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:{{cquote| | :{{cquote|Zero Suit Samus Zeroes In!|cite=Introduction Tagline}} | ||
'''Zero Suit Samus''' ({{ja|ゼロスーツサムス|Zero Sūtsu Samusu}}, ''Zero Suit Samus'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014,<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which coincided with the 10th anniversary of the European release of ''{{s|metroidwiki|Metroid: Zero Mission}}''. Like {{SSB4|Sheik}}, Zero Suit Samus is now a standalone character, which means that she cannot activate or deactivate her [[Samus (SSB4)|Power Suit]] under any circumstances. | '''Zero Suit Samus''' ({{ja|ゼロスーツサムス|Zero Sūtsu Samusu}}, ''Zero Suit Samus'') is a playable character in ''[[Super Smash Bros. 4]]''. Her return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014,<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which coincided with the 10th anniversary of the European release of ''{{s|metroidwiki|Metroid: Zero Mission}}''. Like {{SSB4|Sheik}}, Zero Suit Samus is now a standalone character, which means that she cannot activate or deactivate her [[Samus (SSB4)|Power Suit]] under any circumstances. Alésia Glidewell reprises her role as Zero Suit Samus' voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''. | ||
Zero Suit Samus is currently ranked 6th out of 55 on the [[tier list]]. This is a slight improvement from her high-tier placement in ''Brawl'', where she was ranked 9th out of 38. Zero Suit Samus possesses a dominant air game: her neutral and back aerials are safe and reliable set-up and KOing options, respectively, whereas her up aerial is an incredibly effective juggling option that also boasts KO potential. | |||
Zero Suit Samus is currently ranked 6th out of | |||
Zero Suit Samus' [[punishment]] potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a [[paralyze|paralyzing]] [[projectile]] in [[Paralyzer]], and a potent combo game that can quickly rack up damage or even KO outright. In addition, she possesses a long-distanced and varied recovery, thanks to having two [[Tether recovery|tether recoveries]], a third jump in [[Flip Jump]] and her new up special, [[Boost Kick]]. This makes her recovery hard to intercept as it's unpredictable and can be very deadly. Her aerial moves possess enough power to KO rather early as if she was a heavyweight especially Boost Kick and Flip Kick. | Zero Suit Samus' [[punishment]] potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a [[paralyze|paralyzing]] [[projectile]] in [[Paralyzer]], and a potent combo game that can quickly rack up damage or even KO outright. In addition, she possesses a long-distanced and varied recovery, thanks to having two [[Tether recovery|tether recoveries]], a third jump in [[Flip Jump]] and her new up special, [[Boost Kick]]. This makes her recovery hard to intercept as it's unpredictable and can be very deadly. Her aerial moves possess enough power to KO rather early as if she was a heavyweight especially Boost Kick and Flip Kick. | ||
Although she has outstanding strengths, Zero Suit Samus | Although she has outstanding strengths, Zero Suit Samus nevertheless has some noticeable weaknesses. Her ground game is unimpressive compared to her air game, which is most evident with her grab game: her grabs' long ranges are offset by their extreme amounts of start-up and ending lag, while her forward, back and up throws have very minimal utility outside of dealing damage. Most of her ground moves also lack KO potential. Her only ground move that truly has KO potential is her forward smash. Even so, it is one of the weakest smash attacks in the game. The rest of her ground moves require very high percents or rely on edgeguarding to score a KO. | ||
By extension, many of Zero Suit Samus' | By extension, many of Zero Suit Samus' hitboxes are positioned high above the ground, which can make it very difficult for her to fight against small characters. Even though Zero Suit Samus' air game is excellent, none of her aerials are effective combo breakers, which is further compounded by her susceptibility to combos. Altogether, these traits give Zero Suit Samus a weak [[neutral game]]. | ||
Regardless of her flaws, Zero Suit Samus is widely considered to be a very viable character in competitive play, as shown by {{sm|Nairo}} and {{sm|Marss}} winning numerous national and regional tournaments, respectively. | Regardless of her flaws, Zero Suit Samus is widely considered to be a very viable character in competitive play, as shown by {{sm|Nairo}} and {{sm|Marss}} winning numerous national and regional tournaments, respectively. | ||
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However, Zero Suit Samus has some noticeable weaknesses. She can be KO'd fairly early because of her status as a lightweight, but unlike the majority of her fellow lightweights, she is also burdened with a susceptibility to combos because of her tall frame, very quick falling speed, and high gravity. Aside from her pummel's speed and her down throw's excellent combo potential, the rest of Zero Suit Samus' grab game is poor. Her grabs' long ranges are offset by their overall lag: they are tied with [[Grapple Beam]] for the highest amount of start-up lag in the game, and their ending lag is the third highest in the game, surpassed only by {{SSB4|Pac-Man}}'s grabs and her Power Suit's Grapple Beam. Despite having respectable damage outputs, her forward, back and up throws have no guaranteed follow-ups; although back throw has some semblance of mix-up potential, its mix-ups are very situational and require hard reads. | However, Zero Suit Samus has some noticeable weaknesses. She can be KO'd fairly early because of her status as a lightweight, but unlike the majority of her fellow lightweights, she is also burdened with a susceptibility to combos because of her tall frame, very quick falling speed, and high gravity. Aside from her pummel's speed and her down throw's excellent combo potential, the rest of Zero Suit Samus' grab game is poor. Her grabs' long ranges are offset by their overall lag: they are tied with [[Grapple Beam]] for the highest amount of start-up lag in the game, and their ending lag is the third highest in the game, surpassed only by {{SSB4|Pac-Man}}'s grabs and her Power Suit's Grapple Beam. Despite having respectable damage outputs, her forward, back and up throws have no guaranteed follow-ups; although back throw has some semblance of mix-up potential, its mix-ups are very situational and require hard reads. | ||
