Source : http://www.neogaf.com/forum/showpost.php?p=129876167&postcount=4501
Neutral Special 1 (Charge Beam)Samus' default charge beam is pretty similar to what it normally is, takes about 2 and a half seconds to fully charge, if you use it uncharged in the air you instantly fire the minimum charge shot. The charge also increases the distance traveled slightly, with the uncharged version going far and the fully charged version practically going across the screen.
Damage scales from 3% at minimum charge to 25% at max charge, knockback at minimum charge and Maximum charge is a good kill move.
Neutral Special 2 (Slow Beam)This is for all those people that desire to run past your own ammunition, it takes almost twice as long to charge than the regular charge shot, but it also charges to twice the size.
Stays onscreen about the same duration as the regular charge beam, but it moves so slowly that you're able to use it as a edge guard or combo extender, whatever you please.
Uncharged damage is 4% and knockback is negligible, damage at full charge is 27% and the knockback is about the same as the regular charge beam. The more charged the beam is, the less distance it travels, you can have 3 uncharged shots on screen at once or a fully charged one and an uncharged one.
And yes, you definitely can combo into it, but the timing is tight, shooting it in midair and then dash attacking someone into it works, so does just throwing them at it.
It also looks like a good edgeguard option, put it next to the edge to scare someone then go deep for a dair.
It's hitbox is so big that you can also hit people behind you if they're right next to you, but I think that's character-specific.
Neutral Special 3 (Shotgun Beam)Takes about the same amount of time to charge as the regular charge beam, but this beam fires no projectile, instead firing a concentrated burst directly infront of you.
Uncharged, the blast does 5% damage and negligible knockback, fully charged does 17% damage and high hitstun, though it's not enough to do anything due to the high endlag, I thought this move might have had shieldbreaker properties, but it doesn't seem to so I'm having trouble finding what the benefit is supposed to be, seems like a complete nerf as is. If anyone has anything else on this move it would be very helpful.
Side Special 1 (Missile)Usual stuff, tilt special will fire a Homing Missile whereas the smash special will fire a Super Missile.
Super Missile does 11%, Homing Missile does 6%.
The maximum angle change per second for the homing missile is quite low so don't expect it to be chasing people too much.
Side Special 2 (Slow Missile)Homing version does 2-3% damage, travels slower and has a much better turning circle, allowing it to follow a player very easily.
Super Missile does 11-12% damage, doesn't seem to be any different to the normal Super Missile other than the fact that it moves slower, it doesn't have any homing properties or anything.
You can only have either 2 Homing Missiles or a Homing Missile and a Super Missile onscreen at once, trying anything else will do the animation but not spawn a projectile.
Side Special 3 (Delayed Missile)In this variant, both missiles will stay locked in place for a second before shooting forwards at a much higher speed.
The homing missile has an unlimited lock-on range and a fast turning circle, but it can only lock onto a player before it's begun moving.
Homing Missile does 3%, Super Missile does 9%.
Up Special 1 (Screw Attack)Standard Samus recovery move, lack of SDI in the game means it's multi-hit properties are buffed without actually changing too much, has high vertical knocback at the start of the move but not much anywhere else, does around 7% damage.
It also seems to be faster initially when used on the ground, can't remember if this was always a thing.
Up Special 2 (Boost Ball)A diagonal recovery that hits harder, doing 15% damage.
If you do it grounded, it goes perfectly diagonally, whereas if you do it in the air, it goes more horizontally and ends in a short hop.
Pretty standard customisation, not much to say about it.
Up Special 3 (Shinespark !!! (don't know if it's called this but it is a bit similar to what a shinespark looks like!))Samus crouches down and then shoots herself upwards, it's a purely vertical recovery unlike the other two moves and does 11% damage, but it only has a hit box on the initial jump and the end flash, anywhere else will not damage the enemy.
The move combos into itself quite nicely and the second hitbox has great vertical knockback.
Down Special 1 (Morph Ball Bombs)Reports that Samus' Bombs explode on contact have been greatly exaggerated, they're back in their brawl form, exploding after about 2 seconds and doing a measly 5% damage. Knockback is rubbish.
Down Special 2 (Slippy Bomb)The bomb moves upwards slightly when you use it for some reason, the explosion only does 2% damage but it has a tripping property.
Down Special 3 (Power Bomb)Drops a much bigger bomb that takes about 3 or 4 seconds to explode, and has a larger explosion, it can also be sweetspotted, doing 9% damage and minor knockback at the edge of the explosion and 13% damage with slightly more knockback at the center.
You've got a good 2 seconds of movement before the bomb explodes, so using this effectively will be the key, if you touch the explosion at all you will be put back into morph ball mode and won't be able to attack, so watch out for that (this applies to all morph ball bombs still)
Source : http://smashboards.com/threads/367796/