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{{Infobox Character
{{Infobox Character
|name = Zero Suit Samus
|name = Zero Suit Samus
|image = {{tabber|title1=Zero Suit|tab1=[[File:Zero Suit Samus SSBU.png|250px]]|title2=Casual Outfit (Zero Mission)|tab2=[[File:Zero Suit Samus-Alt6 SSBU.png|250px]]|title3=Casual Outfit (Fusion)|tab3=[[File:Zero Suit Samus-Alt7 SSBU.png|250px]]}}
|image = {{tabber|title1=Zero Suit|content1=[[File:Zero Suit Samus SSBU.png|250px]]|title2=Casual Outfit (Zero Mission)|content2=[[File:Zero Suit Samus-Alt6 SSBU.png|250px]]|title3=Casual Outfit (Fusion)|content3=[[File:Zero Suit Samus-Alt7 SSBU.png|250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A-
|ranking = 30
}}
}}
'''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. Ultimate]]''. She was officially revealed on June 12th, 2018 alongside {{SSBU|Wii Fit Trainer}} and the rest of the returning roster. Once again, Zero Suit Samus is unconnected to the standard playable {{SSBU|Samus}}, although she temporarily transforms into the latter during her Final Smash. Zero Suit Samus is classified as [[Fighter number|Fighter #29]].
'''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. Ultimate]]''. She was officially revealed on June 12th, 2018 alongside {{SSBU|Wii Fit Trainer}} and the rest of the returning roster. Once again, Zero Suit Samus is unconnected to the standard playable {{SSBU|Samus}}, although she temporarily transforms into the latter during her Final Smash. Zero Suit Samus is classified as [[Fighter number|Fighter #29]].


As in ''[[Smash 4]]'', {{s|wikipedia|Alésia Glidewell}}'s portrayal of Zero Suit Samus from ''[[Brawl]]'' was repurposed for ''Ultimate''.
As in ''[[Super Smash Bros. 4]]'', {{s|wikipedia|Alésia Glidewell}}'s portrayal of Zero Suit Samus from ''[[Super Smash Bros. Brawl]]'' was repurposed for ''Ultimate''.
 
Zero Suit Samus is currently ranked 30th out of 82 characters on the current ''Ultimate'' [[tier list]], placing her at the bottom of the A- tier. This is a significant drop from her top-tier position in ''Smash 4'', where she was ranked 6th out of 54 characters, and is her worst placement in the series to date. Zero Suit Samus possesses fantastic movement that allows her to be fantastic as a hit-and-run character and even a time-out character, while also giving her a strong disadvantage state. Zero Suit Samus also possesses a long and fast recovery thanks to [[Flip Jump]], [[Boost Kick]], and her [[tether]]. She also possesses safe aerials and a projectile that complements her strong neutral game and grants her a strong aerial game.
 
However, Zero Suit Samus also has some notable weaknesses. Zero Suit Samus has issues closing out stocks consistently and her damage racking capabilities are unimpressive compared to other top-tier characters, making her ability to make comebacks rather poor. She also has weak survivability due to being a tall yet light character, making her susceptible to early KOs. Finally, she has little out-of-shield options, while the options she does have are either inconsistent or has average startup.
 
Zero Suit Samus was initially considered to be among the best characters in the game, with the character notably having a strong presence in Japan. However, nerfs to her strengths and metagame shifts due to the addition of DLC characters and buffs to other characters led to a noticeable decline following the online era. Even with the decline, she is still considered to be a viable character who has seen great results and decent representation in tournaments thanks to the likes of {{Sm|Marss}}.


==How to unlock==
==How to unlock==
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Zero Suit Samus is a tall, [[weight|lightweight]] character, similar to {{SSBU|Zelda}} and {{SSBU|Rosalina}}, which alongside her low weight (tied with {{SSBU|Meta Knight}} for the seventh lowest) gives her poor endurance. However, much like other rushdown characters of her playstyle, her mobility is among the best in the game; she possesses the 2nd fastest [[initial dash]] in the game, the 7th fastest [[dash|run speed]], the 9th fastest [[air speed]], the 15th fastest [[air acceleration]], and the 3rd highest [[jump]] height overall. Altogether, this combination of traits gives her an excellent hit-and-run playstyle.
Zero Suit Samus is a tall, [[weight|lightweight]] character, similar to {{SSBU|Zelda}} and {{SSBU|Rosalina}}, which alongside her low weight (tied with {{SSBU|Meta Knight}} for the seventh lowest) gives her poor endurance. However, much like other rushdown characters of her playstyle, her mobility is among the best in the game; she possesses the 2nd fastest [[initial dash]] in the game, the 7th fastest [[dash|run speed]], the 9th fastest [[air speed]], the 15th fastest [[air acceleration]], and the 3rd highest [[jump]] height overall. Altogether, this combination of traits gives her an excellent hit-and-run playstyle.


One of her biggest strengths is her outstanding air game, considered among the best in the cast. While her [[neutral aerial]] has noticeable start-up, it is decently [[disjoint]]ed and sends at an excellent angle for combos. This makes it one of her main tools in the [[neutral game|neutral]] and is notable for having several KO confirms into some of her finishing moves. Her [[forward aerial]] is also a great combo starter due to its low lag and can be useful for edgeguarding, while it has some KO potential offstage. Her [[back aerial]] is fast and has good KO power and can be combo'd into from a neutral aerial at high percents, making it one of her main KO options. Her [[up aerial]] is one of her fastest aerials and can be combo'd into itself repeatedly, making it a great juggling tool, namely into [[Boost Kick]]. Her [[down aerial]] is a [[stall-then-fall]] aerial with a [[meteor smash]] hitbox; while it is her slowest aerial and easily her most unsafe to use offstage, it can nonetheless be used as a situational KO move. Finally, she is one of the only characters in the game with a [[grab aerial]], which like most other grab aerials has long [[range]] and low lag overall, giving her a good approach against aerial foes, while also giving her a niche recovery option.
One of her biggest strengths is her outstanding air game, considered among the best in the cast. While her [[neutral aerial]] has noticeable start-up, it is decently [[disjoint]]ed and sends at an excellent angle for combos. This makes it one of her main tools in the [[neutral game|neutral]] and is notable for having several KO confirms into some of her finishing moves. Her [[forward aerial]] is also a great combo starter due to its low lag and can be useful for edgeguarding, while it also has some KO potential offstage. Her [[back aerial]] is fast, fairly strong, and can be combo'd into from a neutral aerial at high percents, making it one of her primary KO options. Her [[up aerial]] is exceptionally fast at frame 6 and can be combo'd into itself repeatedly, making it a great juggling tool that can sometimes KO confirm into [[Boost Kick]]. Her [[down aerial]] is a [[stall-then-fall]] aerial with a [[meteor smash]] hitbox; while it is her slowest aerial and easily her most unsafe, it can nonetheless be used as a situational KO move and landing option. Finally, she is one of the only characters in the game with a [[grab aerial]], which like most other grab aerials has long [[range]] and low lag overall, giving her a good approach against aerial foes as well as a niche recovery option.


While her ground game isn't as powerful as her aerials, it still has decent utility. Her [[neutral attack]] is notable for coming out instantly on frame 1, making it a reliable anti-pressure tool despite its poor damage output and range. Her [[forward tilt]] has good range as well as low lag and can set up [[tech-chase]] situations and can [[trip]] at low percents when angled downwards, her [[up tilt]] is the fastest of its kind at 3 frames of startup and can be used as an anti-air, and her [[down tilt]] lowers her hurtbox and is useful as a ranged poking option while also being a decent combo starter. Her [[down smash]] has decently sized hitboxes with low ending lag and is an effective combo tool starting from lower percentages while at higher percentages, it can lead into KO moves such as Boost Kick or up smash; however, unlike most other down smashes, it only hits in front of her, meaning it can miss. Lastly, her [[up smash]] has impressive vertical range overall, deals high hitstun, has low enough ending lag for some combos at low percentages, and has decent KO power, easily making it one of the best up smashes in ''Ultimate''.
While her ground game isn't as powerful as her aerials, it still has decent utility. Her [[neutral attack]] is notable for coming out instantly on frame 1, making it a reliable anti-pressure tool despite its poor damage output and range. Her [[forward tilt]] has good range, low lag, and can set up [[tech-chase]] situations and can [[trip]] at low percents when angled downwards, her [[up tilt]] is the fastest of its kind at 3 frames of startup and can be used as an anti-air, and her [[down tilt]] lowers her hurtbox and is useful as a ranged poking option while also being a decent combo starter. Her [[down smash]] has decently sized hitboxes with low ending lag and is an effective combo tool starting from lower percentages while at higher percentages, it can lead into KO moves such as Boost Kick or up smash; however, unlike most other down smashes, it only hits in front of her, limiting its utility for tech-chasing. Lastly, her [[up smash]] has impressive vertical range overall, deals high hitstun, has low enough ending lag for combos at low percentages, and has decent KO power, arguably making it one of the best up smashes in ''Ultimate''.