The overwhelming majority of Zero Suit Samus' attacks have hitbox placements that are high above the ground, making it easy for short characters to avoid getting hit, especially while [[crouching]]. Despite Paralyzer's paralysis effect, its range is decent at best, and it does not stay out for very long. As a result, her approach against most defensive and zoning characters is limited to dodging their projectiles with her mobility, [[powershield]]ing, and either coming in from above with an aerial, or fast falling and then immediately grabbing. All of these drawbacks also make Zero Suit Samus susceptible to momentum shifts, which in turn gives her a weak [[neutral game]]. | |||
Zero Suit Samus' [[Character customization|custom moves]] are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's excellent utility. Plasma Dash has better offensive potential and Whip Lash has excellent set-up potential, but they both have distinct flaws: the former is less reliable at edge trumping and lacks recovery potential, whereas the latter requires precises spacing to be effective. Impact Kick is much stronger and Lateral Kick travels farther, but each has noticeable flaws: Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself, whereas Lateral Kick KOs much later, which hinders Zero Suit Samus' KO potential. Lastly, Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing. | Zero Suit Samus' [[Character customization|custom moves]] are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's excellent utility. Plasma Dash has better offensive potential and Whip Lash has excellent set-up potential, but they both have distinct flaws: the former is less reliable at edge trumping and lacks recovery potential, whereas the latter requires precises spacing to be effective. Impact Kick is much stronger and Lateral Kick travels farther, but each has noticeable flaws: Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself, whereas Lateral Kick KOs much later, which hinders Zero Suit Samus' KO potential. Lastly, Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing. | ||
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Overall, Zero Suit Samus' very potent air and punishment games allow her to reliably set-up combos and KOs like in ''Brawl'', while her KO potential has improved thanks to her newfound KOing options. However, she must nevertheless be wary of characters with strong [[neutral game]]s, due to the poor quality of her own neutral game. Despite retaining her initial flaws and receiving subsequent ones from game updates, Zero Suit Samus has nevertheless achieved very impressive tournament representation and results, as evident with players such as {{Sm|Nairo}} and {{Sm|Marss}} having won national and regional tournaments, respectively. | Overall, Zero Suit Samus' very potent air and punishment games allow her to reliably set-up combos and KOs like in ''Brawl'', while her KO potential has improved thanks to her newfound KOing options. However, she must nevertheless be wary of characters with strong [[neutral game]]s, due to the poor quality of her own neutral game. Despite retaining her initial flaws and receiving subsequent ones from game updates, Zero Suit Samus has nevertheless achieved very impressive tournament representation and results, as evident with players such as {{Sm|Nairo}} and {{Sm|Marss}} having won national and regional tournaments, respectively. | ||
==Changes from '' | ==Changes from ''Brawl''== | ||
Despite being a high-tier character in ''Brawl'', Zero Suit Samus has been buffed in the transition to ''SSB4'' | Despite being a high-tier character in ''Brawl'', Zero Suit Samus has been buffed in the transition to ''SSB4''. Her KO potential has improved, most notably thanks to her new forward smash and her new up special, [[Boost Kick]], the latter of which is especially potent from [[out of shield]]. Zero Suit Samus' combo game has also improved, thanks to her buffed down throw and the changes to [[hitstun canceling]]. Lastly, her spacing and recovery potential benefit from her new grab aerial. | ||
However, Zero Suit Samus also received some nerfs. The most noticeable of these was to her [[Plasma Whip]], which is much less reliable for KOing, while her aerial prowess has also slightly worsened. Lastly, her down smash's stun duration was decreased and thus slightly worsened its follow-up potential, while [[Paralyzer]] was slightly nerfed in update [[1.0.4]]. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Zero Suit Samus' design is now a combination of her appearance in ''{{s|metroidwiki|Metroid: Other M}}'', and her official artwork for ''{{s|metroidwiki|Metroid Fusion}}'' and ''{{s|metroidwiki|Metroid: Zero Mission}}''. Her bangs, beauty mark, shorter height, larger {{s|wikipedia|bust/waist/hip measurements}} and {{s|metroidwiki|Zero Suit}} are from ''Other M''. Additionally, her lean musculature is from ''Fusion'' and ''Zero Mission''; her facial structure and greenish blue eyes are from ''Zero Mission'';<ref name=ZM>[ | *{{change|Zero Suit Samus' design is now a combination of her appearance in ''{{s|metroidwiki|Metroid: Other M}}'', and her official artwork for ''{{s|metroidwiki|Metroid Fusion}}'' and ''{{s|metroidwiki|Metroid: Zero Mission}}''. Her bangs, beauty mark, shorter height, larger {{s|wikipedia|bust/waist/hip measurements}} and {{s|metroidwiki|Zero Suit}} are from ''Other M''. Additionally, her lean musculature is from ''Fusion'' and ''Zero Mission''; her facial structure and greenish blue eyes are from ''Zero Mission'';<ref name=ZM>[http://www.metroid-database.com/mzm/art/ZSSMZME.png Metroid: Zero Mission's Development Room Gallery 2]</ref> and her flaxen blonde hair is from ''Fusion''. Lastly, the aesthetic used in ''SSB4'' has resulted in Zero Suit Samus' hair being of a significantly higher visual quality than in ''Brawl''.}} | ||
*{{change|Zero Suit Samus has received three new [[alternate costume]]s, two of which are based on her | *{{change|Zero Suit Samus has received three new [[alternate costume]]s, two of which are based on her civilian clothes seen in the endings of ''Fusion'' and ''Zero Mission''.}} | ||
*{{change|The {{s|metroidwiki|Paralyzer}}'s design is now from ''Other M''. Its plasma-based attacks also have updated visual effects and are lower pitched.}} | *{{change|The {{s|metroidwiki|Paralyzer}}'s design is now from ''Other M''. Its plasma-based attacks also have updated visual effects and are lower pitched.}} | ||
