Zero Suit Samus (SSB4): Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|Zero Suit Samus' design is now a combination of her appearances in ''{{s|metroidwiki|Metroid: Zero Mission}}'', ''{{s|metroidwiki|Metroid Fusion}}'' and ''{{s|metroidwiki|Metroid: Other M}}'', rather than her appearance in ''{{s|metroidwiki|Metroid Prime 3: Corruption}}''. She now has her facial structure and beauty mark from ''Other M'', while her physique now has its slightly shorter height and thicker proportions from ''Other M'', as well as its lean musculature from ''Zero Mission'' and ''Fusion''. Additionally, her eyes are now greenish blue, rather than green as in ''Other M'' or blue as in previous ''Metroid'' games, which is a reference to ''Zero Mission''.<ref name=ZM>[http://www.metroid-database.com/mzm/art/ZSSMZME.png Metroid: Zero Mission's Development Room Gallery 2]</ref> Lastly, Zero Suit Samus retains her thicker, high ponytail that she has worn since ''Zero Mission'', but she now wears her bangs from ''Other M''. Her hair is also now of a significantly higher visual quality than in ''Brawl'' and its color is now a subdued, platinum blonde, rather than a vibrant, golden blonde.<ref name=ZM/> The Zero Suit now sports its design from ''Other M'', while its dark blue portions have been slightly darkened. Additionally, it now comes equipped with a matching set of Jet Boots and metal bracelets, both of which are original to ''SSB4''.}}
*{{change|Zero Suit Samus' design is now a combination of her appearances in ''{{s|metroidwiki|Metroid: Zero Mission}}'', ''{{s|metroidwiki|Metroid Fusion}}'' and ''{{s|metroidwiki|Metroid: Other M}}'', rather than her appearance in ''{{s|metroidwiki|Metroid Prime 3: Corruption}}''. She now has her facial structure and beauty mark from ''Other M'', while her physique now has its slightly shorter height and thicker proportions from ''Other M'', as well as its lean musculature from ''Zero Mission'' and ''Fusion''. Additionally, her eyes are now greenish blue, rather than green as in ''Other M'' or blue as in previous ''Metroid'' games, which is a reference to ''Zero Mission''.<ref name=ZM>[http://www.metroid-database.com/mzm/art/ZSSMZME.png Metroid: Zero Mission's Development Room Gallery 2]</ref> Lastly, Zero Suit Samus retains her thicker, high ponytail that she has worn since ''Zero Mission'', but she now wears her bangs from ''Other M''. Her hair is also now of a significantly higher visual quality than in ''Brawl'' and its color is now a subdued, platinum blonde, rather than a vibrant, golden blonde.<ref name=ZM/> The Zero Suit now sports its design from ''Other M'', while its dark blue portions have been slightly darkened. Additionally, it now comes equipped with a matching set of Jet Boots and metal bracelets, both of which are original to ''SSB4''.}}
*{{change|Zero Suit Samus is more expressive. She now winces with one eye closed when being hit and launched, grimaces with both eyes closed when [[screen KO]]'d, and appears sad after [[trip]]ping.}}
*{{change|Zero Suit Samus is more expressive. She now winces with one eye closed when being hit or launched, grimaces with both eyes closed when [[screen KO]]'d, and appears sad after [[trip]]ping.}}
*{{change|Zero Suit Samus now speaks during her [[taunt]]s, rather than after them.}}
*{{change|Zero Suit Samus now speaks during her [[taunt]]s, rather than after them.}}
*{{change|The {{s|metroidwiki|Paralyzer}} now sports its design from ''Other M'', rather than ''Brawl''. Additionally, it now features magenta accents within its interior, which are most visible while in its [[Plasma Whip]] configuration.}}
