Matchup Summary (Win Condition and Game Plan)
Dark Samus wants to hold midrange for as long as possible with Charge Shot, Missiles, Z Air, Fair, and Uair, then use the floaty air drift to change landing spots after the first stop. If Mario keeps trying to jump high or dash straight through the wall, he often gets tagged before reaching close range and ends up getting pushed back to the ledge instead of starting pressure.
The matchup changes once Dark Samus is forced to fight up close. Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Forward Air, Back Air, Up Air, and Side B are all punishable on shield by Mario’s Up B (3f), OOS Nair (6f), OOS Uair (7f), or Up Smash (9f). That makes walk-shield and low Fireball approaches more reliable than trying to hard-call the projectile game with one jump.
Mario also has a real answer to the projectile layer because Cape can send back obvious Charge Shots and Missiles without giving Dark Samus free time to recharge and retreat. Once Mario gets the launch, Dark Samus’s slow fall speed and large hurtbox make repeated Uair, Nair, and Up Smash traps much more threatening than a single greedy combo extension, so the real reward comes from tracking the air dodge, air drift, and second landing.
For kills, it is more stable to push Dark Samus to the ledge and squeeze the recovery with Fair, Back Air, Up Smash, FLUDD, and Cape than to force a deep offstage chase. Dark Samus can still stall with tether recovery or Up B, and overchasing below the ledge gives her too many reversal chances.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Mario OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 6 | -15 |
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| Forward Tilt | 8 | -17/-16/-15 |
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| Up Tilt | 15 | -12 |
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| Down Tilt | 6 | -26 |
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| Dash Attack | 8 | -23 |
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| Forward Smash | 10 | -29/-28 |
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| Up Smash | 11/15/19/23/27 | -24 |
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| Down Smash | 9/17 | -27/-18 |
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| Neutral Air | 8/14 | -5/-5/-6 |
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| Forward Air | 6/12/18/24/30 | -12/-12/-11 |
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| Back Air | 9 | -9/-9/-10 |
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| Up Air | 5… | -16/-16/-15 |
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| Down Air | 17 | -8/-7 |
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| Z Air | 8/16 | -4/-3 |
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| Neutral B | 3(+13) | -17 to +4 |
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| Side B (1) | 18 | -26 |
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| Side B (2) | 21 | -24 |
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| Up B (1) | 4… | — | ||
| Up B (2) | 5… | — | ||
| Down B | 33 | — | ||
| Grab | 15 | — | ||
| Dash Grab | 17 | — | ||
| Pivot Grab | 18 | — |
Win Condition Checklist
- Do not try to jump over the entire projectile layer at once. Use walk-shield and low Fireballs to make Dark Samus swing first with the body.
- Reflect obvious Charge Shots and Missiles with Cape so midrange pressure gets interrupted before Dark Samus can fully reset the space.
- After blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Forward Air, Back Air, Up Air, or Side B, punish immediately with Up B (3f), OOS Nair (6f), OOS Uair (7f), or Up Smash (9f) and carry the hit into a juggle.
- After the first launch, do not rush into one huge finisher. Track the air dodge, air drift, and tether height, then keep the landing trap going with Uair and Up Smash.
- At kill percent, stay above or beside the ledge and narrow both the recovery line and ledge option with Fair, Back Air, Up Smash, FLUDD, and Cape.
Actions to Avoid
- Trying to jump over Charge Shot and Missiles in one read and feeding directly into Fair, Uair, or Back Air anti-airs.
- Throwing out Cape from the same distance every time a projectile appears and letting Dark Samus bait the whiff with charge cancels or waits.
- Blocking Jab 1, Jab 2, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Forward Air, Back Air, Up Air, or Side B but still giving Dark Samus enough time to rebuild midrange.
- Chasing too deep under the ledge for the kill and losing stage control to tether recovery or Up B reversals.