Samus

Samus is a playable character in HDR: Soul Remix.

General

 * Samus's model is larger. (Multiplier 0.96 -> 0.99)
 * + Samus's shield is larger. (Radius 11 -> 12.2)
 * + Samus's weight is heavier. (108 -> 111)
 * - Samus's initial dash speed is slower. (1.87 -> 1.772)
 * - Samus's run speed is slower. (1.654 -> 1.6)
 * - Samus's air speed is slower. (1.097 -> 1.07)
 * Samus's traction is lower. (0.082 -> 0.075)
 * - Samus's air acceleration is lower. (Base/Additional 0.04/0.05 -> 0.03/0.04)
 * Samus's fall speed is faster. (1.33 -> 1.87)
 * Samus's fast fall speed is faster. (2.128 -> 2.604)
 * Samus's gravity is higher. (0.075 -> 0.085)
 * Samus's initial jump velocity is lower. (20.35 -> 13.2275)

Jab

 * + The hitboxes are enlarged, and can now hit on the ground.
 * + A hitbox was added that jab locks. This hitbox is prioritized.

Forward tilt

 * + Samus's shin is intangible for the duration of the hitbox.
 * + Deals more damage.
 * + Knockback growth is higher.

Up tilt

 * + Samus's shin, hands, and arms are intangible until the hitbox is active.
 * + Deals more damage.
 * + Knockback growth is higher.

Down tilt

 * + Deals more damage.
 * + Knockback growth is higher.
 * + Endlag is lower. (FAF 45 -> 40)

Up smash

 * + The hitbox of the multihits are enlarged. (6.0 -> 7.0)
 * + The multihits deal more damage.
 * + The final hit deals more damage and has higher knockback growth.

Down smash

 * + Deals more damage.
 * + Knockback growth is higher.
 * The launch angle is set to 120 degrees.

Dash attack

 * + Deals more damage.
 * + The strong hit has higher knockback growth.
 * The angle of the late hit is set to 80 degrees.
 * + Endlag is lower. (FAF 42 -> 36)

Neutral aerial

 * + The duration of the first hit is extended and deals more damage, but base knockback is lower.
 * A weaker late hit was added to the first hit.
 * - The second hit deals less damage.
 * + Landing lag is lower. (9F -> 7F)

Forward aerial

 * + The multihits deal higher hitstun and more damage.
 * + Landing lag is lower. (14F -> 8F)

Back aerial

 * + The strong hit deals more damage and has higher knockback growth.
 * + Landing lag is lower. (14F -> 11F)

Up aerial

 * + The hitstun of the multhits is higher.
 * + Landing lag is lower. (18F -> 10F)

Down air

 * + Startup is shortened. (F16 -> F12)
 * + Deals more damage.

Neutral special

 * + The time to reach max charge is decreased. (112F -> 100F)

Side special

 * + Missile and Super Missile can now be land canceled.
 * + The maximum number of Super Missiles that can be on screen has increased. (1 -> 2)
 * + Homing missiles can maneuver better. (0.65 -> 3)

Down special

 * + Initial vertical speed is faster. (0.9 -> 1.1)
 * + The initial speed of the explosion is higher. (1.9 -> 2)
 * + Endlag is lower. (FAF 49 -> 45)

Up special

 * + Height gain is higher. (2.8 -> 3)
 * + Aerial height gain is higher. (2.8 -> 3.05)
 * + Knockback growth is higher.