Editing Zero Suit Samus (SSB4)

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:{{cquote|''Zero Suit Samus Zeroes In!''|cite=Introduction Tagline}}
:{{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]]''.


Rather than retaining Jessica Erin Martin and Ai Kobayashi, Samus' English and Japanese voice actors from ''Metroid: Other M'', {{s|wikipedia|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 54 on the [[tier list]]. This is a slight improvement from her high-tier placement in ''Brawl'', where she was ranked 9th out of 38 and is her best placement in the series. 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' [[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 also 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.
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' attacks contain hitboxes that 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]].
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.


By extension, 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]].
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 ''[[Super Smash Bros. Brawl]]''==
==Changes from ''Brawl''==
Despite being a high-tier character in ''Brawl'', Zero Suit Samus has been buffed in the transition to ''SSB4'' mostly due to ''Smash 4'''s altered mechanics combined with the nerfs other ''Brawl'' veterans received. 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, mainly due to the changes to [[hitstun canceling]] combined with her altered down throw and up aerial. She also greatly benefits from the introduction of [[rage]] which can allow her combos to KO opponents at insanely low percents. Lastly, [[Plasma Whip]] tethers the ledge much sooner, improving her already strong recovery, and she now has a grab aerial, improving her spacing potential and giving her an additional recovery option.
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 that as she is no longer tied to {{SSB4|Samus}}, she no longer has access to her [[Power Suit Piece]]s which significantly hinders her stage control and her item game combined with the removal of [[glide toss]]ing. Although Plasma Whip has improved recovery potential, it has more ending lag and is significantly weaker, making it much easier to punish and far less reliable for KOing, eliminating one of her most useful KO moves. Her aerial prowess has also slightly worsened. Her jumps are lower (especially since she no longer has [[Plasma Wire]]) and her aerials except for down aerial are all weaker. She is significantly more vulnerable to combos due to the removal of hitstun canceling combined with her increased falling speed. Lastly, some of her ground attacks have been nerfed as well: down tilt has increased startup and much more ending lag along with a less favorable angle, removing all of its combo potential and making it arguably her worst move, her new dash attack has one more frame of startup along with much higher ending lag, making it much more punishable and removing its locking and follow-up potential, and her down smash is weaker, has smaller hitboxes, its stun duration was decreased, and it has increased ending lag, worsening its follow-up potential and making it less safe on shield.


Overall, Zero Suit Samus is an even larger threat in ''Smash 4'' with her tournament results and representation being even higher although she is less effective than in earlier versions of the game as [[1.1.4]] added {{SSB4|Bayonetta}} and it gave Zero Suit Samus some minor nerfs while [[1.1.5]] nerfed her further. Nevertheless, Zero Suit Samus remains one of the stronger characters in ''Smash 4''.
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>[https://www.metroid-database.com/old_site/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' 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 Casual Outfits seen in the endings of ''Fusion'' and ''Zero Mission''. One replaces her purple costume.}}
*{{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 unique to ''SSB4''.}}
*{{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]] and being [[stun]]ned.}}
*{{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|Zero Suit Samus' previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{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.}}
*{{change|Due to no longer being a transformation of Samus, Zero Suit Samus is listed on the character selection screen}}


