Editing Zero Suit Samus (SSBB)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 27: Line 27:
Her [[side special]] has a huge sweetspot at the end (one of the biggest in the game, second to {{SSBB|Zelda}}'s side special) and the sour spot has the ability to push the opponent into the sweet spot, effectively KOing most characters around 110% if it's not [[stale move negation|stale]]. Her down smash has deceptively long range, extreme safety on shield, and sets up many combos, as well as KO setups. Zero Suit Samus is unique in the fact that many of her moves have large hitboxes and easy to hit sweetspots, this can devastate opponents as they are dealt a barrage of aerials and fast ground attacks. Her [[up smash]] is decent because it has fast start-up and its great to stop incoming opponents from above and puts them in good position for juggling, although it is can be easily escaped through [[SDI]].
Her [[side special]] has a huge sweetspot at the end (one of the biggest in the game, second to {{SSBB|Zelda}}'s side special) and the sour spot has the ability to push the opponent into the sweet spot, effectively KOing most characters around 110% if it's not [[stale move negation|stale]]. Her down smash has deceptively long range, extreme safety on shield, and sets up many combos, as well as KO setups. Zero Suit Samus is unique in the fact that many of her moves have large hitboxes and easy to hit sweetspots, this can devastate opponents as they are dealt a barrage of aerials and fast ground attacks. Her [[up smash]] is decent because it has fast start-up and its great to stop incoming opponents from above and puts them in good position for juggling, although it is can be easily escaped through [[SDI]].


One of her few KO moves is her [[up aerial]], a very fast flip kick that can KO as low as 90% if the opponent is near the upper blast line and possesses a very large sweetspot for such a powerful move. Both of her high jumps compliment this strategy. She also has 3 [[meteor smash]]es, her [[Flip Jump]] kick, if hit when she sticks her foot out, will spike opponents hard (even without doing this, the kick is still somewhat powerful and can KO most characters at fairly moderate damage percentages with strong horizontal knockback), her [[up special]], if hit at the tip, will meteor smash anyone it hits and her down aerial (although this is an unreliable spike). Both of these can be used for any situation, giving her multiple surprise KO methods.
One of her few KO moves is her [[up aerial]], a very fast flip kick that can KO as low as 90% if the opponent is near the upper blast line and possesses a very large sweetspot for such a powerful move. Both of her high jumps compliment this strategy. It is most often used to combo with a down throw or an up smash. She also has 3 [[meteor smash]]es, her [[Flip Jump]] kick, if hit when she sticks her foot out, will spike opponents hard (even without doing this, the kick is still somewhat powerful and can KO most characters at fairly moderate damage percentages with strong horizontal knockback), her [[up special]], if hit at the tip, will meteor smash anyone it hits and her down aerial (although this is an unreliable spike). Both of these can be used for any situation, giving her multiple surprise KO methods.


Zero Suit Samus, if mastered, is extremely dangerous and many players can find themselves down a stock or worse if they aren't careful. Her attacks and combos require a lot of precision which makes her a difficult character to learn and play effectively. The stale move negation can complicate her to get a KO, in spite of her having only a few KO moves and good edgeguarding skills. All of her tilts are quick (although her up tilt has high ending lag), with decent range, and have the added bonus of launching her opponents into the air. She has a situational though passable out of shield game (making herself prone to heavy shield pressure). Her aerial game is powerful with lethal kicks and long-ranged attacks, but her very high short hop makes approaches with aerials difficult. Her projectile, the Paralyzer, can set opponents up for KO's and deals a bit of damage. However, it's slow and needs to be charged up to go far. Her tether grab has incredible range (tied with Olimar´s Red Pikmin, only losing to White and Blue Pikmin, although her grab possesses the longest range in aerial opponents), but it leaves her vulnerable if it misses which is dangerous for a such a light character. Her smashes compliment her perfectly. Her up and down smashes are useful for their range. The down smash is perfect for set up KO's, and the up smash makes for an good launcher, and can stop opponents' midair combos, while her side smash is quite weak, in terms of damage and power, with high ending lag and considerable start-up lag, but with good range, even behind her. In terms of recovery, she can use her Plasma Wire and Whip as a tether recovery, but it can be stopped by [[edge-hogging]], although due to her air speed and second jump being fairly high and combining with Flip Jump, she can usually come back to the stage without relying on her tether.
Zero Suit Samus, if mastered, is extremely dangerous and many players can find themselves down a stock or worse if they aren't careful. Her attacks and combos require a lot of precision which makes her a difficult character to learn and play effectively. The stale move negation can complicate her to get a KO, in spite of her having only a few KO moves and good edgeguarding skills. All of her tilts are quick (although her up tilt has high ending lag), with decent range, and have the added bonus of launching her opponents into the air. She has a situational though passable out of shield game (making herself prone to heavy shield pressure). Her aerial game is powerful with lethal kicks and long-ranged attacks, but her very high short hop makes approaches with aerials difficult. Her projectile, the Paralyzer, can set opponents up for KO's and deals a bit of damage. However, it's slow and needs to be charged up to go far. Her tether grab has incredible range (tied with Olimar´s Red Pikmin, only losing to White and Blue Pikmin, although her grab possesses the longest range in aerial opponents), but it leaves her vulnerable if it misses which is dangerous for a such a light character. Her smashes compliment her perfectly. Her up and down smashes are useful for their range. The down smash is perfect for set up KO's, and the up smash makes for an good launcher, and can stop opponents' midair combos, while her side smash is quite weak, in terms of damage and power, with high ending lag and considerable start-up lag, but with good range, even behind her. In terms of recovery, she can use her Plasma Wire and Whip as a tether recovery, but it can be stopped by [[edge-hogging]], although due to her air speed and second jump being fairly high and combining with Flip Jump, she can usually come back to the stage without relying on her tether.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: