Zero Suit Samus shoots the Plasma Whip forward a long distance, with small knockback and damage throughout its length except for a very large sweetspot at the tip. There is a sizable blind spot in the middle of the Plasma Whip where the opponent is not hit, although this was fixed in later games. The body of the whip can knock the enemy into the tip, which has large knockback (at least as large as Samus' forward smash, but with longer range) and is considered her best KO move outside of her forward and back aerials. It does 19% damage (if the opponent is close to Zero Suit Samus because its pushed to the tip, doing two hits), but just 16% if only the tip hits. In Super Smash Bros. 4, Plasma Whip has been nerfed. Plasma Whip has higher ending lag, a significantly smaller sweetspot, and is much weaker, dealing less damage and knockback, and it no longer KOs at high percentages outside of edgeguarding and stage spikes. It is, however, a more useful horizontal recovery tool due to snapping the ledge much sooner. However, the move's power was restored in Ultimate, making it a reliable ranged KO tool once again. It has also gained a new effect where it launches opponents directly above Zero Suit Samus if the player holds the special button down, putting the opponent in a position for potential follow ups.
The move is a little laggy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a tether recovery; it differs from her other recovery move, (Plasma Wire/ Boost Kick), in that it has longer horizontal range, but much less vertical range, giving Zero Suit Samus several options for recovering, depending on whether she is level with or below the ledge.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
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