===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).}}
*{{nerf|Zero Suit Samus' [[air acceleration]] is lower (0.1 → 0.095).}}
*{{change|Zero Suit Samus [[Falling speed|falls]] faster (1.43 → 1.7). This improves her vertical endurance, but makes her more susceptible to combos.}}
*{{nerf|Zero Suit Samus falls faster (1.43 → 1.7). This makes her more susceptible to combos and while this would improve her vertical endurance, this is offset by her higher gravity, giving her slightly worse vertical endurance overall.}}
*{{change|Zero Suit Samus' [[gravity]] is higher (0.0884 → 0.12). This improves her aerial mobility, but hinders her horizontal endurance.}}
*{{buff|Zero Suit Samus' [[fast fall]]ing speed is faster (2.002 → 2.72), making her less susceptible to juggling.}}
*{{buff|[[Sidestep]] has decreased ending lag (frame 26 → 25).}}
*{{change|Zero Suit Samus' gravity is considerably higher (0.0884 → 0.12), going from the 13th highest out of 39 characters to the fifth highest out of 58. This improves her ability to land, but hinders her endurance, and increases her susceptibility to combos (the height of her jumps were compensated).}}
*{{nerf|Jump is lower.}}
*{{nerf|Zero Suit Samus' [[double jump]] is marginally lower (height multiplier: 1x → 0.9933x).}}
*{{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.}}
*{{nerf|Zero Suit Samus is slightly lighter (81 → 80), hindering her endurance. While this would also make her less susceptible to combos, her faster [[falling speed]], higher [[gravity]], and the changes to [[hitstun canceling]] and [[Directional Influence]] collectively result in her being more susceptible to combos.}}
*{{buff|Back [[roll]] has less ending lag (FAF 38 → 28) now matching her forward roll.}}
*{{nerf|Back roll has a shorter duration (frames 4-19 → 4-15).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25), now being one of the fastest spot dodges in the game.}}
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-15).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 40 → 31).}}
**{{buff|Additionally, she can now cancel her air dodge at any time with her new [[grab aerial]].}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{nerf|The removal of [[meteor cancel]]ing hinders Zero Suit Samus more than any other veteran as while it improves the reliability of her down aerial and [[Flip Jump]], it drastically hinders her endurance against meteor smashes as she previously had one of the most lenient meteor cancel windows in ''Brawl''.}}
*{{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 no longer has access to her [[Power Suit Piece]]s which significantly hinders her stage control at the beginning of a match.}}
*{{nerf|Zero Suit Samus' [[Item throw]] is weaker (1 → 0.9333333). Additionally, the removal of [[glide toss]]ing significantly hinders her approach with items.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{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).}}
**{{buff|Neutral attack's first and second hits have higher set knockback (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. It also improves its [[jab cancel]]ing potential despite all three hits having higher ending lag. Its last hit also has more 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)).}}
**{{nerf|Neutral attack's first two hits deal less damage (2% → 1.5%) and all three hits have more ending lag (FAF 18 → 21 (hit 1), FAF 21 → 26 (hit 2), FAF 23 → 32 (hit 3)). The first hit also has a shorter duration (frames 1-3 → 1) and less range (3.5u/3.8u/4.8u/3.4u 3u/3.8u). Lastly, the higher knockback of the first two hits can allow the last hit to whiff against floaty characters.}}
*{{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).}}
*[[Forward tilt]]:
*{{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.}}
**{{buff|Forward tilt has a new animation where Zero Suit Samus now takes a step forward before kicking, improving the move's range.}}
*{{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.}}
**{{buff|Forward tilt has higher base knockback (8 (up/non-angled)/12 (down) → 30), improving its KO potential (outside of the down angled version's nearest hitbox).}}
*{{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)).}}
***{{nerf|However, this also hinders its locking potential, with the move no longer being able to reliably lock above 10%.}}
*{{buff|Forward tilt has increased base knockback (8 (upward angled/non-angled)/12 (downward angled) → 30), improving its spacing potential.}}
**{{nerf|Forward tilt has smaller hitboxes (4u/4.5u/4u/3.5u) → 3.8u/4.2u/3.8u) and the back leg hitbox has been removed.}}
*{{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|Additionally, the near leg hitbox is now attached to Zero Suit Samus knee, rather than her leg. The hitbox has not been moved back far enough to compensate (x offset: 0 → -5), giving it less range inside of Zero Suit Samus.}}
*{{nerf|Up tilt's second hit has increased start-up lag (frame 7 → 9).}}
**{{nerf|The non and down angled versions no longer have an extra trip chance (20% (non angled)/60% (down) → 0% (both)). When combined with the move's higher base knockback, this significantly hinders its tripping ability, especially the down angled version.}}
*{{change|Up tilt has increased [[Freeze frame|hitlag]] (1× → 1.2×). This makes it safer on shield, but easier to DI.}}
**{{buff|The up angled version deals more damage (6% → 8% (far)/6.5% (near)).}}
*{{buff|Down tilt has received an additional sweetspot that deals 8%. It also has increased knockback scaling (70 85).}}
**{{buff|The non angled version deals more damage on Zero Suit Samus' foot and leg (6% → 7%).}}
*{{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).}}
**{{nerf|The down angled version deals less damage (9% 8% (far)/6.5% (near)), hindering the near hitbox's KO potential despite its higher base knockback.}}
*{{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|Zero Suit Samus does not bend her leg quite as low for the down angled version, giving it less range below her.}}
*{{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.}}
*[[Up tilt]]:
*{{change|Forward smash has a [[normal]] and [[flame]] effect, whereas the previous forward smash has an [[electric]] effect.}}
**{{buff|Up tilt now grants intangibility to Zero Suit Samus's lower legs from when the first hit becomes active, until the second hit ends. This make up tilt a safer anti-air.}}
*{{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.}}
**{{nerf|Up tilt has a higher [[Freeze frame|hitlag]] multiplier (1.2×), making it easier to DI.}}
*{{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).}}
**{{buff|The first hit launches opponents at different angles (120°/130°/80° → 150°/130°) and has lower knockback (55/80 (base), 70 (scaling) (55/85)/(30/50)), making it connect more reliably into the second hit.}}
*{{nerf|Up smash has increased ending lag (frame 47 49).}}
**{{buff|The first hit has been positioned higher against aerial opponents (z offset: 11 → 14), giving it more range above Zero Suit Samus.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes up smash significantly more difficult to escape from.}}
**{{nerf|The first hit now has consistently sized hitboxes (3u/3u/4u/4u/3u → 3u/3u). As the larger hitboxes were positioned the furthest away from Zero Suit Samus, this gives the move less range against grounded opponents.}}
*{{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|Additionally, the move does not extend as far horizontally against aerial opponents (z offset: 10/-10 8/z stretch: -8), giving it less horizontal range against them.}}
*{{nerf|Down smash has increased ending lag (frame 36 42).}}
**{{nerf|The second hit has more startup lag (frame 7 → 9).}}
*{{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.}}
***{{buff|However, its total duration was unchanged, giving the move less ending lag.}}
**{{buff|The second hit more damage (6% → 7%) and has higher knockback scaling (80 90), significantly improving its KO potential.}}
**{{buff|The second hit has larger hitboxes (6u/5u → 7u/6u).}}
*[[Down tilt]]:
**{{change|Down tilt has a new animation, where Zero Suit Samus now moves forward when performing the legsweep.}}
***{{buff|This new animation improves down tilt's range, as well as allowing it to be used as a pseudo-crawl.}}
***{{nerf|However, this also significantly hinders its safety, as Zero Suit Samus moves towards her opponent.}}
**{{buff|Down tilt deals more knockback (65 (base), 70 (scaling) → 60/85).}}
**{{buff|The far hitbox deals more damage (6% 8%).}}
**{{change|Down tilt has a lower trip chance (40% 20%), although it is still incapable of tripping under normal circumstances.}}
**{{nerf|Down tilt has more startup with a shorter duration (frame 5-7 → 8-9).}}
**{{nerf|Down tilt has more ending lag (FAF 26 → 36) and a much longer animation (36 frames → 69).}}
**{{nerf|Down tilt launches opponents at a lower angle (70°/90°/80° → 60°). When combined with the move's higher ending lag and knockback, this significantly hinders down tilt's followup potential, even with the changes to hitstun canceling and DI.}}
**{{nerf|Down tilt has smaller hitboxes (4u/4.7u/4u 4.2u/3.8u) and the nearest hitbox has been removed. The move also does not extend as far (y offset: -7/-1 → x offset/stretch: 5.2/0), reducing its range relative to Zero Suit Samus, especially inside of her.}}
***{{nerf|These changes along with its new animation also mean that the move will now flat out whiff if Zero Suit Samus uses it too close to her opponent.}}
*[[Dash attack]]:
**{{change|Zero Suit Samus has a new dash attack, a jet-propelled knee strike.}}
***{{buff|With this new dash attack, Zero Suit Samus does not extend her body as far horizontally, making her harder to hit horizontally.}}
***{{nerf|However, Zero Suit Samus extends her body more vertically, making dash attack worse at going under hitboxes.}}
**{{buff|Dash attack covers considerably more distance, going from covering around 25% of Battlefield to now covering around 40%-45% of Battlefield.}}
**{{buff|Dash attack has a longer duration overall (frames 6-15 → 7-19).}}
***{{nerf|However, the clean hit has a shorter duration (frames 6-9 → 7-9).}}
**{{buff|The clean hit deals more damage (7% → 8%).}}
**{{change|Dash attack has more base knockback but less knockback scaling (30/20 (base), 80 (scaling) → (100/80)/40), in addition to now launching opponents vertically (361° → 70° (clean)/60° (late)). When combined with its greater distance, this improves its [[cross-up]] potential, but hinders its ability to set up edgeguards.}}
**{{nerf|Dash attack has more startup lag (frame 6 → 7).}}
**{{nerf|Dash attack has much more ending lag (FAF 32 → 52). This not only greatly hinders its safety, but this also removes its followup potential despite its altered knockback and the changes to hitstun canceling and DI.}}
**{{nerf|Dash attack no longer deals any extra shield damage (1 → 0).}}
**{{nerf|Dash attack has smaller hitboxes (3.5u/5u/6u → 3.5u/4.5u (clean), 2.5u/3.8u/3.5u → 3.1u/4.1u (late)) and the nearest hitbox has been removed. The move now uses static hitboxes which do not cover as much lateral distance, giving it less lateral range in comparison to Zero Suit Samus.}}
***{{nerf|These changes along with the move's new animation also makes it more prone to whiffing when used at close range.}}
***{{buff|However, the move now has a considerable disjoint despite its reduced lateral range, due to the move's new animation.}}
*[[Forward smash]]:
**{{change|Zero Suit Samus has a new forward smash, a mid-level side kick followed by a spinning side kick at a slightly higher angle.}}
**{{buff|Unlike the previous forward smash, it consists of two hits instead of one (10%/11%/13%/6% (front)/6% (back) → 5% (hit 1)/11% (hit 2)), and its second hit deals more knockback (30/35 (base), 100 (scaling) → 28/(106/109)). These changes make it significantly more effective at KOing. It also has less start-up (frame 21 → 14) and ending lag (FAF 67 → 63).}}
**{{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.}}
*[[Up smash]]:
**{{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.}}
**{{nerf|Up smash has more startup lag (frame 8 → 10) and ending lag (FAF 47 → 49).}}
**{{buff|The final hit has more 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).}}
**{{buff|The weakening of [[Smash directional influence|SDI]] makes up smash significantly more difficult to escape from.}}
*[[Down smash]]:
**{{nerf|Down smash has more ending lag (FAF 36 → 42).}}
**{{nerf|Down smash deals less damage (11% → 8% (near)/6% (far)). The far hit's knockback was not compensated which along with the changes to the [[Paralyze|paralysis]] formula, makes it stun opponents for less than half the amount of time.}}
**{{nerf|Down smash has smaller hitboxes (9u/9u → 4u/7u), reducing its range, despite the hitboxes now being extended and with the near hitbox extending closer to Zero Suit Samus (z offset: 10 → z stretch: 8).}}
***{{nerf|Additionally, the far hitbox can no longer hit aerial opponents, greatly reducing its range against them, despite the near hitbox being moved further away from Zero Suit Samus (z offset: 10 → 13).}}
**{{nerf|The near hit deals more knockback (40 (base), 50 (scaling) → 50/90). This hinders Zero Suit Samus' ability to followup out of it (especially when combined with its higher ending lag) and while this would make the move stun opponents for longer, this is offset by the changes to the paralysis formula, causing it to stun opponents for a significantly shorter amount of time, despite its higher knockback.}}
***{{nerf|Altogether, these changes significantly hinder down smash's followup potential, no longer being able to chain into itself multiple times against fast fallers to rack a huge amount of damage.}}
**{{nerf|The changes to shields significantly hinder down smash's safety on shield, as the move no longer deals hitlag to shielding opponents. When combined with its lower damage and higher ending lag, this makes down smash go from being completely safe on shield against almost the entire cast to now being fairly punishable if the opponent is in range.}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*{{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.}}
**{{buff|The change to hitstun canceling and DI significantly improve neutral aerial's setup potential.}}
*{{change|Neutral aerial is now properly affected by [[stale-move negation]].}}
**{{buff|The changes to shields significantly improve neutral aerial's safety on shield, with the move's high hitlag no longer hindering the move's safety on shield. The move is now no longer punishable by grabs with a perfectly timed landing.}}
*{{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).}}
**{{change|Neutral aerial now launches opponents at a consistent angle (55°/52°/50°/47° 55°).}}
*{{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)).}}
**{{change|Neutral aerial now uses two extended hitboxes instead of four normal hitboxes.}}
*{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%), although its knockback was somewhat compensated (33 (base)/100 (scaling) → 42/98).}}
***{{buff|The near hitbox is larger (5u → 5.7u (front)/5.6u (back), and the move has more slightly range in front of Zero Suit Samus.}}
*{{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).}}
***{{nerf|However, the far hitbox is smaller (5u 3u) and the move overall has less range above, below and behind Zero Suit Samus.}}
*{{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.}}
**{{change|Neutral aerial is now properly affected by [[stale-move negation]].}}
*{{nerf|Up aerial has increased start-up lag (frame 4 → 6).}}
**{{nerf|Neutral aerial deals less damage (10% → 8%), although its knockback was compensated (40 (base), 80 (scaling) → 38/96).}}
*{{buff|Up aerial has a longer duration (5 frames → 7) and auto-cancels earlier (frame 34> → 25>).}}
**{{nerf|Neutral aerial has a shorter duration (frames 10-18 → 10-11/15-16).}}
*{{change|Up aerial now has a normal effect, instead of a [[slash]] effect.}}
**{{nerf|Neutral aerial can no longer [[auto-cancel]] in a short hop due to Zero Suit Samus' higher falling speed/gravity.}}
*{{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).}}
*[[Forward aerial]]:
*{{change|Down aerial's aerial hit's angle has been altered (275° → 278°).}}
**{{buff|Forward aerial has less ending lag (FAF 48 → 47).}}
*{{buff|Zero Suit Samus now has a [[grab aerial]].}}
**{{buff|Forward aerial has larger hitboxes (5.5u/4.8u/5u → 6.4u/5.5u).}}
**{{change|Forward aerial now always launches opponents in front of Zero Suit Samus.}}
***{{buff|This allows the first hit to connect more reliably into the second hit.}}
**{{change|Forward aerial has a new animation where Zero Suit Samus performs slightly higher kicks.}}
***{{buff|Zero Suit Samus stretches her leg out much further during the second hit, giving it more range.}}
***{{nerf|However, Zero Suit Samus does not stretch her leg out as far for the first hit, giving it less range. Zero Suit Samus also moves hers leg inwards during the move's later active frames for both hits (rather than outwards).}}
***{{nerf|This new animation is also longer (47 frames → 74), significantly increasing the time Zero Suit Samus cannot grab ledges after performing the move.}}
**{{nerf|The thigh hitbox has been removed on both hits.}}
*Hit 1:
**{{nerf|The first hit has a shorter duration (frames 6-9 → 6-7).}}
**{{nerf|The first hit deals less damage (6% → 5%).}}
**{{change|The first hit has more base knockback but less knockback scaling (35 (base), 70 (scaling) → 50/50).}}
***{{buff|This allows it to connect more reliably into the second hit at higher percents, especially when combined with Zero Suit Samus' greater aerial mobility.}}
***{{nerf|However, this does also remove forward aerial's ability to lock and trip at lower percents.}}
*Hit 2:
**{{nerf|The second hit has a shorter duration, due to it no longer having a late hit (frames 16-17 (clean)/18-20 (late) → 16-17).}}
**{{nerf|The second hit deals less damage compared to the previous clean hit (11%/10% (clean)/7% (late) → 7%), without full compensation on its knockback scaling (105 → 116), significantly hindering its KO potential.}}
*[[Back aerial]]:
**{{buff|The far hitbox is now connected to Zero Suit Samus' knee instead of her foot however, it has been moved further away from Zero Suit Samus (x offset: 0 → 6), giving it slightly more range overall.}}
**{{change|As with most back aerials, back aerial now always launches opponents behind Zero Suit Samus.}}
**{{nerf|Back aerial has a shorter duration (frames 8-10 → 8-9).}}
**{{nerf|Back aerial has more ending lag (FAF 38 40) and a longer animation (37 frames → 50).}}
**{{nerf|Back aerial has more landing lag (9 frames → 11).}}
**{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%) without full compensation on its knockback (33 (base), 100 (scaling) → 42/98) hindering its KO potential, especially the sourspot.}}
**{{nerf|The leg hitbox is smaller (4.8u 2.5u) and it has been moved further away from Zero Suit Samus (x offset: 0 → 1.5), while the thigh hitbox has been removed completely. This gives the move drastically less range inside of Zero Suit Samus, to the point where back aerial now has a blindspot on Zero Suit Samus' upper leg.}}
*[[Up aerial]]:
**{{change|Up aerial has a new animation where Zero Suit Samus now performs a bicycle kick. She performs a considerably slower somersault than she did previously.}}
***{{buff|This makes the move cover more space overall, as Zero Suit Samus no longer sharply changes her angle.}}
***{{nerf|However, this animation is much longer (35 frames → 73), significantly increasing the time Zero Suit Samus cannot grab ledges after performing the move.}}
**{{buff|Up aerial has a longer duration (frames 4-6 (clean)/7-8 (late) 6-12), with the move no longer having a weaker late hit.}}
**{{buff|Up aerial auto-cancels earlier (frame 34 → 25).}}
**{{buff|Up aerial has larger hitboxes (4.3u/4u (foot clean/late)/3u/3u (legs) → 4.6u/3.6u/3.6u).}}
***{{nerf|However, the large, static hitbox which was active for a single frame has been removed.}}
**{{buff|Up aerial overall has slightly more range in front and below Zero Suit Samus during the beginning of the move.}}
**{{change|Up aerial now has a normal effect, instead of a [[slash]] effect.}}
**{{nerf|Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), without full compensation on its knockback compared to its previous clean hit (40 (base), 100 (scaling) → 30/125), hindering its KO potential.}}
***{{buff|However, these changes improve its juggling and combo potential at higher percents, especially when combined with the changes to hitstun canceling and DI.}}
***{{change|The move deals considerably higher knockback compared to the previous late hit (20 (base), 100 (scaling) → 30/125). This improves its KO potential but hinders its followup potential at higher percents.}}
**{{nerf|Up aerial has more startup lag (frame 4 → 6) which along with Zero Suit Samus' higher falling speed/gravity, prevents it from being able to be performed twice in a short hop.}}
***{{buff|However, its total duration was unchanged, giving it less ending lag.}}
**{{nerf|Up aerial overall has less maximum range above and behind Zero Suit Samus, with the move also having much less downwards range from behind.}}
*[[Down aerial]]:
**{{buff|Down aerial has less landing lag (40 frames → 30).}}
**{{buff|Down aerial deals more damage (5% (aerial)/4% (grounded) → 6%/5%), improving its KO potential.}}
***{{buff|When combined with the removal of meteor canceling, this improves down aerial's edgeguarding potential.}}
**{{buff|Down aerial has larger hitboxes (6u/5u → 6.3u/5.2u).}}
**{{change|Zero Suit Samus descends faster while performing down aerial (horizontal/vertical momentum: 0.8/-4.3 1/-5).}}
**{{change|Down aerial launches aerial opponents at a slightly more horizontal angle (275° → 278°), while grounded opponents are now launched vertically (361° → 80°).}}
**{{change|Down aerial now has a [[stab]] effect.}}
**{{buff|The landing hitbox deals more damage (5% → 5.5%) and has higher knockback scaling (90 → 110).}}
**{{buff|The landing hit now has an extended hitbox, giving it more horizontal range (z offset: 0 → 1/z stretch: -1).}}
*[[Grab aerial]]:
**{{buff|Zero Suit Samus now has a [[grab aerial]], granting her a new combo, spacing and recovery tool.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*{{buff|All grabs have decreased ending lag (frame 85 (all) → 69 (standing)/72 (dash)/80 (pivot)).}}
**{{buff|All grabs have less ending lag (FAF 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|All grabs have shorter durations, with pivot grab also having more startup lag (frames 16-29 16-25 (standing/dash)/17-25 (pivot)).}}
*{{nerf|Grab has decreased range.}}
**{{buff|Grabs overall have slightly more range.}}
*{{nerf|The removal of [[chain grab]]bing significantly hinders forward throw's damage racking potential.}}
**{{nerf|The removal of [[chain grab]]bing hinders forward throw's and aerial [[grab release]]'s damage racking potential. The general changes to aerial grab releases also significantly hinders its followup 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.}}
*[[Forward throw]]:
*{{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.}}
**{{nerf|Forward throw has more ending lag (FAF 23 → 26).}}
**{{buff|The hitbox has less startup lag with a longer duration (frame 7 → 6-7).}}
*[[Back throw]]:
**{{buff|Back throw deals more damage (4% (throw)/6% (total) → 8%), with its knockback compensated (70 (base), 60 (scaling) → 72/45).}}
**{{buff|The hitbox has a longer duration (frame 9 → 9-10).}}
**{{change|Zero Suit Samus releases opponents from back throw one frame later (frame 10 → 11).}}
*[[Up throw]]:
**{{buff|Zero Suit Samus releases opponents slightly later from up throw (frame 4 → 5) and it has less ending lag (FAF 54 → 41).}}
**{{buff|The hitbox has a longer duration (frame 3 → 3-4).}}
*[[Down throw]]:
**{{nerf|Down throw deals less damage (5% (throw)/7% (total) 3%/5%) and it deals more knockback (100 (base), 25 (scaling) → 90/60), hindering its followup potential at higher percents while still not being a viable KO option.}}
**{{buff|The hitbox has a longer duration (frame 26 → 26-27).}}
**{{buff|Zero Suit Samus releases opponents from down throw slightly later (frame 27 → 28). When combined with the changes to hitstun canceling and DI, this transforms down throw from a solid mixup throw into an incredibly potent combo throw, even with its higher knockback.}}
*[[Floor attack]]s:
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with their knockback scaling (50 → 48) and angles (361° → 48°) compensated.}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46) and back floor attack has less startup lag (frame 15 (hit 1)/27 (hit 2) → 14/23).}}
**{{nerf|Floor attacks have less intangibility (frames 1-30 (forward)/1-29 (back) → 1-22/1-24) and shorter durations (3 frames per hit → 2).}}
*[[Edge attack]]:
**{{buff|Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90/20).}}
**{{buff|Edge attack has less startup lag (frame 19 → 17).}}
**{{nerf|Edge attack has less intangibility (frames 1-17 → 1-14) and deals less damage (8% → 7%).}}