*{{change|The Zero Suit's segments are now navy blue instead of blue, and it is now equipped with a matching set of Jet Boots and metal bracelets. The Paralyzer also features magenta accents within its interior. These changes are | *{{change|The Zero Suit's segments are now navy blue instead of blue, and it is now equipped with a matching set of Jet Boots and metal bracelets. The Paralyzer also features magenta accents within its interior. These changes are original to ''SSB4''.}} | ||
*{{change|Zero Suit Samus is more expressive. She now winces with one eye closed when being hit or launched; winces with both eyes closed when [[screen KO]]'d; and frowns depressingly after [[tripping]] | *{{change|Zero Suit Samus is more expressive. She now winces with one eye closed when being hit or launched; winces with both eyes closed when [[screen KO]]'d; and frowns depressingly after [[tripping]].}} | ||
*{{change|Zero Suit Samus now speaks during her [[taunt]]s, instead of at the end of their animations.}} | *{{change|Zero Suit Samus now speaks during her [[taunt]]s, instead of at the end of their animations.}} | ||
*{{change|Forward [[jump]]'s animation has slightly changed. Zero Suit Samus now somersaults twice, instead of once.}} | *{{change|Forward [[jump]]'s animation has slightly changed. Zero Suit Samus now somersaults twice, instead of once.}} | ||
*{{change|[[Dash]]'s animation has slightly changed. Zero Suit Samus now keeps her right arm steady, instead of swinging both arms.}} | *{{change|[[Dash]]'s animation has slightly changed. Zero Suit Samus now keeps her right arm steady, instead of swinging both arms.}} | ||
===Attributes=== | ===Attributes=== | ||
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*{{buff|Zero Suit Samus dashes faster (1.93 → 2.1).}} | *{{buff|Zero Suit Samus dashes faster (1.93 → 2.1).}} | ||
*{{buff|Zero Suit Samus' [[air speed]] is faster (1.034 → 1.2).}} | *{{buff|Zero Suit Samus' [[air speed]] is faster (1.034 → 1.2).}} | ||
*{{ | *{{change|Zero Suit Samus [[Falling speed|falls]] faster (1.43 → 1.7). This improves her vertical endurance, but makes her more susceptible to combos.}} | ||
*{{change|Zero Suit Samus' [[gravity]] is higher (0.0884 → 0.12). This improves her aerial mobility, but hinders her horizontal endurance.}} | |||
*{{ | *{{buff|[[Sidestep]] has decreased ending lag (frame 26 → 25).}} | ||
*{{nerf|Jump is lower.}} | |||
*{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Zero Suit Samus is no longer connected to {{SSB4|Samus}} via [[Final Smash]] or [[character selection screen]] input. As a result, she cannot use [[Power Suit Piece]]s.}} | |||
*{{buff| | |||
*{{nerf| | |||
*{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Zero Suit Samus is no longer connected to {{SSB4|Samus}} via [[Final Smash]] or [[character selection screen]] input. As a result, she | |||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Neutral attack's first and second hits deal 0.5% less damage (2% → 1.5%), although their fixed knockback was compensated (10 (both) → 23/45 (hit 1), 34/50 (hit 2)). These changes make its hits connect together better, and decreases the possibility of opponents [[powershield]]ing the second and third hits in spite of its increased ending lag. Its last hit also has increased base knockback (45 → 60).}} | |||
*{{nerf|Neutral attack has increased ending lag (frame 18 → 21 (hit 1), frame 21 → 26 (hit 2), frame 23 → 32 (hit 3)).}} | |||
*{{buff|Zero Suit Samus has a new dash attack, a jet-propelled knee strike. Compared to the previous dash attack, its clean hit deals 1% more damage (7% → 8%) and it has a longer duration (9 frames → 12).}} | |||
*{{change|Dash attack has different knockback (30 (base)/80 (scaling) → 100/40) compared to the previous dash attack. This makes it more effective for spacing and [[cross-up]]s, but incapable of being followed up with tilt attacks.}} | |||
*{{nerf|Dash attack has more start-up (frame 6 → 7) and ending lag (frame 32 → 52); less range; and its sweetspot has a shorter duration (4 frames → 3) compared to the previous dash attack.}} | |||
*{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, forward tilt no longer deals consistent damage (6% (upward angled)/6% (non-angled)/9% (downward angled) → 8%/7%/8% (foot)/6.5%/6%/6.5% (leg)).}} | |||
*{{buff|Forward tilt has increased base knockback (8 (upward angled/non-angled)/12 (downward angled) → 30), improving its spacing potential.}} | |||
*{{buff|Up tilt's second hit deals 1% more damage (6% → 7%) and has increased knockback scaling (80 → 90), granting it KO potential at very high percentages. Its first hit also has decreased knockback (55/80 (base)/70 (scaling) → 55/85/30 (aerial)/50 (grounded)). This makes its hits connect together better.}} | |||
*{{nerf|Up tilt's second hit has increased start-up lag (frame 7 → 9).}} | |||
*{{change|Up tilt has increased [[Freeze frame|hitlag]] (1× → 1.2×). This makes it safer on shield, but easier to DI.}} | |||
*{{buff|Down tilt has received an additional sweetspot that deals 8%. It also has increased knockback scaling (70 → 85).}} | |||
*{{change|Down tilt's animation has slightly changed. Zero Suit Samus now moves forward when performing the legsweep. This new animation increases its range, but increases its start-up (frame 5 → 8) and ending lag (frame 25 → 36).}} | |||
*{{buff|Zero Suit Samus has a new forward smash, a mid-level side kick followed by a spinning side kick at a slightly higher angle. Unlike the previous forward smash, it consists of two hits instead of one (10% (front)/6% (back) → 5% (hit 1)/11% (hit 2)), and its second hit has different knockback (30/35 (base)/100 (scaling) → 28/106/109). These changes make it significantly more effective at KOing. Compared to the previous forward smash, it also has less start-up lag (frame 21 → 13)}} | |||
*{{nerf|Forward smash has less range compared to the previous forward smash. Unlike the previous forward smash, it also cannot hit opponents standing directly behind Zero Suit Samus.}} | |||
*{{change|Forward smash has a [[normal]] and [[flame]] effect, whereas the previous forward smash has an [[electric]] effect.}} | |||
*{{change|Up smash's loop hits deal 0.2% less damage (1% → 0.8%), but it has received an additional loop hitbox. This results in its overall damage output remaining unchanged.}} | |||
*{{buff|Up smash's last hit has increased knockback scaling (133 → 145). It also has larger hitboxes (6u (hit 1)/5u (hits 2-6)/5u, 6.5u, 8u (hit 7) → 6u/5.2u, 5.6u, 6.5u/6u, 7.5u, 9.6u).}} | |||