Zero Suit Samus also has a decent [[grab]] game, as her grab has a very long range, while all of her [[throw]]s deal at least 8% damage. Her [[forward throw]] can be used for tech chasing, while her [[back throw]] can force opponents into unfavorable offstage situations or even lead into her infamous Flip Jump meteor smash. Her [[up throw]] is a very strong KO throw (which KO's starting around 170%), and while her [[down throw]] is ironically unsuitable for combos unlike other down throws, it can still follow up at low percentages if she acts fast enough.
Zero Suit Samus also has a decent [[grab]] game, as her grab has a very long range, while all of her [[throw]]s deal at least 8% damage. Her [[forward throw]] can be used for tech chasing, while her [[back throw]] can force opponents into unfavorable offstage situations or even lead into her infamous Flip Jump meteor smash. Her [[up throw]] is a decent KO throw (which KO's starting around 170%), and while her [[down throw]] is ironically unsuitable for combos unlike other down throws, it can still follow up at low percentages if the opponent fails to act fast enough.


Finally, her special moveset has strong utility overall. [[Paralyzer]], her neutral special, has a very fast charge time compared to other chargeable projectiles, and starting at mid percentages, will stun opponents long enough for her to be able to follow up. [[Plasma Whip]], her side special, is a long-ranged attack with very strong utility: tapping the button will cause the move to become a multi-hitting KO option that KO's starting at 140% if fresh, while holding the button will cause the move to hit once and knock foes upward. While this version is less suited for offense and has more lag, it still has utility for setting up combos. [[Boost Kick]], her up special, travels a short distance overall for a lightweight, but compensates with having many options that follow up into it (such as neutral and up aerials, Paralyzer and [[Flip Jump]]'s burying sweetspot), while the last hit is strong enough to KO earlier than her forward smash. Finally, her down special, Flip Jump, is a 45 degree acrobatic jump that does not render her helpless in the air, while its followup kick can meteor smash foes in the air or bury them on the ground, and is fast enough that it will often leave slower characters (such as {{SSBU|Ganondorf}}) in disadvantageous situations.
Finally, her special moveset has strong utility overall. [[Paralyzer]], her neutral special, has a very fast charge time compared to other chargeable projectiles, and starting at mid percentages, will stun opponents long enough for her to be able to follow up. [[Plasma Whip]], her side special, is a long-ranged attack with very strong utility: tapping the button will cause the move to become a multi-hitting KO option that KO's starting at 140% if fresh, while holding the button will cause the move to hit once and knock foes upward. While this version is less suited for offense and has more lag, it still has utility for setting up combos. [[Boost Kick]], her up special, travels merely average distance as a recovery, but compensates with having many options that follow up into it (such as neutral and up aerials, Paralyzer and [[Flip Jump]]'s burying sweetspot), while the last hit is strong enough to KO earlier than her forward smash and her strongest move overall. Finally, her down special, [[Flip Jump]], is a 45° acrobatic jump that does not render her helpless in the air, while its followup kick can meteor smash foes in the air or bury them on the ground, and is fast enough that it will often leave slower characters (such as {{SSBU|Ganondorf}}) in dangerous situations. It also grants [[intangibility]] on frames 3-12, making it an excellent tool for getting out of disadvantage.  


Zero Suit Samus is not without flaws, however. Perhaps her most infamous flaw lies in her defense: while her recovery is among the most effective in ''Ultimate'' due to her abundance of recovery options, her fast air speed and high jumps, her aforementioned weight and tall frame give her very poor endurance, while her recovery options (except for Flip Jump) give ironically short distance on their own, which can make her recovery predictable. This flaw is further stressed with her fast falling speed, as it is easy for characters with sufficiently fast combo attacks (including {{SSBU|Mario}} and {{SSBU|Pichu}}) to perform combos on her (although her frame 2 air dodges can somewhat alleviate this issue).
Zero Suit Samus is not without flaws, however. Perhaps her most infamous flaw lies in her defense: while her recovery is among the most effective in ''Ultimate'' due to her abundance of recovery options, fast air speed, and high jumps, her aforementioned weight and tall frame give her very poor endurance, while her recovery options (except for Flip Jump) are linear and fairly straightforward to edgeguard, which can make her recovery predictable. This flaw is further stressed with her fast falling speed, as it is easy for characters with sufficiently fast combo attacks (including {{SSBU|Mario}} and {{SSBU|Pichu}}) to perform combos on her (although her frame 2 air dodges can somewhat alleviate this issue).


Her ground game, despite its strengths, is also flawed. While her tilts have passable range, and her up and down smashes are good for followups and KO confirms, her forward smash has high end lag for an attack of its kind and is not strong enough to KO reliably, making it arguably her worst move. Her dash attack is also slow and does not reliably combo unless the opponent DIs incorrectly due to its ending lag, and her down smash, despite its followup potential, is unsafe on hit at low percentages due to its low hitlag and knockback, meaning that the paralyzed opponent(s) can act before she can follow up.
Her ground game, despite its strengths, is also flawed. While her tilts have passable range, and her up and down smashes are good for followups and KO confirms, her forward smash has high end lag for an attack of its kind and is not strong or consistent enough to KO reliably, making it arguably her worst move. Her dash attack cannot reliably combo due to its high ending lag, and her down smash, despite its followup potential, is unsafe on hit at low percentages due to its low hitlag and knockback, meaning that the paralyzed opponent(s) can generally act before she can follow up.


Zero Suit Samus's out-of-shield game can also be rather problematic. While Boost Kick is very fast at frame 6 and can KO very early at the ledge, it lacks sufficient range in front of her and has a very hard time punishing cross-ups out of shield. While the aerial version has more range, it also costs 3 extra frames to start up (due to her jumpsquat) and makes it less reliable for punishing as such. Her up smash acts as a decent out of shield option as its first hit has decent horizontal range but is still frame 10, which while fast for an up smash, is only average startup for an out of shield option. Her rather high short hop also causes her aerials to be unviable out of shield outside of forward aerial on certain characters, and her grab by default is very slow. As such, ZSS's out of shield game suffers immensely if the opponent spaces against her shield well.
Zero Suit Samus's out-of-shield game can also be rather problematic. While Boost Kick is very fast at frame 6 and can KO very early at the ledge, it lacks sufficient range in front of her and has a very hard time punishing cross-ups out of shield. While the aerial version has more range, it also costs 3 extra frames to start up (due to her jumpsquat) and as such is less reliable. Her up smash acts as a solid out of shield option due to its decent horizontal range but is still merely frame 10, which while fast for an up smash, is only average startup for an out of shield option. Her rather high short hop also causes her aerials to be unviable out of shield outside of forward aerial on certain characters, and her grab by default is very slow. As such, ZSS's out of shield game suffers immensely if the opponent spaces against her shield well.


Finally, while her grab game has some utility, it is still with flaws. As her throws only deal passable damage at best, while her up throw is her only KO throw, they are only generally used to deal damage if other close-range moves stale. Her grab in general is also very laggy in startup and end lag, meaning that despite its long range, it is easy to punish from any sufficiently fast attack if it misses. Lastly, the nerfs to her down throw, which was easily her best throw from ''Smash 4'', make her grab game more suited for direct offense instead of damage racking strings, giving it limited utility overall.
Finally, while her grab game has some utility, it is still notably flawed. As her throws only deal passable damage at best, while up throw is her only KO throw (and not a particularly potent one at that), they are only generally used to deal damage if other close-range moves are stale. Her grab in general is also very laggy in startup and end lag, meaning that despite its long range, it is easy to punish from any sufficiently fast attack if it misses. Lastly, the nerfs to her down throw, which was easily her best throw from ''Smash 4'', make her grab game more suited for direct offense instead of damage racking strings, giving it limited utility overall.


In the end, Zero Suit Samus retains much of her playstyle from ''Smash 4'', being a hit-and-run character with a strong punishment game, while the transition from ''Smash 4'' to ''Ultimate'' has improved her overall mobility and combo tools at the cost of KO power.
In the end, Zero Suit Samus retains much of her playstyle from ''Smash 4'', being a hit-and-run character with a strong punish game, while the transition from ''Smash 4'' to ''Ultimate'' has improved her overall mobility and [[neutral]] tools at the cost of her potent [[Combo|ladder combos]] and overall KO power.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Although being considered a dominating top tier character throughout the lifetime of ''SSB4'' (6th out of 55 characters), Zero Suit Samus has received a mix of buffs and nerfs in the transition to ''Ultimate'', slightly nerfing her directly, but making her one of the few ''SSB4'' top-tier character to be in a similar position overall thanks to the new mechanics.
Zero Suit Samus was previously considered a dominating top tier character throughout the lifetime of ''SSB4'' (6th out of 55 characters), with a combination of excellent mobility, impressive recovery and a highly deadly punish game that could easily turn the tables on a careless opponent. Likely as a result of this, Zero Suit Samus has received a mix of buffs and nerfs in the transition to ''Ultimate'', but was nerfed overall.