===Special moves===
===Special moves===
*[[Paralyzer]]:
*{{change|Fully charged [[Paralyzer]]'s angle has been altered (361° (both) → 65° (aerial)/315° (grounded)).}}
**{{buff|Paralyzer has a higher hitlag multiplier (1x → 2x) and it has higher set knockback, especially when charged (12 (uncharged)/38 (charged) → 18/65). This makes the move stun opponents for longer, improving the charged version's followup potential.}}
*{{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|Paralyzer now has extended hitboxes which overall gives it more horizontal range.}}
*{{buff|Plasma Whip has decreased start-up lag (frame 24 22).}}
**{{buff|Paralyzer now always launches opponents in the direction Zero Suit Samus is facing, making it more consistent.}}
*{{buff|The weakening of SDI makes Plasma Whip significantly more difficult to escape from.}}
**{{buff|The charged version has a longer duration (43 frames → 46).}}
*{{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.}}  
**{{change|The charged version's angle has been altered (361° → 65° (aerial)/315° (grounded)). It also now has a -100% trip chance against grounded opponents to prevent them from tripping despite its higher knockback.}}
*{{nerf|Compared to Plasma Wire, Boost Kick covers less vertical distance. Unlike Plasma Wire, it cannot [[meteor smash]] opponents, and renders her [[helpless]].}}
**{{nerf|Paralyser has more startup lag when charged (frame 41 → 43).}}
*{{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.}}
**{{nerf|Paralyser has more ending lag (FAF 40 (uncharged)/60 (charged) → 49/71). This hinders the uncharged version's followup potential (unless Zero Suit Samus lands after shooting) despite its longer stun duration, as well as hindering the safety of both versions.}}
*{{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|Paralyzer has smaller hitboxes (1.9u (uncharged)/3u (charged) → 1.3u/2u).}}
*{{nerf|Flip Jump has increased ending lag. Its sweetspot is also significantly harder to land.}}
*[[Plasma Whip]]:
*{{change|Flip Jump now requires pressing the jump button upon contact with a wall in order to [[wall jump]], instead of doing so automatically.}}
**{{buff|Plasma Whip has less startup lag (frame 24 → 22).}}
*{{change|Flip Jump's visual effects have changed. Zero Suit Samus now produces afterimages during its arc.}}
**{{buff|Zero Suit Samus now tethers to the ledge almost immediately when using Plasma Whip (frame 22 → 2). When combined with the removal of [[edge-hog]]ging, this significantly improves its recovery potential.}}
*{{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|Instead of having one hit before the tip comes out, Plasma Whip now has four hitboxes which lead into each other. These hitboxes all have varying weight independent knockback, which allows the move to connect more reliably and removes its notoriously large dead zone (although opponents can still fall out of the move).}}
*{{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.}}
***{{buff|This also gives the move a longer duration before the final hit (frames 24-25 → 22-23/24-25/26-27/28-29), as well as giving it gradually increasing range as each hit comes out.}}
**{{buff|The final hit has less startup lag (frame 33 → 32).}}
**{{change|The final hit launches opponents at a higher angle (50° → 60°). This improves its KO potential near the vertical blastzone and even from center stage however, this also hinders its KO potential near the horizontal blastzone as well as making it more susceptible to DI.}}
**{{nerf|Plasma Whip has more ending lag (FAF 44 → 56).}}
**{{nerf|The whip hitboxes deal less damage on their own (3% → 2% (hit 1 near)/1.2% (hit 1 far/hits 2-4).}}
***{{buff|However, the whip is now capable of dealing more damage due to it now consisting of four hits (3% → 5.6%).}}
**{{nerf|The final hit deals far less damage (16% → 7.5%) without full compensation on its knockback (60 (base), 75 (scaling) → 45/105), significantly hindering its KO potential.}}
**{{nerf|The tip of the whip has a much smaller hitbox (7.6u 4.6u). This significantly reduces its vertical and horizontal range (although the hitbox is now extended backwards to compensate for its backwards range).}}
*[[Boost Kick]]:
**{{change|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.}}
**{{buff|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 much less vertical distance, weakening her vertical recovery. Unlike Plasma Wire, it cannot [[meteor smash]] opponents, and renders her [[helpless]]. It also has more ending lag compared with Plasma Wire (FAF 44 → 80) and it cannot be used in conjunction with her jumps to gain extra height.}}
*[[Flip Jump]]:
**{{change|Flip Jump occurs much faster with Zero Suit Samus quickly descending after performing the flip.}}
***{{buff|This makes flip jump a superior movement option.}}
***{{nerf|However, this makes the kick significantly harder to land and overall makes it more risky if it doesn't connect.}}
**{{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|Flip Jump's kick deals more damage (12% (clean)/9% (late) → 14%) and the grounded-only hitbox has slightly higher knockback scaling (100 102) improving its KO potential despite its less favorable angle (361° → 48°).}}
**{{buff|The kick has a longer duration compared to the previous clean hit (frames 9-11 → 9-14).}}
**{{change|The kick no longer consistently meteor smashes aerial opponents and its meteor smash angle has changed (270° → 290°/361°). This improves the sourspot's KO potential and the sweetspot's edgeguarding potential on stage but hinders the sweetspot's KO potential and the move's overall edgeguarding potential.}}
**{{change|Zero Suit Samus will now jump off opponents after landing the kick.}}
**{{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. In addition, the footstool no longer has to be inputted with the jump button.}}
**{{buff|Flip Jump has increased partial intangibility (frames 13-43 → 13-49).}}
**{{nerf|Flip Jump has decreased full body intangibility (frames 1-12 → 3-12) and the kick has significantly increased ending lag due to the removal of its late hit (10 frames → 45), making it easier to punish and rendering it less effective as a combo breaker.}}
**{{nerf|The kick has more landing lag (30 frames → 36).}}
**{{nerf|The kick's aerial hit has less base knockback (60 → 30) hindering its KO and edge-guarding potential despite its higher damage.}}
**{{nerf|The kick no longer has transcendent priority.}}
**{{nerf|The footstool has more ending lag (FAF 81 → 85).}}
**{{bugfix|The move's animation no longer gets cancelled when used on the ground while facing a 45° slope.}}
*{{B|Gunship|Final Smash}}:
**{{buff|Due to now being character separate from Samus, Zero Suit Samus has a new [[Final Smash]], Gunship. 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]].
''For a gallery of Zero Suit Samus's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
Line 342: Line 170:
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|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. An oddity with this move is that the hitboxes become active 1 frame after ZSS sticks her foot out for both kicks. This was fixed in ''Ultimate''.
|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=&nbsp;
|usmashname=&nbsp;
|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=Slant Paralyzer<!--name from SSBU tips--> ({{ja|スラントパラライザー|Suranto Pararaizā}})
|dsmashname=&nbsp;
|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. The blast can be [[absorb]]ed, but not [[reflect]]ed. Enemies knocked upward by down smash, cannot be paralyzed again by moves such as neutral special until they make contact with the stage again.
|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=&nbsp;
|nairname=&nbsp;
|nairdmg=8% (both hits)
|nairdmg=8% (both hits)
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|uairname=&nbsp;
|uairname=&nbsp;
|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=Slash Dive<!--name from SSBU tips--> ({{ja|スラッシュダイブ|Surasshu Daibu}})
|dairname=&nbsp;
|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, leads 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.
|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]] ({{ja|プラズマウィップ|Purazuma Wippu}})
|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 ({{ja|プラズマウィップ|Purazuma Wippu}})
|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=&nbsp;
|pummelname=&nbsp;
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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)
Line 410: Line 238:
|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, although her grab aerial still functions the same.
|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)
Line 429: Line 257:
|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 Flip
|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.
Line 437: Line 265:
|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.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 80
|rweight = 49-50
|dash = 1.7
|rdash = 11-15
|run = 2.1
|rrun = 5
|walk = 1.4
|rwalk = 5-6
|trac = 0.07
|rtrac = 3-5
|airfric = 0.008
|rairfric = 37-42
|air = 1.2
|rair = 6-7
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.085
|raddaccel = 8-10
|gravity = 0.12
|rgravity = 5-8
|fall = 1.7
|rfall = 12-13
|ff = 2.72
|rff = 13-14
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 44.5
|rjumpheight = 3
|shorthop = 21.354742
|rshorthop = 2-3
|djump = 44.199909
|rdjump = 5
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Zero Suit Samus English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|char=ZeroSuitSamus}}
|char=ZeroSuitSamus}}