*{{nerf|Up smash has increased ending lag (frame 47 → 49).}} | |||
*{{buff|The weakening of [[Smash directional influence|SDI]] makes up smash significantly more difficult to escape from.}} | |||
*{{nerf|Down smash deals less damage (11% → 8% (near)/6% (far)), although its near hit's knockback was compensated (40 (base)/50 (growth) → 50/90). It also now consists of two hitboxes that are smaller than its previous hitbox (9u → 4u/7u).}} | |||
*{{nerf|Down smash has increased ending lag (frame 36 → 42).}} | |||
*{{change|Down smash's [[Paralyze|paralysis]] effect has a shorter duration. This makes it more difficult for opponents to DI correctly, but slightly hinders its set-up potential.}} | |||
* | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{change|Neutral aerial deals less damage (10% → 8%), although its knockback was compensated (40 (base)/80 (scaling) → 38/96). This improves its combo potential, but hinders its spacing potential.}} | |||
*{{change|Neutral aerial is now properly affected by [[stale-move negation]].}} | |||
*{{buff|Forward aerial's first hit deals 1% less damage (6% → 5%), although its knockback was somewhat compensated (35 (base)/70 (scaling) → 50/50). Forward aerial also has larger hitboxes (5.5u/4.8u/5u → 6.4u/5.5u). Altogether, these changes make its hits connect together better. It also has decreased ending lag (frame 49 → 47).}} | |||
*{{nerf|Due to having a consistent hitbox instead of a clean hitbox and a late hitbox, forward aerial's second hit now deals consistent damage (10%/11% (clean)/7% (late) → 7%). However, its knockback scaling was compensated (105 → 116). Forward aerial also has a shorter duration (4 frames (hit 1)/5 frames (hit 2) → 2 (both)).}} | |||
*{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%), although its knockback was somewhat compensated (33 (base)/100 (scaling) → 42/98).}} | |||
*{{nerf|Back aerial has increased ending lag (frame 38 → 40) and landing lag (9 frames → 11). It also has a shorter duration (3 frames → 2).}} | |||
*{{change|Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), although its knockback was somewhat compensated (40 (base)/100 (scaling) → 30/125). These changes improve its juggling and combo potential, but hinder its KO potential.}} | |||
*{{nerf|Up aerial has increased start-up lag (frame 4 → 6).}} | |||
*{{buff|Up aerial has a longer duration (5 frames → 7) and auto-cancels earlier (frame 34> → 25>).}} | |||
*{{change|Up aerial now has a normal effect, instead of a [[slash]] effect.}} | |||
*{{buff|Down aerial deals more damage (5% (aerial)/4% (grounded)/5% (landing) → 6%/5%/5.5%). Additionally, its landing hitbox has increased knockback scaling (90 → 110). Lastly, it has larger hitboxes (6u/5u → 6.3u/5.2u) and decreased landing lag (40 frames → 30).}} | |||
*{{change|Down aerial's aerial hit's angle has been altered (275° → 278°).}} | |||
*{{buff|Zero Suit Samus now has a [[grab aerial]].}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have decreased ending lag (frame 85 (all) → 69 (standing)/72 (dash)/80 (pivot)).}} | |||
*{{nerf|All grabs have shorter durations (13 frames → 9). Pivot grab also has increased start-up lag (frame 16 → 17).}} | |||
*{{nerf|Grab has decreased range.}} | |||
*{{nerf|The removal of [[chain grab]]bing significantly hinders forward throw's damage racking potential.}} | |||
*{{buff|Back throw deals 2% more damage (6% → 8%), although its knockback was somewhat compensated (70 (base)/60 (scaling) → 72/45). These changes grant it set-up potential.}} | |||
*{{buff|Down throw deals 2% less damage (7% → 5%), although its knockback was somewhat compensated (100 (base)/25 (scaling) → 90/60). Down throw also transitions faster. When coupled with the changes to [[hitstun canceling]], these changes improve its combo potential at low to high percentages.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Paralyzer]] | *{{change|Fully charged [[Paralyzer]]'s angle has been altered (361° (both) → 65° (aerial)/315° (grounded)).}} | ||
*{{nerf|[[Plasma Whip]] deals less damage (3% (whip)/16% (tip) → 2% (whip near)/1.2% (whip far)/7.5% (tip)), although its tip's knockback was somewhat compensated (60 (base)/75 (scaling) → 45/105).}} | |||
*{{buff|Plasma Whip has decreased start-up lag (frame 24 → 22).}} | |||
*{{buff|The weakening of SDI makes Plasma Whip significantly more difficult to escape from.}} | |||
*{{buff|Zero Suit Samus has a new up special, [[Boost Kick]]. It is a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. Compared to [[Plasma Wire]], Boost Kick deals overall more damage (4%-6% → 5% (hit 1)/1.3% (hits 2-7)/4% (hit 8)) and has different knockback (60 (base)/40 (scaling) → 50/209), making it significantly more effective at KOing. It also covers more horizontal distance than Plasma Wire. Like Plasma Wire, it has [[mindgame]] potential. Unlike Plasma Wire, it can punish rolls.}} | |||
*{{nerf|Compared to Plasma Wire, Boost Kick covers less vertical distance. Unlike Plasma Wire, it cannot [[meteor smash]] opponents, and renders her [[helpless]].}} | |||
*{{buff|[[Flip Jump]]'s kick deals more damage (12% (clean)/9% (late) → 14%), although its base knockback was compensated (60 (both) → 30 (aerial)/45 (grounded)). This significantly improves its KO potential.}} | |||
*{{buff|Flip Jump's footstool stomp has received a hitbox that deals 8%; [[Bury|buries]] grounded opponents; and meteor smashes aerial opponents. Altogether, these changes significantly improve its utility.}} | |||
*{{nerf|Flip Jump has increased ending lag. Its sweetspot is also significantly harder to land.}} | |||
*{{change|Flip Jump now requires pressing the jump button upon contact with a wall in order to [[wall jump]], instead of doing so automatically.}} | |||
*{{change|Flip Jump's visual effects have changed. Zero Suit Samus now produces afterimages during its arc.}} | |||
*{{buff|The removal of the [[grab release glitch]] allows Zero Suit Samus to re-use Flip Jump if she has been grabbed in midair.}} | |||
*{{buff|Zero Suit Samus has a new [[Final Smash]], {{B|Gunship|Final Smash}}. She boards [[metroidwiki:Samus Aran's Gunship|her Gunship]] and fires energy blasts from its cannons toward the stage, similarly to [[Grenade Launcher]]. Compared to [[Power Suit Samus]], it has a significantly longer duration, which makes it significantly more effective at damage racking in spite of its overall lower damage output (25% (spin)/10% (discharge) → 0.8% (hits 1-9)/10% (hit 10)). Unlike Power Suit Samus, it can be used for stage control.}} | |||
