearby opponents to get caught in it, and the laser can be angled while firing. In Super Smash Bros. Brawl, the beam slowly travels across the screen, while in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, it instantly crosses the screen and expands out.

In Super Smash Bros. Brawl, Samus's Power Suit falls apart after using the Zero Laser, leaving her as Zero Suit Samus. Afterwards, the pieces of the armor remain on the stage and can be thrown at opponents. In Super Smash Bros. for Nintendo 3DS / Wii U and Super Smash Bros. Ultimate, however, with the removal of in-battle transformations, the Zero Laser does not shatter Samus's suit.

In Super Smash Bros. Ultimate, Zero Suit Samus equips the Power Suit and uses a move similar to the Zero Laser for her Final Smash, albeit from a different perspective, from the background while on her Gunship.


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Trophies
Red indicates exclusive to the Nintendo 3DS version. Blue indicates exclusive to the Wii U version.