==In [[competitive play]]==
==In competitive play==
===Tier placement and history===
Zero Suit Samus has been widely 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. Some smashers however claim that despite her recent spike of results, her neutral and ground game hinder her enough to put her at a lower spot with players like {{Sm|ANTi}}, {{Sm|ESAM}}, {{Sm|Mr.R}} and {{Sm|ZeRo}} believe that she is overrated and that she shouldn't be ranked as high as she is especially since other characters like {{SSB4|Sheik}}, {{SSB4|Cloud}}, {{SSB4|Bayonetta}}, {{SSB4|Corrin}}, {{SSB4|Marth}}, {{SSB4|Fox}} and {{SSB4|Mewtwo}} win tournaments more consistently than she does.
 
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=1132
|set10=1132
}}
}}
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
===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.''


''See also: [[:Category:Zero Suit Samus players (SSB4)]]''
::{{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.''


*{{Sm|ANTi|USA}} (#14) - Co-mained Zero Suit Samus alongside {{SSB4|Mario}}. Placed 1st at both {{Trn|Get On My Level 2017}} and {{Trn|Smash Factor 7}}, 2nd at both {{Trn|Port Priority 3: Tristate Throwdown}} and {{Trn|The Big House 6}}, and 7th at {{Trn|Get On My Level 2016}}.
::{{Trophy games|console1=GBA|game1=Metroid: Zero Mission (02/2004)|console2=Wii|game2=Metroid: Other M (08/2010)}}
*{{Sm|Choco|Japan}} (#35) - One of the best Zero Suit Samus players in the world. Placed 1st at both {{Trn|Umebura 29}} and {{Trn|Umebura 32}}, 2nd at {{Trn|Umebura Smash 4 Final}}, 5th at {{Trn|EVO Japan 2018}}, and 7th at both {{Trn|Umebura Japan Major 2017}} and {{Trn|EVO 2018}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Larry Lurr}}, and {{Sm|VoiD}}. Ranked 3rd on the [[JAPAN Power Rankings]].
*{{Sm|Es|Japan}} - Co-Mained Zero Suit Samus alongside {{SSB4|Bayonetta}}. Placed 5th at {{Trn|TSC Tokaigi Qualifier}}, 9th at {{Trn|Umebura 29}}, 13th at {{Trn|Umebura 26}}, {{Trn|Umebura Tokaigi Qualifier 2}}, and {{Trn|Umebura 32}} with wins over players like {{Sm|Brood}}, {{Sm|Earth}}, and {{Sm|Nyanko}}. Ranked 72nd on the [[JAPAN Power Rankings]].
*{{Sm|Exodia|Canada}} - The best Zero Suit Samus player in Canada. Placed 2nd at {{Trn|Port Priority: 4Ever}}, 3rd at {{Trn|Don't Park on the Grass}}, 5th at {{Trn|Battle of BC 2}}, and 25th at both {{Trn|Frostbite 2018}} and {{Trn|Get On My Level 2016}} with wins over players such as {{Sm|Blacktwins13}}, {{Sm|Locus}}, and {{Sm|Zenyou}}. Ranked 7th on the [[Canada Smash Ranking]].
*{{Sm|Juice|USA}} - Placed 5th at both {{Trn|XenoSaga XIII}} and {{Trn|Glitch 5}} and 13th at {{Trn|Smash Sounds}}, {{Trn|Port Priority 3}}, and {{Trn|Glitch 4}} with wins over players such as {{Sm|JaKaL}}, {{Sm|Shoyo James}}, and {{Sm|6WX}}. Ranked 1st on the [[Philadelphia Power Rankings]].
*{{Sm|Marss|USA}} (#16) - One of the Zero Suit Samus players in the world. Placed 1st at {{Trn|Midwest Mayhem 12}}, 2nd at both {{Trn|2GGT: KTAR Saga}} and {{Trn|The Big House 7}}, 3rd at {{Trn|Pound 2016}}, and 7th at {{Trn|CEO 2017}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.
*{{Sm|Nairo|USA}} (#2) - The best Zero Suit player in the world. Placed 1st at {{Trn|MLG World Finals 2015}}, {{Trn|MomoCon 2016}}, {{Trn|Umebura Tokaigi Qualifier}}, {{Trn|Niconico Tokaigi 2017}}, {{Trn|Super Smash Con 2017}}.
*{{Sm|Pepo|Spain}} - The best Zero Suit Samus players in Spain. Placed 5th at both {{Trn|Tech Republic III}} and {{Trn|Pool Fiction 2018}}, 17th at {{Trn|Smashdown World}}, and 25th at {{Trn|Syndicate 2016}} with wins over players such as {{Sm|LoNg0uw}} and {{Sm|Neath}}. Ranked 23rd on the [[European Smash 4 Power Rankings]].
*{{Sm|quiK|Germany}} - The best Zero Suit Samus player in Europe. Placed 1st at {{Trn|Albion 3}}, 3rd at {{Trn|Smash Valley}}, 5th at {{Trn|SALT}}, 7th at {{Trn|Syndicate 2017}}, and 9th at {{Trn|Syndicate 2016}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|Samsora}}, and {{Sm|Raito}}. Ranked 6th on the [[European Smash 4 Power Rankings]].
*{{Sm|shky|Japan}} - One of the best Zero Suit Samus players in Japan. Placed 3rd at both {{Trn|Sumabato 27}} and {{Trn|Umebura Tokaigi Qualifier 1}}, 5th at {{Trn|Umebura BenQ ZOWIE Cup}}, and 7th at {{Trn|EVO Japan 2018}} with wins over players such as {{Sm|ANTi}}, {{Sm|Abadango}}, and {{Sm|Tsu-}}. Ranked 18th on the [[JAPAN Power Rankings]].