==Update history== | ==Update history== | ||
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==Moveset== | ==Moveset== | ||
*Zero Suit Samus can [[Crawling|crawl]] and [[wall jump]]. | *Zero Suit Samus can [[Crawling|crawl]] and [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
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|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2) | ||
|fsmashdesc=A mid-level side kick, followed by a spinning side kick at a slightly higher angle. Due to it activating her Jet Boots, the second hit has a visible sweetspot in the form of a small, [[Flame|fiery]] blast at the tip of her foot. Unlike typical sweetspots, it has the same damage output as the sourspot and only very slightly higher knockback scaling, which makes either one reliable for KOing. As a result, it is her strongest smash attack and one of her most reliable KOing options. Its second hit KOs middleweights at 122% while near the edge of Final Destination in the ''3DS'' version, and at 110% in the ''Wii U'' version | |fsmashdesc=A mid-level side kick, followed by a spinning side kick at a slightly higher angle. Due to it activating her Jet Boots, the second hit has a visible sweetspot in the form of a small, [[Flame|fiery]] blast at the tip of her foot. Unlike typical sweetspots, it has the same damage output as the sourspot and only very slightly higher knockback scaling, which makes either one reliable for KOing. As a result, it is her strongest smash attack and one of her most reliable KOing options. Its second hit KOs middleweights at 122% while near the edge of Final Destination in the ''3DS'' version, and at 110% in the ''Wii U'' version. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|0.8}} (hits 2-6), {{ChargedSmashDmgSSB4|3}} (hit 7) | |usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|0.8}} (hits 2-6), {{ChargedSmashDmgSSB4|3}} (hit 7) | ||
|usmashdesc=Spins in place while twirling a whip of plasma overhead. It hits multiple times, has very minimal start-up lag, very long vertical range, and decent horizontal range near the tip of the whip. Altogether, these traits make it a useful anti-air attack. It can also act as a follow-up from down throw at low percentages. Although its last hit has very high knockback scaling, this is offset by said hit's very low damage output. As a result, its last hit does not KO aerial middleweights until 165% from anywhere on Final Destination in the ''3DS'' version, and at 154% in the ''Wii U'' version. | |usmashdesc=Spins in place while twirling a whip of plasma overhead. It hits multiple times, has very minimal start-up lag, very long vertical range, and decent horizontal range near the tip of the whip. Altogether, these traits make it a useful anti-air attack. It can also act as a follow-up from down throw at low percentages. Although its last hit has very high knockback scaling, this is offset by said hit's very low damage output. As a result, its last hit does not KO aerial middleweights until 165% from anywhere on Final Destination in the ''3DS'' version, and at 154% in the ''Wii U'' version. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|8}} (near), {{ChargedSmashDmgSSB4|6}} (far) | |dsmashdmg={{ChargedSmashDmgSSB4|8}} (near), {{ChargedSmashDmgSSB4|6}} (far) | ||
|dsmashdesc=Aims her {{s|metroidwiki|Paralyzer}} downward in front of herself and fires a [[Paralyze|paralyzing]] energy blast at the ground. When spaced correctly, it is safe on shield. It is a useful set-up option thanks to it briefly [[paralyze|paralyzing]] the opponent, with notable follow-ups including forward smash, a grab, or Boost Kick. With precise timing off-stage, it can also be used as a set-up into [[Flip Jump]] in order to meteor smash an opponent. At 60%-150%, two consecutive uncharged down smashes can lead into forward aerial, [[reverse aerial rush]]ed back aerial, up aerial, Flip Jump, and Boost Kick. However, these particular follow-ups require precise timing and for Zero Suit Samus to be very close to the opponent. It also lacks KO potential and, like {{SSB4|Mewtwo}} and {{SSB4|Ryu}}'s down smashes, only hits on one side. | |dsmashdesc=Aims her {{s|metroidwiki|Paralyzer}} downward in front of herself and fires a [[Paralyze|paralyzing]] energy blast at the ground. When spaced correctly, it is safe on shield. It is a useful set-up option thanks to it briefly [[paralyze|paralyzing]] the opponent, with notable follow-ups including forward smash, a grab, or Boost Kick. With precise timing off-stage, it can also be used as a set-up into [[Flip Jump]] in order to meteor smash an opponent. At 60%-150%, two consecutive uncharged down smashes can lead into forward aerial, [[reverse aerial rush]]ed back aerial, up aerial, Flip Jump, and Boost Kick. However, these particular follow-ups require precise timing and for Zero Suit Samus to be very close to the opponent. It also lacks KO potential and, like {{SSB4|Mewtwo}} and {{SSB4|Ryu}}'s down smashes, only hits on one side. Due to being a projectile, the blast can be [[Absorption|absorbed]], but not [[Reflection|reflected]] because of it being fired downward. Enemies knocked upward by down smash, cannot be paralyzed again by moves such as neutral special until they make contact with the stage again. | ||
|nairname= | |nairname= | ||
|nairdmg=8% (both hits) | |nairdmg=8% (both hits) | ||
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|uairname= | |uairname= | ||
|uairdmg=6.5% | |uairdmg=6.5% | ||
|uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, it boasts excellent juggling potential. It can combo into itself at low percentages and, with sufficient [[rage]], it can combo into Boost Kick after a second one has been landed, leading to a KO. By extension, its very knockback scaling also grants it KO potential in spite of its low damage output. It KOs middleweights at 144% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 136% in the ''Wii U'' version. However, its very low base knockback makes it unsafe on hit against characters that have a fast aerial attack to counter with. | |uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, it boasts excellent juggling potential. It can combo into itself at low percentages and, with sufficient [[rage]], it can combo into Boost Kick after a second one has been landed, leading to a KO. By extension, its very knockback scaling also grants it KO potential in spite of its low damage output. It KOs middleweights at 144% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 136% in the ''Wii U'' version. However, its very low base knockback makes it unsafe on hit against characters that have a fast aerial attack to counter with. | ||