She has received some significant direct and indirect nerfs, especially directly, and the most notable ones were to her outstanding combo and punish game, which while still potent, have been toned down overall. Her down throw has more knockback and more ending lag, and thus can no longer combo as reliably as in the previous game past very low percentages, losing almost all its combo potential, her up aerial has more ending lag and both her down smash and [[Flip Jump]], especially the former, have less hitstun and knockback, worsening several of her setup moves and making it more difficult to capitalize on them and on KO confirms. Furthermore, the changes to the knockback physics make it more difficult for her to string her moves into the other. Zero Suit Samus's recovery, previously one of the best in the game, was also nerfed, as [[Plasma Whip]] takes much longer to grab an edge and has reduced tether range. Lastly, her forward smash's new sourspot and nerfs to forward aerial's power, and back aerials and [[Boost Kick]]'s hitboxes and the latter's reduced knockback (unless started from the ground), make it harder for her to score KOs, reducing her KO ability.
Zero Suit Samus significantly benefits overall from the universal changes to gameplay mechanics. The faster movement speed further enhances her already excellent mobility, improving her approach and as such, her "hit and run" playstyle. The changes to [[air dodge]] mechanics improves her juggling capabilities, while not affecting her as much thanks to her great recovery and options to escape pressure. The universally reduced landing lag and more limited [[out of shield]] options allow her to retain some of her setups while improving on her mediocre neutral game, one of her most notable weaknesses in ''SSB4''.


However, Zero Suit Samus does significantly benefit overall from the universal changes to gameplay mechanics. The faster movement speed further enhances her already excellent mobility (now possessing the 2nd fastest initial [[dash]] in the game and a good [[dash-dance]]), improving her approach and as such, her "hit and run" playstyle. The reintroduction of directional [[air dodging]] improves her juggling capabilities, and the universally reduced landing lag and more limited out of shield options allow her to retain some of her combo game while improving on her mediocre neutral game - one of her most notable weaknesses in ''Smash 4''.
She has also directly received some useful buffs. [[Down tilt]], arguably her worst move in ''SSB4'', has reduced ending lag that gives it combo potential, and her up smash has reduced base knockback with significantly increased knockback scaling, turning it into a reliable all-purpose attack with combo potential at low percentages and KO power at high ones. Aside from her lost ability to string lengthy and devastating punishes off of a down throw, Zero Suit Samus' grab game has been improved as a whole — her grab, previously one of the laggiest in the game, has been sped up, making it less risky to use; [[forward throw]] sends opponents in a lower angle, granting it the ability to set up [[tech-chasing]]; and [[up throw]] has increased knockback, granting her an emergency KO move at high percentages.


She has also directly received some useful buffs: her down tilt, arguably her worst move in ''SSB4'', has reduced ending lag that gives it combo potential, and her up smash has reduced base knockback with significantly increased knockback scaling, granting it combo potential and dramatically improving its KO power. Aside from her lost ability to string lengthy and devastating punishes off of a down throw, Zero Suit Samus' grab game has been improved as a whole; her grab, previously one of the laggiest in the game, has been sped up, making it less risky to use, and her up throw has increased knockback, granting her a new KO move, and forward throw sends opponents in a lower angle, granting it the ability to set up [[tech-chasing]]. Finally, her special moveset has seen many improvements, as [[Paralyzer]] charges and fires shots faster, while Plasma Whip can now send opponents towards her for new setups if the button is held, and has restored some of its lost KO power from ''Brawl''. Despite the nerfs to Flip Jump, it has also received some improvements. It executes faster in the air, both the jump and footstool stomp have less ending lag, and the manual kick can be inputted faster which allows her to combo into it from her neutral aerial much more consistently and take stocks at very early percentages. Zero Suit Samus also indirectly benefits from a less threatening competitive environment, with most other top-tiers having been nerfed considerably allowing her to further keep her very high position relative to the cast.
Finally, her special moveset has seen many improvements, as [[Paralyzer]] charges and fires shots faster, while [[Plasma Whip]] has had some of its lost KO power from ''Brawl'' restored and has a new version where opponents can be sent towards her for new setups if the button is held. [[Flip Jump]] executes faster in the air, both the jump and footstool stomp have less ending lag, and the manual kick can be inputted faster, which allows her to combo into it from her neutral aerial much more consistently and take stocks at very early percentages.


In the end, Zero Suit Samus remains a high-risk, high-reward character whose learning curve is even higher than in ''SSB4'', with a wider and more intricate array of neutral, combo and punish options, as opposed to her more polarized kit in ''SSB4'' that necessitated a more linear gameplan. Much like {{SSBU|Mario}}, {{SSBU|Fox}}, and {{SSBU|Sonic}}, and in contrast to how other former ''SSB4'' top tier characters were nerfed much more dramatically, Zero Suit Samus continues to be an effective character; while {{Sm|Juice}} and even moreso {{Sm|Marss}} have been highly successful with ZSS in the Western tournament scene, her perception is even more favorable in Japan, with multiple players including {{Sm|Choco}} and {{Sm|Kuro}} finding notable tournament success with her. Due to Marss' dominance with the character, Zero Suit Samus is widely regarded as a top-tier or upper high-tier character once again, and has been one of the most successful fighters in ''Ultimate'' relative to her low representation. This is taken even further in Japan, where she is frequently regarded as one of the best characters in the game, if not the best.
However, despite these changes, Zero Suit Samus has received some significant nerfs that generally halt the buffs she received. The most notable direct nerfs were to her outstanding punish game, which while still potent, has been toned down as a whole: her [[down throw]] has more knockback and ending lag, losing almost all its combo potential past extremely low percentages; [[up aerial]] has more ending lag, and both her down smash and Flip Jump's bury hitbox (especially the former) have less hitstun and knockback, worsening several of her setup moves and making it more difficult to capitalize on them and on KO confirms. Furthermore, the changes to the knockback physics make it more difficult for her to string her moves into the other. As a result of this, her combo game is significantly less varied and effective, now requiring Zero Suit Samus to utilize her improved mobility in order to land hits.
 
Zero Suit Samus's recovery, previously one of the best in the game, was also nerfed, as Plasma Whip takes much longer to grab an edge and has reduced tether range. Her KO ability, one of her previous weaknesses, has also been further defined due to the nerfs to [[forward smash]]'s sourspots and forward aerial's power, back aerials and [[Boost Kick]]'s hitboxes, and Boost Kick's reduced knockback (unless started from the ground), making it much harder for her to score KOs. Finally, in terms of indirect changes, while the faster mobility is a boon to Zero Suit Samus, it also allows many other characters to keep up with her and thus catch her more easily than before, slightly weakening her already problematic disadvantage.
 
In the end, Zero Suit Samus' nerfs have made her "hit and run" gameplan shift completely from ''SSB4''. She plays less linear thanks to a wider array of options, as opposed to her more polarized kit in ''SSB4'', though while she retains many of her advantages from the previous game and still possesses devastating punishes, her watered down combo game makes her early punish game and advantage less oppressive than before, now requiring her to play a much more patient neutral game, using her mobility to weave in and out and more carefully punishing mistakes, lest she be put at a disadvantage. She has also received slight nerfs through game updates, though these haven't drastically affected her viability. However, this all culminates in Zero Suit Samus performing worse than in ''SSB4''.


{{SSB4 to SSBU changelist|char=Zero Suit Samus}}
{{SSB4 to SSBU changelist|char=Zero Suit Samus}}


==Update history==
==Update history==
Zero Suit Samus has received a mix of buffs and nerfs via game updates, but has been nerfed slightly overall. Patch 2.0.0 nerfed her forward smash by adding a sourspot at close range while her Flip Jump has reduced base knockback, hindering her ability to KO aerial opponents at an early percentage from a back throw.
Zero Suit Samus has received a mix of buffs and nerfs via game updates, but has been nerfed overall. Patch 2.0.0 nerfed her forward smash by adding a sourspot at close range while her Flip Jump has reduced base knockback, hindering her ability to KO aerial opponents at an early percentage from a back throw.
Patch 3.0.0 nerfed her Flip Jump further as it travels a less horizontal distance, hindering her recovery.  
Patch 3.0.0 nerfed her Flip Jump further as it travels a less horizontal distance, hindering her recovery.  