==[[Trophies]]==
:'''Gunship (Zero Suit Samus)'''
{{Trophy/Fighter
::{{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.''
|name=Zero Suit Samus
|image-3ds=ZeroSuitSamusTrophy3DS.png
|image-wiiu=ZeroSuitSamusTrophyWiiU.png
|mode=Classic
|desc-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.
|desc-pal=Without her Power Suit, Samus Aran may not have her usual strength, special 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.
|gamelist-ntsc={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=02/2004|console2=Wii|game2=Metroid: Other M|release2=08/2010}}
|gamelist-pal={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=04/2004|console2=Wii|game2=Metroid: Other M|release2=09/2010}}
}}
{{clrl}}


{{Trophy/Fighter
::{{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!''
|name=Zero Suit Samus (Alt.)
|image-3ds=ZeroSuitSamusAltTrophy3DS.png
|image-wiiu=ZeroSuitSamusAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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.
|desc-wiiu-ntsc=Zero Suit Samus's up special Boost Kick involves a series of fast kicks that ends 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.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=02/2004|console2=Wii|game2=Metroid: Other M|release2=08/2010}}
|gamelist-pal={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=04/2004|console2=Wii|game2=Metroid: Other M|release2=09/2010}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Gunship (Zero Suit Samus)
<gallery>
|image=GunshipFinalSmashTrophyWiiU.png
ZeroSuitSamusTrophy3DS.png|Classic (3DS)
|desc-ntsc=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!
ZeroSuitSamusAltTrophy3DS.png|Alt. (3DS)
|desc-pal=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.
ZeroSuitSamusTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
ZeroSuitSamusAltTrophyWiiU.png|Alt. (Wii U)
}}
GunshipFinalSmashTrophyWiiU.png|[[Gunship (Final Smash)]]
{{clrl}}
</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.
Line 604: Line 394:


===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 into an instant failure.
* '''[[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.


Line 635: Line 425:
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 in Super Smash Bros for 3DS.
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}}.
Line 649: Line 439:
==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 Casual Outfits instead of variations of the {{s|metroidwiki|Zero Suit}}.
*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}}.
*''SSB4'' marks the first time Zero Suit Samus is listed in the character selection screen.
*Zero Suit Samus' [https://twitter.com/NintendoEurope/status/554352124587700224 entry] in Nintendo of Europe's official Twitter account states she did [[crawl]] back in ''Metroid: Zero Mission'', making fun of her ability to crawl with the infamous [https://knowyourmeme.com/memes/y-cant-metroid-crawl "Y can't Metroid crawl?" meme].
*As of ''[[Super Smash Bros. Ultimate]]'', ''Smash 4'' is the only game which Zero Suit Samus is playable, but is not the [[Weight|lightest]] female character, with that title being held by [[Rosalina & Luma (SSB4)|Rosalina]] instead.
 
==References==
{{reflist}}


{{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)]]
[[es:Samus Zero (SSB4)]]

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