Editing Zero Suit Samus (SSBB)/Down smash

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Zero Suit Samus aims her [[Paralyzer]] at the ground in front of herself, creating a lightning effect that [[paralyze]]s anyone who it hits for a short amount of time. The paralyzing effect will not last longer if used multiple times. It deals 11% damage and low vertical knockback once the paralysis effect is over. It is also one of the only down smashes that only hits in the front.
Zero Suit Samus aims her [[Paralyzer]] at the ground in front of herself, creating a lightning effect that [[paralyze]]s anyone who it hits for a short amount of time. The paralyzing effect will not last longer if used multiple times. It deals 11% damage and low vertical knockback once the paralysis effect is over. It is also one of the only down smashes that only hits in the front.


The opponent is stunned for a lengthy period of time, leaving them very vulnerable. Because of this, it is an excellent [[combo]] starter, giving Zero Suit Samus plenty of time to setup an attack. If done twice, it can rack up damage (at least 22% fresh), then depending on the situation, can be quickly followed up by a move such as a {{mvsub|Zero Suit Samus|SSBB|forward aerial}} to rack up more damage and start an aerial combo, or a [[grab]]. At high percentages, it can be followed up with a [[Plasma Whip]], {{mvsub|Zero Suit Samus|SSBB|back aerial}}, or [[Flip Jump]] kick [[meteor smash]] offstage as a finisher, making it a very powerful setup tool.
The opponent is stunned for a lengthy period of time, leaving them very vulnerable. Because of this, it is an excellent [[combo]] starter, giving Zero Suit Samus plenty of time to setup an attack. If done twice, it can rack up damage (at least 22% fresh), then depending on the situation, can be quickly followed up by a move such as a {{mvsub|Zero Suit Samus|SSBB|forward aerial}} to rack up more damage and start an aerial combo, or a [[grab]]. At high percentages, it can be followed up with a [[Plasma Whip]], {{mvsub|Zero Suit Samus|SSBB|back aerial}}, or [[Flip Jump]] kick [[meteor smash]] offstage as a finisher, making it a a powerful setup tool.


Due to the move's low knockback, it does not put opponents into [[tumble]] until higher percents. Because of this, the opponent cannot DI the move or perform [[hitstun cancelling]], which gives the move excellent combo potential at lower percents. Against fast fallers in particular, Zero Suit Samus can easily chain multiple down smashes to continuously stun the opponent up until higher percents. In the most extreme cases, this can even lead into a zero-death, which is particularly effective against {{SSBB|Fox}}. Even at higher percents when the down smash will put opponents into tumble, Zero Suit Samus still has enough time to land two down smashes into a KO move before the opponent can avoid it.  
Due to the move's low knockback, it does not put opponents into [[tumble]] until higher percents. Because of this, the opponent cannot DI the move or perform [[hitstun cancelling]], which gives the move excellent combo potential at lower percents. Against fast fallers in particular, Zero Suit Samus can easily chain multiple down smashes to continuously stun the opponent up until higher percents. In the most extreme cases, this can even lead into a zero-death, which is particularly effective against {{SSBB|Fox}}. Even at higher percents when the down smash will put opponents into tumble, Zero Suit Samus still has enough time to land two down smashes into a KO move before the opponent can avoid it.  

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