|dairname= | |dairname= | ||
|dairdmg=6% (aerial), 5% (grounded), 5.5% (landing) | |dairdmg=6% (aerial), 5% (grounded), 5.5% (landing) | ||
|dairdesc=A diagonal flying kick, similar to {{SSB4|Sonic}} and {{SSB4|Sheik}}'s down aerials. It is a [[meteor smash]] if her foot hits the opponent. However, it has the highest start-up lag out of her aerials. It is also a [[stall-then-fall]], which makes it extremely risky to use off-stage. Because of this, it is rarely used as a meteor smash and most of times, | |dairdesc=A diagonal flying kick, similar to {{SSB4|Sonic}} and {{SSB4|Sheik}}'s down aerials. It is a [[meteor smash]] if her foot hits the opponent. However, it has the highest start-up lag out of her aerials. It is also a [[stall-then-fall]], which makes it extremely risky to use off-stage. Because of this, it is rarely used as a meteor smash and most of times, lead to a SD. Even when she lands on the ground, there is extremely high ending lag making it easy to punish Despite this, its extremely fast descent speed can enable it to counter a juggle if there is sufficient distance between Zero Suit Samus and the opponent. | ||
|zairname=[[Plasma Whip]] | |zairname=[[Plasma Whip]] | ||
|zairdmg=3% (early), 6% (clean) | |zairdmg=3% (early), 6% (clean) | ||
|zairdesc=Lunges in order to unleash a whip of plasma forward. It is the longest grab aerial in the game, making it excellent for spacing, recovering, edge-guarding and follow-ups. However, it has high ending lag in the air, and only the tip of the whip has a hitbox. | |zairdesc=Lunges in order to unleash a whip of plasma forward. It is the longest grab aerial in the game, making it excellent for spacing, recovering, edge-guarding and follow-ups. However, it has high ending lag in the air, and only the tip of the whip has a hitbox. | ||
|grabname=Plasma Whip | |grabname=Plasma Whip | ||
|grabdesc=Performs a kneeling lunge to unfurl a whip of plasma. The tip has more vertical range, which makes it useful even against small characters, who can otherwise crouch under the rest of the whip. Thanks to its duration, it can even grab opponents out of their rolls and sidesteps when timed precisely. Although Zero Suit Samus' grabs have long horizontal ranges, they are tied with [[Grapple Beam]] for having the highest amount of start-up lag in the game, and have the third highest amount of ending lag in the game even though it's not as long ranged as Samus'. | |grabdesc=Performs a kneeling lunge to unfurl a whip of plasma. The tip has more vertical range, which makes it useful even against small characters, who can otherwise crouch under the rest of the whip. Thanks to its duration, it can even grab opponents out of their rolls and sidesteps when timed precisely. Although Zero Suit Samus' grabs have long horizontal ranges, they are tied with [[Grapple Beam]] for having the highest amount of start-up lag in the game, and have the third highest amount of ending lag in the game even though it's not as long ranged as Samus'. | ||
|pummelname= | |pummelname= | ||
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|nsdefname=Paralyzer | |nsdefname=Paralyzer | ||
|nsdefdmg=4% (uncharged), 6% (charged) | |nsdefdmg=4% (uncharged), 6% (charged) | ||
|nsdefdesc=Assumes a {{s|wikipedia|kneeling position}} to fire a paralyzing energy blast. It can be charged, which increases its damage output the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage. | |nsdefdesc=Assumes a {{s|wikipedia|kneeling position}} to fire a paralyzing energy blast. It can be charged, which increases its damage output the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage. | ||
|nsc1name=Blast Shot | |nsc1name=Blast Shot | ||
|nsc1dmg=2% (uncharged), 3.5% (charged) | |nsc1dmg=2% (uncharged), 3.5% (charged) | ||
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|ssc1name=Plasma Dash | |ssc1name=Plasma Dash | ||
|ssc1dmg=2% (hit 1), 1% (hits 2-5), 4% (hit 6) | |ssc1dmg=2% (hit 1), 1% (hits 2-5), 4% (hit 6) | ||
|ssc1desc=A dashing pistol-whip, similar to {{SSB4|Bayonetta}}'s dash attack. Due to not emitting a whip of plasma, it cannot be used as a tether recovery | |ssc1desc=A dashing pistol-whip, similar to {{SSB4|Bayonetta}}'s dash attack. Due to not emitting a whip of plasma, it cannot be used as a tether recovery. | ||
|ssc2name=Whip Lash | |ssc2name=Whip Lash | ||
|ssc2dmg=— (whip), 6% (tip) | |ssc2dmg=— (whip), 6% (tip) | ||
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|dsc1dmg=8% (stomp), 17% (clean kick), 14% (late kick) | |dsc1dmg=8% (stomp), 17% (clean kick), 14% (late kick) | ||
|dsc1desc=The flying kick's sweetspot deals more damage and it functions similarly to down aerial, albeit propelling Zero Suit Samus at a more horizontal angle. However, the jump covers less horizontal distance. | |dsc1desc=The flying kick's sweetspot deals more damage and it functions similarly to down aerial, albeit propelling Zero Suit Samus at a more horizontal angle. However, the jump covers less horizontal distance. | ||
|dsc2name=Low | |dsc2name=Low Kick | ||
|dsc2dmg=4% (stomp), 8% (clean kick), 6% (late kick) | |dsc2dmg=4% (stomp), 8% (clean kick), 6% (late kick) | ||
|dsc2desc=The jump grants much more horizontal distance and jumping while flipping helps Zero Suit Samus land faster. However, the jump covers much less vertical distance and grants no intangibility, while the stomp and kick both deal less damage. | |dsc2desc=The jump grants much more horizontal distance and jumping while flipping helps Zero Suit Samus land faster. However, the jump covers much less vertical distance and grants no intangibility, while the stomp and kick both deal less damage. | ||
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|fsdesc=Summons [[metroidwiki:Samus Aran's Gunship|her Gunship]] from the background, and jumps into it as it flies off-screen. While Zero Suit Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, or when she has fired five shots, Zero Suit Samus will eject from her Gunship and descend from the sky. | |fsdesc=Summons [[metroidwiki:Samus Aran's Gunship|her Gunship]] from the background, and jumps into it as it flies off-screen. While Zero Suit Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, or when she has fired five shots, Zero Suit Samus will eject from her Gunship and descend from the sky. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=ZeroSuitSamus}} | |char=ZeroSuitSamus}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1132 | |set10=1132 | ||