*{{change|The {{s|metroidwiki|Paralyzer}} now sports its design from ''Other M'', rather than ''Brawl''. Additionally, it now features magenta accents within its interior, which are most visible while in its [[Plasma Whip]] configuration.}}
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*{{buff|Zero Suit Samus' [[air speed]] is faster (1.034 → 1.2).}}
*{{buff|Zero Suit Samus' [[air speed]] is faster (1.034 → 1.2).}}
*{{change|Zero Suit Samus [[Falling speed|falls]] faster (1.43 → 1.7).}}
*{{change|Zero Suit Samus [[Falling speed|falls]] faster (1.43 → 1.7).}}
*{{nerf|Zero Suit Samus' [[gravity]] is higher (0.0884 → 0.12), especially relative to the rest of the cast. This makes her short hops lower and faster, but hinders her vertical endurance and makes her more susceptible to combos.}}
*{{change|Zero Suit Samus' [[gravity]] is higher (0.0884 → 0.12), especially relative to the rest of the cast. This makes her short hops lower and faster, but hinders her vertical endurance and makes her more susceptible to combos.}}
*{{buff|[[Sidestep]] has decreased ending lag (IASA 26 → 25).}}
*{{nerf|[[Jump]] is slightly lower.}}
*{{nerf|[[Jump]] is slightly lower.}}
*{{change|Zero Suit Samus is no longer connected to {{SSB4|Samus}} via [[Final Smash]], taunt, or menu input usage, with the former becoming her own separate character.}}
*{{change|Zero Suit Samus is no longer connected to {{SSB4|Samus}} via [[Final Smash]], taunt, or menu input usage, with the former becoming her own separate character.}}
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===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack's first and second hits deal 0.5% less damage (2% → 1.5%).}}
*{{nerf|Neutral attack's first and second hits deal 0.5% less damage (2% → 1.5%). Additionally, it has increased ending lag (IASA 23 → 32).}}
*{{buff|Neutral attack connects together better.}}
*{{buff|Neutral attack has increased knockback (0 (base)/64 (growth) (all) → 23/100 (hit 1), 34/100 (hit 2), 60/100 (hit 3)) and its second and third hits have altered angles (61° → 45°). Altogether, these changes make its hits connect together better.}}
*{{buff|Zero Suit Samus has a new dash attack, a jet-propelled knee strike. Compared to the previous dash attack, it deals 1% more damage (7% → 8%) and increased knockback overall (30 (base)/80 (growth) → 100/40), though still not enough to KO.}}
*{{buff|Zero Suit Samus has a new dash attack, a jet-propelled knee strike. Compared to the previous dash attack, it deals 1% more damage (7% → 8%) and its hitbox has a longer duration (frames 6-15 → 7-19).}}
*{{nerf|Dash attack has more start-up (frame 6 → 7) and significantly more ending lag (IASA 32 → 52) and less range compared to the previous dash attack.}}
*{{change|Dash attack has different knockback (30 (base)/50 (growth) → 100/40) compared to the previous dash attack. This makes it better for [[cross-up]]s, but unable to be followed up with tilt attacks.}}
*{{nerf|Dash attack has more start-up (frame 6 → 7) and ending lag (IASA 32 → 52) and less range compared to the previous dash attack.}}
*{{change|Forward tilt has altered damage outputs (6%/6%/9% → 8%/7%/8%).}}
*{{change|Forward tilt has altered damage outputs (6%/6%/9% → 8%/7%/8%).}}
*{{buff|Up tilt deals 1% more damage (11% → 12%) and has increased knockback growth (80 → 90).}}
*{{buff|Up tilt deals 1% more damage (11% → 12%) and has increased knockback (50 (base)/46 (growth) 70/90), improving its KO potential.}}
*{{buff|Down tilt has received an additional sweetspot that deals 8%.}}
*{{buff|Down tilt has received an additional sweetspot that deals 8%.}}
*{{nerf|Down tilt has increased start-up lag (frame 5 → 8).}}
*{{nerf|Down tilt has increased start-up lag (frame 5 → 8).}}