However, her buffs in patch 2.0.0 allow her to grab ledges earlier when using forward aerial and up aerial while patch 3.1.0 allows her Plasma Whip to connect more reliably. Her Flip Jump has been reverted to how it was before patch 3.0.0, improving her recovery. Patch 7.0.0 would then reduce Flip Jump's knockback scaling on the burying hit, nerfing its confirm into Boost Kick, to the point where sufficient mashing will result in it being very difficult to get the followup at high percents although still possible if the player acts fast enough. Patch 11.0.0 increased the landing lag of Neutral Aerial and increased the startup time for Boost Kick. This reduces her safety on shield, and it weakens Boost Kick as an out of shield option and makes ladder combo kills using the second hit of Boost Kick significantly harder. The increased lag on both moves make her combos have a tighter window but are still doable and she remains a highly viable character.  
However, her buffs in patch 2.0.0 allow her to grab ledges earlier when using forward aerial and up aerial while patch 3.1.0 allows her Plasma Whip to connect more reliably. Her Flip Jump has been reverted to how it was before patch 3.0.0, improving her recovery. Patch 7.0.0 would then reduce Flip Jump's knockback scaling on the burying hit, nerfing its confirm into Boost Kick, to the point where sufficient mashing will result in it being very difficult to get the followup at high percents although still possible if the player acts fast enough. Patch 11.0.0 increased the landing lag of Neutral Aerial and increased the startup time for Boost Kick. This reduces her safety on shield, and it weakens Boost Kick as an out of shield option and makes ladder combo kills using the second hit of Boost Kick significantly harder. The increased lag on both moves make her combos have a tighter window but are still doable and she remains a highly viable character.  