}} | }} | ||
'' | ===Notable players=== | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
====Active==== | |||
*{{Sm|BreaD|Canada}} - One of the best Zero Suit Samus players in Canada. Ranked 2nd on the [[Ottawa Power Rankings]]. | |||
*{{Sm|Choco|Japan}} - The best Zero Suit Samus player in Japan, and considered by many to be one of the best Zero Suit Samus players in the world. | |||
*{{Sm|Deimos|France}} - Has a Zero Suit Samus secondary. Formerly ranked 21st on the [[French Power Rankings]]. | |||
*{{Sm|Exodia|Canada}} - One of the best Zero Suit Samus players in Canada. Ranked 7th on the [[Canada Smash Ranking]] and 1st on the [[Alberta Power Rankings]]. | |||
*{{Sm|Griffith|France}} - Ranked 3rd on the [[French Power Rankings]]. | |||
*{{Sm|Juice|USA}} - The best Zero Suit Samus in Pennsylvania. Has set wins on {{Sm|JaKaL}}, {{Sm|Shoyo James}}, {{Sm|6WX}} and {{Sm|John Numbers}}. Ranked 1st on the [[Philadelphia Power Rankings]]. | |||
*{{Sm|Jumpsteady|USA}} - One of the best SoCal Zero Suit Samus players. Ranked 20th on the [[SoCal Smash 4 Power Rankings]]. | |||
*{{Sm|Luhtie|USA}} - He has wins over {{Sm|ZeRo}}, {{Sm|Cosmos}}, {{Sm|Elegant}}, {{Sm|Abadango}} and {{Sm|Tyrant}}. | |||
*{{Sm|Marss|USA}} - The second best Zero Suit Samus in the world. Ranked 25th on the Panda Global Rankings v5. | |||
*{{Sm|Mistake|Canada}} - Formerly the best Zero Suit Samus player in Canada before switching to Bayonetta. Placed 1st at [[The Come Up 2017]] and ranked 1st on the [[Canada Smash Ranking]]. Still used Zero Suit Samus as a counterpick. | |||
*{{Sm|Mr. Riddle|USA}} - The best Zero Suit Samus player in Florida. | |||
*{{Sm|Nairo|USA}} - The best Zero Suit Samus player in the world. Ranked 4th on the [[Panda Global Rankings|Panada Global Rankings v5]]. | |||
*{{Sm|Ned|USA}} - The best Zero Suit Samus player in the Midwest before switching to {{SSB4|Cloud}}. Still uses Zero Suit Samus as a secondary in some tournament. | |||
*{{Sm|quiK|Germany}} - The best Zero Suit Samus player in Europe. He has a win over {{Sm|Larry Lurr}}. | |||
*{{Sm|Remzi|USA}} - The best Zero Suit Samus player in MD/VA. He has a win over {{Sm|Mr.E}}. | |||
*{{Sm|Samsora|USA}} - Wins on {{Sm|Cosmos}} and {{Sm|WaDi}}. | |||
*{{Sm|shky|Japan}} - One of the best Zero Suit Samus players in Japan, alongside {{Sm|Choco}}. Has wins over {{Sm|ANTi}}, {{Sm|AC}}, {{Sm|Abadango}}, {{Sm|Tsu-}} and {{Sm|Eim}}. | |||
*{{Sm|V115|Canada}} - One of the best Zero Suit Samus players in Canada. Ranked 22nd on the [[Canada Smash Ranking]]. | |||
*{{Sm|VoiD|USA}} - A Sheik main with a strong Zero Suit Samus secondary who is considered the best Zero Suit Samus player in SoCal. Has wins over {{Sm|Larry Lurr}}, {{Sm|Elegant}}, {{Sm|ESAM}}, {{Sm|AC}}, and {{Sm|K9sbruce}}. | |||
====Inactive==== | |||
*{{Sm|ANTi|USA}} - Ranked 17th on the [[Panda Global Rankings|Panda Global Rankings v5]]. | |||
*{{Sm|SmashSK|Sweden}} - Formerly the best player in Sweden. He is now retired and currently plays Guilty Gear XRD after having dominated the Sweden for a full year. | |||
===Tier placement and history=== | |||
Zero Suit Samus has been widely been viewed as a top-tier character ever since ''SSB4'' was released. She became infamous for her highly rewarding grab combos that could lead into early KOs, varied methods of setting up KOs with her back and down throws, down smash, and Paralyzer, her ability to escape pressure with her aerial mobility and down special, and, as of update [[1.1.1]], the incredible safety of her electric attacks like her neutral aerial. However, she also has a few weaknesses, such as her laggy grab and lackluster ground game. Although players would often point out both her weaknesses and her representation only being above average for a perceived top-tier character, Zero Suit Samus' weaknesses were also perceived as negligible. Additionally, her top-tier status was supplemented by the efforts of dedicated professionals, most notably {{Sm|Marss}}, {{Sm|Nairo}}, {{Sm|Nick Riddle}}, {{Sm|Remzi}} and {{Sm|V115}}, who dominated their respective regions with her and whose tournament results had been sufficient enough to position her as the second best character in the game in the eyes of most players. | |||
Nairo's efforts in particular have demonstrated the former points: he is one of the best ''SSB4'' players in the world, consistently achieves top 8 placings at major tournaments (most notably winning [[MLG World Finals 2015]]) and became the first person to eliminate {{Sm|ZeRo}}, the undisputed best player in the world at the time, from a tournament. Other notable placings included Nick Riddle placing 2nd at [[Paragon Orlando 2015]] and 7th at [[CEO 2015]], and Marss placing 7th at [[GENESIS 3]]. Thanks to these very strong tournament results, Zero Suit Samus was ranked 2nd on the first tier list. | |||
However, Zero Suit Samus received nerfs from game updates, with update 1.1.5 providing her most significant ones by exacerbating her grab game's lag issues, and somewhat toning down her immense strengths. These nerfs ultimately affected her results, with some of her main players eventually being outperformed by other characters, such as {{SSB4|Cloud}}, which in turn saw her playerbase slightly shrink. Zero Suit Samus' downturn was reflected in her subsequent tier placements, as she lost her top 3 status by being ranked 8th on the second tier list, and then lost her top 10 status by being ranked 11th on the third tier list. | |||
However as of recently, Zero Suit Samus has had a huge spike in results thanks to {{Sm|Marss}} and {{Sm|Nairo}} placing top 2 at many major tournaments and most notably Nairo's win at [[Super Smash Con 2017]] while using Zero Suit Samus a majority of the tournament. Due to these impressive results and her ladder combos still being very frightening, her tier spot has been debated once again as many smashers claim that she should be ranked much higher due to her most recent results and these results being more impressive that characters ranked above her such as {{SSB4|Sheik}}, {{SSB4|Mario}}, {{SSB4|Rosalina}}, {{SSB4|Mewtwo}}, and {{SSB4|Marth}}. This is reflected by Zero Suit Samus's return to the top 10 on the fourth tier list, being ranked 6th. | |||
==Trophies== | |||
:'''Zero Suit Samus''' | |||