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname= 
|neutralname=Level Chop ({{ja|レベルチョップ|Reberu Choppu}}) / Gun Hook ({{ja|ガンフック|Gan Fukku}}) / Elbow Smash ({{ja|エルボースマッシュ|Erubõ Sumasshu}})
|neutral1dmg=1.5%
|neutral1dmg=1.5%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
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|neutraldesc=A knifehand strike, followed by a [[wikipedia:Pistol-whipping|pistol-whip]] with her Paralyzer, followed by a {{iw|wikipedia|12-6 elbow}}. It is tied with Little Mac for the fastest jab, coming out instantly on frame 1. The first hit can [[lock]], but the height of the hitbox causes it to miss small or crouching opponents on non-slanted terrain. It also has a poor damage output, only doing a total of 6% if all three hits connect. Its main purpose is to disrupt grounded approaches or combos, as well as finish a combo on its own due to its instantaneous startup.
|neutraldesc=A knifehand strike, followed by a [[wikipedia:Pistol-whipping|pistol-whip]] with her Paralyzer, followed by a {{iw|wikipedia|12-6 elbow}}. It is tied with Little Mac for the fastest jab, coming out instantly on frame 1. The first hit can [[lock]], but the height of the hitbox causes it to miss small or crouching opponents on non-slanted terrain. It also has a poor damage output, only doing a total of 6% if all three hits connect. Its main purpose is to disrupt grounded approaches or combos, as well as finish a combo on its own due to its instantaneous startup.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}})
|ftiltupdmg=8% (leg), 6.5% (body)
|ftiltupdmg=8% (leg), 6.5% (body)
|ftiltsidedmg=7% (leg), 6% (body)
|ftiltsidedmg=7% (leg), 6% (body)
|ftiltdowndmg=8% (leg), 6.5% (body)
|ftiltdowndmg=8% (leg), 6.5% (body)
|ftiltdesc=A roundhouse kick. It can be angled. The down-angled version may cause [[tripping]] at low percentages. Its main usage is for spacing, due to its overall low lag and average knockback.
|ftiltdesc=A roundhouse kick. It can be angled. The down-angled version may cause [[tripping]] at low percentages. Its main usage is for spacing, due to its overall low lag and average knockback.
|utiltname= 
|utiltname=Headstand Kick ({{ja|ヘッドスタンドキック|Heddosutando Kikku}})
|utiltdmg=5% (hit 1), 7% (hit 2)
|utiltdmg=5% (hit 1), 7% (hit 2)
|utiltdesc=A butterfly kick performed from a variation of the {{iw|Wikipedia|2000|b-boy move}} (a breakdancing move) followed by an upward scissor kick. It hits on frame 3, making it Zero Suit Samus' fastest tilt attack. It is also one of only two moves that hit in front of and behind her, with the other being neutral aerial, making it a good replacement to her down smash to hit both sides.
|utiltdesc=A butterfly kick performed from a variation of the {{iw|Wikipedia|2000|b-boy move}} (a breakdancing move) followed by an upward scissor kick. It hits on frame 3, making it Zero Suit Samus' fastest tilt attack. It is also one of only two moves that hit in front of and behind her, with the other being neutral aerial, making it a good replacement to her down smash to hit both sides.
|dtiltname= 
|dtiltname=Ground Sweep ({{ja|グラウンドスイープ|Guraundo Suīpu}})
|dtiltdmg=8% (leg), 6% (foot)
|dtiltdmg=8% (leg), 6% (foot)
|dtiltdesc=A legsweep. This lowers her hurtbox more than her crouch, allowing her to duck under most projectiles with proper timing. It works as a decent combo starter, being able to combo into forward aerial, up aerial, and a dashing up smash at low percentages.
|dtiltdesc=A legsweep. This lowers her hurtbox more than her crouch, allowing her to duck under most projectiles with proper timing. It works as a decent combo starter, being able to combo into forward aerial, up aerial, and a dashing up smash at low percentages.
|dashname= 
|dashname=Jumping Kneebutt ({{ja|ジャンピングニーバット|Janpingu Nībatto}})
|dashdmg=8% (clean), 5% (late)
|dashdmg=8% (clean), 5% (late)
|dashdesc=Activates her Jet Boots to perform a jet-propelled knee strike. It functions very well as a burst option and a whiff punish, due to it coming out on frame 7. However, it does not have much of a function otherwise, as it lacks KO potential, and has too much ending lag to be able to be used for combos.
|dashdesc=Activates her Jet Boots to perform a jet-propelled knee strike. It functions very well as a burst option and a whiff punish, due to it coming out on frame 7. However, it does not have much of a function otherwise, as it lacks KO potential, and has too much ending lag to be able to be used for combos.
|fsmashname= 
|fsmashname=Jet Boot Kick ({{ja|ジェットブーツキック|Jetto Būtsu Kikku}})
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2)
|fsmashdesc=A mid-level sidekick followed by a spinning sidekick 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; the only change is that it has slightly higher knockback scaling. Her side smash can be angled, but only the second kick changes in angle. It is often considered one of the worst forward smashes among the cast, because, despite its moderate startup, it is extremely weak, and it has very high ending lag despite this, making it a high-risk move with low reward.
|fsmashdesc=A mid-level sidekick followed by a spinning sidekick 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; the only change is that it has slightly higher knockback scaling. Her side smash can be angled, but only the second kick changes in angle. It is often considered one of the worst forward smashes among the cast, because, despite its moderate startup, it is extremely weak, and it has very high ending lag despite this, making it a high-risk move with low reward.
|usmashname= 
|usmashname=Shocker String ({{ja|ショッカーストリング|Shokkā Sutoringu}})
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|0.8}} (hits 2-6), {{ChargedSmashDmgSSBU|3}} (hit 7)
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|0.8}} (hits 2-6), {{ChargedSmashDmgSSBU|3}} (hit 7)
|usmashdesc=Spins in place while twirling her Plasma Whip overhead. It possesses surprisingly high hitstun with low ending lag, making it a solid combo starter at low to mid percents, while still possessing decent kill power. It's also a very strong anti-air, as the attack has a huge disjoint above Samus's head. All of this, combined with its long-lasting, disjointed hitbox, make it commonly considered among the best up smashes in the game.
|usmashdesc=Spins in place while twirling her Plasma Whip overhead. It possesses surprisingly high hitstun with low ending lag, making it a solid combo starter at low to mid percents, while still possessing decent kill power. It's also a very strong anti-air, as the attack has a huge disjoint above Samus's head. All of this, combined with its long-lasting, disjointed hitbox, make it commonly considered among the best up smashes in the game.
|dsmashname=Slant Paralyzer
|dsmashname=Slant Paralyzer ({{ja|スラントパラライザー|Suranto Pararaizā}})
|dsmashdmg={{ChargedSmashDmgSSBU|8}} (near), {{ChargedSmashDmgSSBU|6}} (far)
|dsmashdmg={{ChargedSmashDmgSSBU|8}} (near), {{ChargedSmashDmgSSBU|6}} (far)
|dsmashdesc=Aims her Paralyzer downward in front of herself and fires a [[Paralyze|paralyzing]] energy blast at the ground. This move has poor KO potential, instead, it is used to initiate combos. The move has slow startup as it comes out on frame 20, but has very low ending lag with only 17 frames of cooldown which makes it excellent for leading into other moves such as Boost Kick for a potential KO at high percents. Opponents are paralyzed much longer at higher percentages. It can 2-frame punish opponents, giving her true followups if it is timed correctly. Based on the ability to shoot her Paralyzer downward in ''Metroid: Zero Mission''.
|dsmashdesc=Aims her Paralyzer downward in front of herself and fires a [[Paralyze|paralyzing]] energy blast at the ground. This move has poor KO potential, instead, it is used to initiate combos. The move has slow startup as it comes out on frame 20, but has very low ending lag with only 17 frames of cooldown which makes it excellent for leading into other moves such as Boost Kick for a potential KO at high percents. Opponents are paralyzed much longer at higher percentages. It can 2-frame punish opponents, giving her true followups if it is timed correctly. Based on the ability to shoot her Paralyzer downward in ''Metroid: Zero Mission''.
|nairname= 
|nairname=Whip Guard ({{ja|ウィップガード|Wippu Gādo}})
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdmg={{ShortHopDmgSSBU|8}}
|nairdesc=Spins in midair, swinging her Plasma Whip laterally around herself. It is often considered her best aerial and one of the best neutral aerials in the game for a multitude of reasons; the most notable of which is its combo potential. It can combo into all of her aerials in a very wide range of percentages, starting at 0%, and at high percentages (around 80%), it has a KO confirm into back aerial. At lower percentages (around 40-60%), it has a notorious KO setup into Flip Kick, although it is sometimes inconsistent because of the sweetspot's small hitbox. Another reason it's so versatile is that it's extremely difficult to punish when landing with the move; against shield, its electric properties and disjointed range make it difficult to punish, even on whiff or out of a parry. On shield, it is -4 at best, making it safe against out-of-shield options that can even be as fast as frame 5. Combining all of this together, it adds up to be one of Zero Suit Samus's best moves overall.
|nairdesc=Spins in midair, swinging her Plasma Whip laterally around herself. It is often considered her best aerial and one of the best neutral aerials in the game for a multitude of reasons; the most notable of which is its combo potential. It can combo into all of her aerials in a very wide range of percentages, starting at 0%, and at high percentages (around 80%), it has a KO confirm into back aerial. At lower percentages (around 40-60%), it has a notorious KO setup into Flip Kick, although it is sometimes inconsistent because of the sweetspot's small hitbox. Another reason it's so versatile is that it's extremely difficult to punish when landing with the move; against shield, its electric properties and disjointed range make it difficult to punish, even on whiff or out of a parry. On shield, it is -4 at best, making it safe against out-of-shield options that can even be as fast as frame 5. Combining all of this together, it adds up to be one of Zero Suit Samus's best moves overall.
|fairname= 
|fairname=Twice Kick ({{ja|トワイスキック|Towaisu Kikku}})
|fairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|fairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|fairdesc=A hook kick followed by a roundhouse kick. At very high percents, the first hit has trouble connecting into the second hit; however, this, in return, makes it a good combo starter on landing. At low percentages, it can combo into up smash, another forward aerial, and forward tilt. At high percentages, it has KO confirms into back aerial, Boost Kick and Flip Kick. The attack by itself is decently strong, KOing offstage at around 100%. Because of ZSS's ability to go very far offstage and still be able to recover, it can KO even earlier.
|fairdesc=A hook kick followed by a roundhouse kick. At very high percents, the first hit has trouble connecting into the second hit; however, this, in return, makes it a good combo starter on landing. At low percentages, it can combo into up smash, another forward aerial, and forward tilt. At high percentages, it has KO confirms into back aerial, Boost Kick and Flip Kick. The attack by itself is decently strong, KOing offstage at around 100%. Because of ZSS's ability to go very far offstage and still be able to recover, it can KO even earlier.
|bairname= 
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairdmg={{ShortHopDmgSSBU|12}} (foot), {{ShortHopDmgSSBU|10}} (leg)
|bairdmg={{ShortHopDmgSSBU|12}} (foot), {{ShortHopDmgSSBU|10}} (leg)
|bairdesc=A spinning hook kick. Very high knockback for an attack of its type, being able to KO opponents earlier than all her uncharged smash attacks. It works very well as a combo finisher and KO confirm, being able to combo out of her landing neutral aerial, the first hit of her forward aerial, and her up aerial.
|bairdesc=A spinning hook kick. Very high knockback for an attack of its type, being able to KO opponents earlier than all her uncharged smash attacks. It works very well as a combo finisher and KO confirm, being able to combo out of her landing neutral aerial, the first hit of her forward aerial, and her up aerial.
|uairname= 
|uairname=Air Kick ({{ja|エアキック|Ea Kikku}})
|uairdmg={{ShortHopDmgSSBU|6.5}}
|uairdmg={{ShortHopDmgSSBU|6.5}}
|uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, and low landing lag, it boasts excellent juggling potential.
|uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, and low landing lag, it boasts excellent juggling potential.
|dairname=Slash Dive
|dairname=Slash Dive ({{ja|スラッシュダイブ|Surasshu Daibu}})
|dairdmg={{ShortHopDmgSSBU|6}}, 5.5% (landing)
|dairdmg={{ShortHopDmgSSBU|6}}, 5.5% (landing)
|dairdesc=A diagonal flying kick, similar to {{SSBU|Sonic}} and {{SSBU|Sheik}}'s down aerials, though unlike most moves of its kind, it [[meteor smash]]es throughout its entire duration. Has the slowest startup lag of all of her aerials. Due to this move being a [[stall-then-fall]], it is extremely risky to use off-stage, leading to a [[self-destruct]] in most cases, though its aforementioned properties make it effective as a quick and unexpected [[sacrificial KO]], as the opponent will be KO'd first if hit below the ledge. Even when she lands on the ground, there is a high landing 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 {{SSBU|Sonic}} and {{SSBU|Sheik}}'s down aerials, though unlike most moves of its kind, it [[meteor smash]]es throughout its entire duration. Has the slowest startup lag of all of her aerials. Due to this move being a [[stall-then-fall]], it is extremely risky to use off-stage, leading to a [[self-destruct]] in most cases, though its aforementioned properties make it effective as a quick and unexpected [[sacrificial KO]], as the opponent will be KO'd first if hit below the ledge. Even when she lands on the ground, there is a high landing lag, making it easy to punish. Despite this, its extremely fast descent speed can enable it to counter a juggle if there is sufficient distance between Zero Suit Samus and the opponent.
|zairname=Plasma Whip
|zairname=Aerial Plasma Whip ({{ja|空中プラズマウィップ|Kūchū Purazuma Wippu}})
|zairdmg=5%
|zairdmg=5%
|zairdesc=Lashes in front of her with the Plasma Whip. It shares most of the same combos and KO confirms that her neutral aerial has, such as her back aerial and Flip Kick at high percentages; however, due to its lower knockback, it has an additional KO setup into Boost Kick.
|zairdesc=Lashes in front of her with the Plasma Whip. It shares most of the same combos and KO confirms that her neutral aerial has, such as her back aerial and Flip Kick at high percentages; however, due to its lower knockback, it has an additional KO setup into Boost Kick.
|grabname=Plasma Whip
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Performs a kneeling lunge to unfurl the Plasma Whip. A hitbox appears at her hand, allowing her to grab opponents with less lag.
|grabdesc=Performs a kneeling lunge to unfurl the Plasma Whip. A hitbox appears at her hand, allowing her to grab opponents with less lag.
|pummelname= 
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike.
|pummeldesc=A knee strike.
|fthrowname= 
|fthrowname=Short Kick ({{ja|ショートキック|Shōto Kikku}})
|fthrowdmg=5% (hit), 4% (throw)
|fthrowdmg=5% (hit), 4% (throw)
|fthrowdesc=Kicks the opponent away. It is arguably her most useful throw, as it is essential to her excellent tech-chasing capabilities due to its very low launch angle. It can even combo into dash attack against some characters, although the window for it to be true is rather tight.
|fthrowdesc=Kicks the opponent away. It is arguably her most useful throw, as it is essential to her excellent tech-chasing capabilities due to its very low launch angle. It can even combo into dash attack against some characters, although the window for it to be true is rather tight.
|bthrowname= 
|bthrowname=Kick Throw ({{ja|キックスルー|Kikku Surū}})
|bthrowdmg=2% (hit), 6% (throw)
|bthrowdmg=2% (hit), 6% (throw)
|bthrowdesc=A mid-level roundhouse kick. It can get opponents offstage, and, if the opponent's reaction is read, it can combo into Flip Kick; however, this combo is extremely risky, as Zero Suit Samus has a very good chance to self-destruct if the Flip Kick misses due to its high ending lag.
|bthrowdesc=A mid-level roundhouse kick. It can get opponents offstage, and, if the opponent's reaction is read, it can combo into Flip Kick; however, this combo is extremely risky, as Zero Suit Samus has a very good chance to self-destruct if the Flip Kick misses due to its high ending lag.
|uthrowname= 
|uthrowname=Hold Somersault Kick ({{ja|ホールドサマーソルトキック|Hōrudo Samāsoruto Kikku}})
|uthrowdmg=2% (hit), 8% (throw)
|uthrowdmg=2% (hit), 8% (throw)
|uthrowdesc=A backflip kick. The most damaging out of all of her throws, as well as her strongest throw; however, it doesn't KO middleweights until around 165%. To make up for this, however, it has an extremely fast startup, making it impossible to react to with DI.
|uthrowdesc=A backflip kick. The most damaging out of all of her throws, as well as her strongest throw; however, it doesn't KO middleweights until around 165%. To make up for this, however, it has an extremely fast startup, making it impossible to react to with DI.
|dthrowname= 
|dthrowname=Knee Stamp ({{ja|ニースタンプ|Nī Sutanpu}})
|dthrowdmg=4% (hit), 4% (throw)
|dthrowdmg=4% (hit), 4% (throw)
|dthrowdesc=Pins the opponent on the ground, and performs an ax kick. Its high ending lag and average knockback make it a poor combo starter; the only way it can combo into attacks is to read the opponent's reaction.
|dthrowdesc=Pins the opponent on the ground, and performs an ax kick. Its high ending lag and average knockback make it a poor combo starter; the only way it can combo into attacks is to read the opponent's reaction.
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|fsdesc=Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. Like the [[Zero Laser (Samus)|version]] used by her [[Samus (SSBU)|suited counterpart]], it hits multiple times. Opponents take more damage closer to the center of the crosshair. At the end of the move, there is a brief pause, then one final burst is fired with enough power to launch opponents. Once the move concludes, Samus reverts to her Zero Suit and returns to her previous position.
|fsdesc=Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. Like the [[Zero Laser (Samus)|version]] used by her [[Samus (SSBU)|suited counterpart]], it hits multiple times. Opponents take more damage closer to the center of the crosshair. At the end of the move, there is a brief pause, then one final burst is fired with enough power to launch opponents. Once the move concludes, Samus reverts to her Zero Suit and returns to her previous position.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=80 | rweight=77-78
| dash=2.42 | rdash=2
| run=2.31 | rrun=7
| walk=1.47 | rwalk=5-6
| trac=0.116 | rtrac=20-28
| airfric=0.008 | rairfric=57-66
| air=1.26 | rair=9
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.085 | raddaccel=12-15
| gravity=0.12 | rgravity=15-20
| fall=1.7 | rfall=27-29
| ff=2.72 | rff=28-30
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=44.5 | rjumpheight=3
| shorthop=21.35 | rshorthop=2-3
| djump=44.2 | rdjump=7
}}
===[[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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*Makes configurations to her Paralyzer.
*Makes configurations to her Paralyzer.
<gallery>
<gallery>
SSBUZeroSuitSamusIdle1.gif|Zero Suit Samus's first idle pose
SSBUZeroSuitSamusIdle1.gif|Zero Suit Samus's first idle pose.
SSBUZeroSuitSamusIdle2.gif|Zero Suit Samus's second idle pose
SSBUZeroSuitSamusIdle2.gif|Zero Suit Samus's second idle pose.
</gallery>
</gallery>


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|-
|-
! scope="row"|Description
! scope="row"|Description
|Ze - ro - Suit! Sa - mus! || Saaaa - mus Ze - ro! || Sa - mus! nul-kostyume! || Ze - ro Su - it Sa - mu - s!
|Ze - ro - Suit! Sa - mus! || Saaaa - mus Ze - ro! || Sa - mus! nul'-kostyum! || Ze - ro Su - it Sa - mu - s!
|}
|}
</div>
</div>
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==In [[competitive play]]==
==In [[competitive play]]==
When ''Ultimate'' was released, Zero Suit Samus was considered to be moderately nerfed from her last appearance, where she was a top-tier character. Many of her tools were watered down, most notably her throw combos and ladder setups. This resulted in her being viewed as a mid-tier character at best while having low tournament representation in the West, although her representation and reputation in Japan were much higher to begin with.
===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 -->


As the meta advanced, many dedicated players such as {{Sm|Kuro}}, {{Sm|Choco}}, {{Sm|Juice}}, and  {{Sm|Marss}} have achieved outstanding tournament results with her, which was helped by nerfs to her most difficult matchups such as {{SSBU|Pichu}} and {{SSBU|Olimar}}. Particularly, Marss has dominated with the character, defeating players such as {{Sm|MkLeo}}, {{Sm|Samsora}}, {{Sm|Nairo}}, {{Sm|Dabuz}}, {{Sm|Light|p=Connecticut}}, {{Sm|ESAM}}, and {{Sm|Maister}}, while also being able to consistently make it to Top 8 at premier tournaments, even winning {{Trn|GENESIS 7}}. As a result, Zero Suit Samus' reception has been considerably better, being a top-tier character in the general consensus, as stated by professionals such as {{Sm|ZeRo}}, {{Sm|Mew2King}} and {{Sm|Dabuz}}. Maister even claims she is the best character in the game. Zero Suit Samus' representation is very strong in Japan, so a large number of top Japanese players consider her to be the best as well.
''See also: [[:Category:Zero Suit Samus players (SSBU)]]''