::{{flag|ntsc}} ''Samus is far from helpless when her Power Suit is deactivated. Sure, she loses a lot of the moves and weapons she had access to before, but her Jet Boots pick up the slack! She also has the Paralyzer, a versatile weapon that can shock her rivals or change into a Plasma Whip to grab edges and enemies.'' | |||
::{{flag|pal}} ''Without her Power Suit, Samus Aran may not have her usual strength, specials moves or over-powered arm cannon, but her Jet Boots definitely kick things up a notch in their own way. The Paralyzer, her gun, does just what you'd expect it to, but it can also turn into a whip for attacking and grabbing onto edges while falling.'' | |||
::{{Trophy games|console1=GBA|game1=Metroid: Zero Mission (02/2004)|console2=Wii|game2=Metroid: Other M (08/2010)}} | |||
:'''Zero Suit Samus (Alt.)''' | |||
::{{flag|ntsc}} ''Zero Suit Samus's up special Boost Kick involves a series of fast kicks that end with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.'' | |||
'' | ::{{flag|pal}} ''Zero Suit Samus's Boost Kick up special finishes with a swift sideways kick. If you start the move close to an opponent, you can hit them up to eight times and launch them sideways! Her main down special, Flip Jump, buries opponents if you land on them at the end of it. Alternatively, press the button again mid-flip for a drop kick.'' | ||
::{{Trophy games|console1=GBA|game1=Metroid: Zero Mission (02/2004)|console2=Wii|game2=Metroid: Other M (08/2010)}} | |||
:'''Gunship (Zero Suit Samus)''' | |||
::{{flag|ntsc}} ''Samus's Gunship is her way of travelling through space and her base of operations when exploring hostile planets. In Zero Suit Samus's Final Smash, she can use her Gunship to fire powerful beams at other fighters, hitting them multiple times, even if they're hiding off-screen! At least they can be thankful it doesn't go on forever.'' | |||
| | |||
{{ | ::{{flag|pal}} ''Samus's spaceship carries her through space and serves as her base of operations during her missions. Zero Suit Samus will call down and board her Gunship with her Final Smash. Once she's in the pilot's seat, she has a short time to unleash up to five powerful shots from the ship's weapons. Foes aren't safe even hiding off-screen!'' | ||
| | |||
<center> | |||
| | <gallery> | ||
| | ZeroSuitSamusTrophy3DS.png|Classic (3DS) | ||
| | ZeroSuitSamusAltTrophy3DS.png|Alt. (3DS) | ||
| | ZeroSuitSamusTrophyWiiU.png|Classic (Wii U) | ||
ZeroSuitSamusAltTrophyWiiU.png|Alt. (Wii U) | |||
GunshipFinalSmashTrophyWiiU.png|[[Gunship (Final Smash)]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
===Solo Events=== | ===Solo Events=== | ||
* '''[[A Situation of some Gravity]]''': Zero Suit Samus must defeat {{SSB4|Rosalina & Luma}} while she is affected by high gravity. | * '''[[A Situation of some Gravity]]''': Zero Suit Samus must defeat {{SSB4|Rosalina & Luma}} while she is affected by high gravity. | ||
* '''[[All-Star Battle: Brawl]]''': Zero Suit Samus is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | * '''[[All-Star Battle: Brawl]]''': Zero Suit Samus is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | ||
* '''[[Bounty Hunter Clash]]''': As {{SSB4|Captain Falcon}}, the player must defeat Zero Suit Samus. After some time, two {{SSB4|Villager}}s will appear and must be defeated as well. | * '''[[Bounty Hunter Clash]]''': As {{SSB4|Captain Falcon}}, the player must defeat Zero Suit Samus. After some time, two {{SSB4|Villager}}s will appear and must be defeated as well. | ||
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===Co-op Events=== | ===Co-op Events=== | ||
* '''[[Peach in Peril]]''': {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat Zero Suit Samus, Rosalina & Luma, Zelda, {{SSB4|Wii Fit Trainer}} and female {{SSB4|Robin}}, but not {{SSB4|Peach}}. KOing Peach results | * '''[[Peach in Peril]]''': {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat Zero Suit Samus, Rosalina & Luma, Zelda, {{SSB4|Wii Fit Trainer}} and female {{SSB4|Robin}}, but not {{SSB4|Peach}}. KOing Peach results in a failure. | ||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | * '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
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SSB4 - ZSS Screen-8.jpg|Wearing a [[Bunny Hood]] and being under the effect of [[Superspicy Curry]], alongside {{SSB4|Luigi}} and {{SSB4|King Dedede}}. | SSB4 - ZSS Screen-8.jpg|Wearing a [[Bunny Hood]] and being under the effect of [[Superspicy Curry]], alongside {{SSB4|Luigi}} and {{SSB4|King Dedede}}. | ||
Zero Suit Samus SSB3DS.png|Zero Suit Samus in {{for3ds}}. | Zero Suit Samus SSB3DS.png|Zero Suit Samus in {{for3ds}}. | ||
SSB4 - ZSS Screen-10.jpg|[[Jump]]ing | SSB4 - ZSS Screen-10.jpg|[[Jump]]ing. | ||
SSB4 - Samus & ZSSamus.jpg|Double jumping alongside her Power Suit, demonstrating their Jet Boots and thrusters, respectively. | SSB4 - Samus & ZSSamus.jpg|Double jumping alongside her Power Suit, demonstrating their Jet Boots and thrusters, respectively. | ||
SSB4 - Metroid and Pit.jpg|Using her forward aerial on {{SSB4|Pit}}, who is being attacked by a {{b|Metroid|creature}}. | SSB4 - Metroid and Pit.jpg|Using her forward aerial on {{SSB4|Pit}}, who is being attacked by a {{b|Metroid|creature}}. | ||
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==Trivia== | ==Trivia== | ||
*Zero Suit Samus is the only character who has more than one method of accessing her [[tether recovery]]. | *Zero Suit Samus is the only character who has more than one method of accessing her [[tether recovery]]. | ||
*Although {{SSB4|Zelda}} and {{SSB4|Sheik}} have [[alternate costume]]s that correspond to their costumes' respective orders, {{SSB4|Samus}} and Zero Suit Samus do not follow this trend. Zero Suit Samus lacks a purple alternate costume to match Samus' {{s|metroidwiki|Gravity Suit}}, while her last two alternate costumes consist of her | *Although {{SSB4|Zelda}} and {{SSB4|Sheik}} have [[alternate costume]]s that correspond to their costumes' respective orders, {{SSB4|Samus}} and Zero Suit Samus do not follow this trend. Zero Suit Samus lacks a purple alternate costume to match Samus' {{s|metroidwiki|Gravity Suit}}, while her last two alternate costumes consist of her civilian clothes instead of variations of the {{s|metroidwiki|Zero Suit}}. | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Metroid universe}} | {{Metroid universe}} | ||
[[Category:Zero Suit Samus (SSB4) | [[Category:Zero Suit Samus (SSB4)]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||
[[Category:Trophies (SSB4-Wii U)]] | [[Category:Trophies (SSB4-Wii U)]] | ||