However, this is debatable as Zero Suit Samus had received nerfs. These nerfs include more landing lag to her neutral air, more start-up lag to boost kick, and a shorter bury duration to flip kick. Some players such as {{Sm|Dabuz}}, {{Sm|ESAM}} and even {{Sm|Marss}} and {{Sm|shky}} claim that these nerfs are substantial enough for her to no longer be top 10. Currently, her tier placement is debatable, but it is still widely agreed that she is at least top-tier.  
*{{Sm|Choco|Japan}} - One of the best Zero Suit Samus players in Japan. Placed 3rd at {{Trn|Umebura SP 5}}, 5th at {{Trn|Umebura SP 4}}, and 9th at {{Trn|Umebura SP 2}}, {{Trn|Umebura SP 7}} and {{Trn|Umebura Japan Major 2019}} with wins over players such as {{Sm|Gackt}}, {{Sm|Shuton}}, and {{Sm|Tea}}. Ranked 26th on the [[Fall 2019 PGRU]].
*{{Sm|Es|Japan}} - Placed 7th at {{Trn|TSC 11}}, 17th at both {{Trn|Umebura SP 3}} and {{Trn|Umebura SP 6}}, and 49th at {{Trn|Umebura SP 5}} with wins over players such as {{Sm|shky}}, {{Sm|Songn}}, and {{Sm|Nanchan}}. Ranked 58th on the [[Japan Player Rankings]].
*{{Sm|Exodia|Canada}} - One of the best Zero Suit Samus players in Canada. Placed 1st at both {{Trn|Animethon 26}} and {{Trn|Salt Flats 2020}}, 2nd at {{Trn|Smash at The Comic Strip: Punching Up}}, 3rd at {{Trn|SKL: Prairie Pummel}}, and 5th at {{Trn|Battle of BC 3}} with wins over players such as {{Sm|Big D}}, {{Sm|Ouch!?}}, and {{Sm|Alphicans}}. Ranked 18th on the [[Smash Canada Rankings Ultimate]].
*{{Sm|Kuro|Japan}} - The best Zero Suit Samus player in Japan pre-quarantine. Placed 1st at {{Trn|Umebura SP 6}}, 7th at both {{Trn|EGS Cup 2}} and {{Trn|Umebura SP 7}}, and 17th at both {{Trn|Umebura SP 3}} and {{Trn|Umebura SP 4}}. Ranked 18th on the [[Fall 2019 PGRU]].
*{{Sm|Marss|USA}} - The best Zero Suit Samus player in the world and one of the overall best players in the world prior to the pandemic. Placed 1st at {{Trn|GENESIS 7}}, 3rd at {{Trn|Pound 2019}}, {{Trn|MomoCon 2019}}, and {{Trn|Mainstage}}, and 4th at {{Trn|Super Smash Con 2019}}. Ranked as high as 3rd on the [[Spring 2019 PGRU]] and is currently ranked 24th on the [[LumiRank 2023]].
*{{Sm|melon|Canada}} - One of the best Zero Suit Samus players in Canada. Placed 7th at {{Trn|VORTEX}}, 13th at {{Trn|Play With Heart}}, 17th at {{Trn|The Big House 9}}, and 33rd at both {{Trn|CEO 2019}} and {{Trn|Frostbite 2020}} with wins over players such as {{Sm|MVD}}, {{Sm|MuteAce}}, and {{Sm|Lui$}}. Ranked 12th on the [[Smash Canada Rankings Ultimate]]. Online, placed 13th at both {{Trn|The Quarantine Series: Major Tournament 1}} and {{Trn|Get On My Line 2020}}. Ranked as high as 1st on the WWR, and was last ranked 32nd on the [[Wi-Fi Warrior Rank v6]].
*{{Sm|Nairo|USA}} -  Used Zero Suit Samus as a secondary alongside {{SSBU|Palutena}}, and was considered one of the best Zero Suit Samus players in the world but has since become inactive. Placed 1st at {{Trn|Let's Make Big Moves}}, 4th at both {{Trn|Let's Make Moves}} and {{Trn|2GG: Prime Saga}}, and 5th at {{Trn|MomoCon 2019}}. Ranked 4th on the [[Fall 2019 PGRU]].
*{{Sm|shky|Japan}} - One of the best Zero Suit Samus players in Japan. Placed 2nd at {{Trn|Maesuma TOP 1}}, 4th at {{Trn|Kagaribi}}, 7th at {{Trn|EVO Japan 2020}}, 9th at {{Trn|Umebura SP 4}}, and 17th at both {{Trn|Umebura Japan Major 2019}} with wins over players such as {{Sm|Gackt}}, {{Sm|Kameme}}, and {{Sm|Kuro}}. Ranked 18th on the [[Japan Player Rankings]].
*{{Sm|sirjon|Germany}} - The best Zero Suit Samus player in Europe. Placed 2nd at {{Trn|Unismash 7: Ultimate Birthday}}, 3rd at {{Trn|Calyptus Cup X: Powwer Up}}, 4th at {{Trn|Calyptus Cup X: Purple Age}}, 25th at {{Trn|Albion 4}}, and 33rd at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|Light|p=Germany}}, {{Sm|Space}}, and {{Sm|Flow}}. Ranked 21st on the [[European Smash Rankings]].
*{{Sm|Yamanyon|Japan}} - Placed 7th at {{Trn|EGS Cup}}, 17th at {{Trn|Umebura SP 3}}, and 25th at {{Trn|Umebura Japan Major 2019}}, {{Trn|Umebura SP 5}}, and {{Trn|Umebura SP 6}} with wins over players such as {{Sm|Lea}}, {{Sm|Kuro}}, and {{Sm|Raito}}. Ranked 62nd on the [[Japan Player Rankings]].


===Most historically significant players===
===Tier placement and history===
<!--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 -->
Zero Suit Samus had a lukewarm reception when ''Ultimate'' was released, as she was seen to be considerably nerfed from her last appearance, where she was a top-tier character. Many of her tools were watered down, most notably her throw combos and ladder setups. However, this lukewarm reception was reversed thanks to the myriad of outstanding results from Zero Suit Samus players. In particular, {{Sm|Marss}} established himself as one of the best players in the world after winning a few majors, while Japanese majors often saw many Zero Suit Samus players place highly, including but not limited to {{Sm|Kuro}}, {{Sm|Choco}}, and {{Sm|shky}}. As a result of these strong results, the general consensus believed the character to be a solid top tier, with players such as {{Sm|Maister}} as well as many top players in Japan even arguing the character could be one of the best in the game.
 
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''


''See also: [[:Category:Zero Suit Samus professionals (SSBU)]]''
However, the post-pandemic metagame saw a notable shift in Zero Suit Samus's reception. For one, she received nerfs to some of her best moves, hindering her combo game and KO potential; the nerfs were great enough to cause some players, including Marss and shky, to believe the character was no longer one of the best in the game. In addition, her best players slowly became less active or started to perform worse than before. In particular, Marss began shifting his focus towards content creation while Kuro and Choco began struggling to make it into the top 32 at majors. As a result, Zero Suit Samus's representation declined, from having top 10 representation in 2019 to not even breaking top 30 by 2022. The nerfs to her strongest tools and decline in results and representation mellowed out opinions on the character, with most players no longer considering her to be a top-tier.


*{{Sm|Choco|Japan}} (#26) - One of the best Zero Suit Samus players in Japan. Placed 3rd at {{Trn|Umebura SP 5}}, 5th at {{Trn|Umebura SP 4}}, and 9th at {{Trn|Umebura SP 2}}, {{Trn|Umebura SP 7}} and {{Trn|Umebura Japan Major 2019}} with wins over players such as {{Sm|Gackt}}, {{Sm|Shuton}}, and {{Sm|Tea}}.
This opinion is reflected in her placement on the first tier list, where she was ranked 26th in the high tier while also dropping down to the bottom of high tier at 30th on the second tier list. This surprisingly also marks the first time that she was ever ranked below her suited counterpart.
*{{Sm|Es|Japan}} - Placed 7th at {{Trn|TSC 11}}, 17th at both {{Trn|Umebura SP 3}} and {{Trn|Umebura SP 6}}, and 49th at {{Trn|Umebura SP 5}} with wins over players such as {{Sm|shky}}, {{Sm|Songn}}, and {{Sm|Nanchan}}. Currently ranked 58th on the [[Japan Player Rankings]].
*{{Sm|Exodia|Canada}} - One of the best Zero Suit Samus players in Canada. Placed 1st at both {{Trn|Animethon 26}} and {{Trn|Salt Flats 2020}}, 2nd at {{Trn|Smash at The Comic Strip: Punching Up}}, 3rd at {{Trn|SKL: Prairie Pummel}}, and 5th at {{Trn|Battle of BC 3}} with wins over players such as {{Sm|Big D}}, {{Sm|Ouch!?}}, and {{Sm|Alphicans}}. Currently ranked 18th on the [[Smash Canada Rankings Ultimate]].
*{{Sm|Lights|Canada}} - One of the best Zero Suit Samus players in Canada. Placed 7th at {{Trn|VORTEX}}, 13th at {{Trn|Play With Heart}}, 17th at {{Trn|The Big House 9}}, and 33rd at both {{Trn|CEO 2019}} and {{Trn|Frostbite 2020}} with wins over players such as {{Sm|MVD}}, {{Sm|MuteAce}}, and {{Sm|Lui$}}. Currently ranked 12th on the [[Smash Canada Rankings Ultimate]]. He was also considered the best player online during the first two seasons of the Wi-Fi Warrior Rank and continues to be a strong force, placing 13th at both {{Trn|The Quarantine Series: Major Tournament 1}} and {{Trn|Get On My Line 2020}} as well as 25th at {{Trn|Soaked Series Invitational}}. Currently ranked 32nd on the [[Wi-Fi Warrior Rank v6]].
*{{Sm|Kuro|Japan}} (#18) - One of the best Zero Suit Samus players in the world. Placed 1st at {{Trn|Umebura SP 6}}, 7th at both {{Trn|EGS Cup 2}} and {{Trn|Umebura SP 7}}, 9th at {{Trn|EGS Cup}}, and 17th at both {{Trn|Umebura SP 3}} and {{Trn|Umebura SP 4}}.
*{{Sm|Marss|USA}} (#5) - The best Zero Suit Samus player in the world. Placed 1st at {{Trn|GENESIS 7}}, 3rd at {{Trn|Pound 2019}}, {{Trn|MomoCon 2019}}, and {{Trn|Mainstage}}, and 4th at {{Trn|Super Smash Con 2019}}.
*{{Sm|Nairo|USA}} (#4) -  Used Zero Suit Samus as a secondary alongside {{SSBU|Palutena}}, and was considered one of the best Zero Suit Samus players in the world but has since become inactive. Placed 1st at {{Trn|Let's Make Big Moves}}, 4th at both {{Trn|Let's Make Moves}} and {{Trn|2GG: Prime Saga}}, and 5th at {{Trn|MomoCon 2019}}.
*{{Sm|shky|Japan}} - One of the best Zero Suit Samus players in Japan. Placed 2nd at {{Trn|Maesuma TOP 1}}, 4th at {{Trn|Kagaribi}}, 7th at {{Trn|EVO Japan 2020}}, 9th at {{Trn|Umebura SP 4}}, and 17th at both {{Trn|Umebura Japan Major 2019}} with wins over players such as {{Sm|Gackt}}, {{Sm|Kameme}}, and {{Sm|Kuro}}. Currently ranked 18th on the [[Japan Player Rankings]].
*{{Sm|sirjon|Germany}} - The best Zero Suit Samus player in Europe. Placed 2nd at {{Trn|Unismash 7: Ultimate Birthday}}, 3rd at {{Trn|Calyptus Cup X: Powwer Up}}, 4th at {{Trn|Calyptus Cup X: Purple Age}}, 25th at {{Trn|Albion 4}}, and 33rd at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|Light|p=Germany}}, {{Sm|Space}}, and {{Sm|Flow}}. Currently ranked 21st on the [[European Smash Rankings]].
*{{Sm|Yamanyon|Japan}} - Placed 7th at {{Trn|EGS Cup}}, 13th at {{Trn|Umebura SP 2}}, 17th at {{Trn|Umebura SP 3}}, and 25th at {{Trn|Umebura Japan Major 2019}}, {{Trn|Umebura SP 5}}, and {{Trn|Umebura SP 6}} with wins over players such as {{Sm|Lea}}, {{Sm|Kuro}}, and {{Sm|Raito}}. Currently ranked 62nd on the [[Japan Player Rankings]].


=={{SSBU|Classic Mode}}: Grapplers! Whips! Claws!==
=={{SSBU|Classic Mode}}: Grapplers! Whips! Claws!==
[[File:SSBU Congratulations Zero Suit Samus.png|thumb|Zero Suit Samus' congratulations screen.]]
[[File:SSBU Congratulations Zero Suit Samus.png|thumb|Zero Suit Samus' congratulations screen.]]
Zero Suit Samus's opponents are largely characters who use tether grabs or recoveries. The only exception is Little Mac, who represents the theme of "wires" by using his wireframe outfit.
Zero Suit Samus's opponents are largely characters who use tether grabs or recoveries, like her. The only exception is Little Mac, who represents the theme of "wires" by using his wireframe outfit.
{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
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|5||{{CharHead|Simon|SSBU|hsize=20px}} and {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Castlevania|Simon Belmont Theme (The Arcade)}}''||
|5||{{CharHead|Simon|SSBU|hsize=20px}} and {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Castlevania|Simon Belmont Theme (The Arcade)}}''||
|-
|-
|6||{{Head|Little Mac|g=SSBU|s=20px|cl=Wire}} (x3) {{Head|Little Mac|g=SSBU|s=20px|cl=Green}} (x3) {{SSBU|Little Mac}}||[[75m]] ([[Battlefield form]])||''{{SSBUMusicLink|Other|Tunnel Scene - X}}''||Horde Battle. Items do not appear.
|6||{{Head|Little Mac|g=SSBU|s=20px|cl=Wire}} (x3) {{Head|Little Mac|g=SSBU|s=20px|cl=Green}} (x3) {{SSBU|Little Mac}}||[[75m]] ([[Battlefield form]])||''{{SSBUMusicLink|Other|Tunnel Scene - X}}''||Horde Battle. Items do not appear.<br>The stage is also made of wires, and the music track references how the Game Boy game ''X'' has wireframe graphics.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 336: Line 374:
|''{{SSBUMusicLink|Metroid|Theme of Samus Aran, Space Warrior}}''
|''{{SSBUMusicLink|Metroid|Theme of Samus Aran, Space Warrior}}''
|}
|}
{{clear}}
{{clr}}


==[[Spirit]]==
==[[Spirit]]==
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</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
Line 688: Line 726:
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{s|dragonquestwiki|Jade}}
|Jade
|}
|}


Line 723: Line 761:


==Trivia==
==Trivia==
*{{SSBU|Ridley}}'s reveal trailer marks Zero Suit Samus' first appearance in a cinematic CGI ''Smash'' trailer since ''[[Super Smash Bros. Brawl]]''.
*For unknown reasons, Zero Suit Samus's taunt voice clips are not present in the Sound Test, making her the only character with this distinction.
*Despite no longer being linked by in-battle transformation, Zero Suit Samus temporarily dons the Varia Suit during [[Zero Laser (Zero Suit Samus)|her Final Smash]].
**This makes Zero Suit Samus the only playable alter-ego of [[Samus (SSBU)|a different character]] to make a limited appearance as said character during her Final Smash only.
*Zero Suit Samus is the only alternate incarnation or alter-ego of a [[starter character]] to not be in that character's Classic Mode character unlock sequence, as she is in {{SSBU|Fox}}'s rather than Samus'. This may be due to her unique moveset, as {{SSBU|Dr. Mario}}, {{SSBU|Young Link}}, {{SSBU|Toon Link}} and {{SSBU|Pichu}} are all clones or semi-clones.
*For unknown reasons, Zero Suit Samus's taunt voice clips aren't present in the Sound Test, making her the only character with this distinction.
*Zero Suit Samus is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in all of them; the other three are [[Pit]], [[King Dedede]], and [[R.O.B.]]. Coincidentally, they all debuted in ''Brawl''.
*In the Japanese version, non-Japanese voice actors and actresses are credited without any transliteration to Japanese in the [[Sound Test]]. In the case of Zero Suit Samus, Alésia Glidewell's name was cut short, resulting in "Alesia Glidew". This has since been fixed.
*In the Japanese version, non-Japanese voice actors and actresses are credited without any transliteration to Japanese in the [[Sound Test]]. In the case of Zero Suit Samus, Alésia Glidewell's name was cut short, resulting in "Alesia Glidew". This has since been fixed.
*On the [[character selection screen]], the icon in the Japanese version shows Zero Suit Samus' name within only one row, while in the English version it is shown with two rows. She shares this trait with {{SSBU|Captain Falcon}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*On the [[character selection screen]], the icon in the Japanese version shows Zero Suit Samus' name within only one row, while in the English version it is shown with two rows. She shares this trait with {{SSBU|Captain Falcon}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Rosalina & Luma}}, the {{SSBU|Mii Fighter}}s, {{SSBU|Piranha Plant}} and {{SSBU|Banjo & Kazooie}}.
*Zero Suit Samus' character showcase video, unlock battles and Classic Mode credits use "Theme of Samus Aran, Space Warrior" from ''[[Super Metroid]]'', a game where the Zero Suit did not yet exist. This may be a reference to how Samus would appear in various states of undress during the game's ending sequence, as "Theme of Samus Aran, Space Warrior" serves as the end credits theme for that game.
*Zero Suit Samus' character showcase video, unlock battles, and Classic Mode credits use "Theme of Samus Aran, Space Warrior" from ''[[Super Metroid]]'', a game where the Zero Suit did not yet exist. This may be a reference to how Samus would appear in various states of undress during the game's ending sequence, as ''Theme of Samus Aran, Space Warrior'' serves as the end credits theme for that game.
*This is the first game where Zero Suit Samus's default head icon depicts her hair tie as its natural red, as both previous depictions have matched the Zero Suit's cyan. She shares this trait with {{SSBU|Peach}}.
*This is the first game where Zero Suit Samus's default head icon depicts her hair tie as its natural red, as both previous depictions have matched the Zero Suit's cyan. She shares this trait with {{SSBU|Peach}}.
*If Zero Suit Samus charges a smash attack while holding a [[Star Rod]], she will not vibrate in place during the animation. This also applies to {{SSBU|Byleth}} if they charge a smash attack while holding a [[Death's Scythe]].
*If Zero Suit Samus charges a smash attack while holding a [[Star Rod]], she will not vibrate in place during the animation. This also applies to {{SSBU|Byleth}} if they charge a smash attack while holding a [[Death's Scythe]].
*If Zero Suit Samus starts charging her forward smash, the flashing effects will be focused on her handgun instead of her left leg. This is a carryover from ''Brawl'', where she uses her handgun for her previous forward smash. This was also present in ''Smash 4''.
*If Zero Suit Samus starts charging her forward smash, the flashing effects will be focused on her handgun instead of her left leg. This is a carryover from ''Brawl'', where she uses her handgun for her previous forward smash. This was also present in ''Smash 4''.
*Despite having characters who use tether grabs or recoveries, [[Ice Climbers]], [[Lucas]], [[Luigi]] and [[Isabelle]] do not appear in Zero Suit Samus's Classic Mode route (excluding [[Samus]], as Samus and Zero Suit Samus are the same individual, as well as [[Joker]], [[Byleth]] and [[Min Min]] as they are all DLC).
*Unusually, the angled variants of Zero Suit Samus's forward smash do not cause the flames effects on her boot to terminate after the second kick.
*On the [[Super Smash Bros. Ultimate Official Site|official site]], Zero Suit Samus's blue shorts costume is placed before the orange shorts costume, while in-game, the order of the two is swapped.


==Notes==
==Notes==
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