*{{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. Compared to the previous forward smash, it deals 3% more damage (13% → 16%), its second hit has increased knockback (30 (base)/100 (growth) → 28/106/109) and it has decreased start-up (frame 21 → 16) and ending lag (IASA frame 67 → 62).}}
*{{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. Compared to the previous forward smash, it deals 3% more damage (13% → 16%) and its second hit has altered knockback (30 (base)/100 (growth) → 28/106/109), making it better at KOing. Additionally, it has decreased start-up (frame 21 → 16) and ending lag (IASA 67 → 62).}}
*{{nerf|Forward smash has less range compared to the previous forward smash (though its reach is still above-average). Unlike the previous forward smash, it also cannot hit opponents standing directly behind Zero Suit Samus.}}
*{{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.}}
*{{nerf|Up smash deals 1% less damage (12% → 11%), although its knockback was compensated.}}
*{{nerf|Up smash deals 1% less damage (12% → 11%), although its knockback was compensated (28 (base)/30 (knockback) → 70/145). Additionally, it has increased ending lag (IASA 42 → 49).}}
*{{buff|Up smash is harder to [[SDI]] out of.}}
*{{buff|Up smash is harder to [[SDI]] out of.}}
*{{nerf|Down smash deals less damage (11% → 8%/6%), hindering its utility, although its knockback was compensated.}}
*{{nerf|Down smash deals less damage (11% → 8%/6%), hindering its utility, although its knockback was compensated (28 (base)/32 (growth) → 50/90).}}
*{{change|Down smash deals less paralysis, making it harder for opponents to DI correctly, but slightly hindering its situational follow-up potential.}}
*{{change|Down smash deals less paralysis. This makes it harder for opponents to DI correctly, but slightly hinders its situational follow-up potential.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral, forward, back and up aerials deal less damage (10% → 8% (neutral), 17% → 12% (forward), 13%/12%/12% → 12/10% (back), 10%/7% → 6.5% (up)), with only back aerial having its knockback mostly compensated (21 (base)/64 (growth) → 42/98).}}
*{{nerf|Neutral and up aerials have increased start-up lag (frame 6 → 10 (neutral), frame 4 → 6 (up)).}}
*{{change|Neutral aerial is now properly affected by [[stale-move negation]].}}<!--This is not a straight nerf because "can now stale" also means "can now refresh other attacks".-->
*{{change|Neutral aerial is now properly affected by [[stale-move negation]].}}<!--This is not a straight nerf because "can now stale" also means "can now refresh other attacks".-->
*{{nerf|Neutral and up aerials have increased start-up lag (frame 6 → 10 (neutral), frame 4 → 6 (up)).}}
*{{nerf|Neutral, forward, back and up aerials deal less damage (10% → 8% (neutral), 17% → 12% (forward), 13%/12%/12% → 12/10% (back), 10%/7% → 6.5% (up)), with only back aerial having its knockback mostly compensated.}}
*{{buff|Forward aerial's decreased knockback makes its hits connect together better and improves its combo potential, particularly into itself or up aerial.}}
*{{buff|Forward aerial's decreased knockback makes its hits connect together better and improves its combo potential, particularly into itself or up aerial.}}
*{{nerf|Back aerial has increased landing lag (9 frames → 11).}}
*{{nerf|Back aerial has increased landing lag (10 frames → 11).}}
*{{buff|Up aerial's decreased knockback improves its combo potential.}}
*{{buff|Up aerial's decreased knockback improves its juggling and combo potentials.}}
*{{change|Up aerial no longer has a [[slash]] effect.}}
*{{change|Up aerial no longer has a [[slash]] effect.}}
*{{buff|Down aerial deals 1% more damage (5%/4% → 6%/5%), its aerial and grounded hitboxes have increased base knockback (30 → 35), its landing hitbox has increased knockback growth (90 → 110), and it has decreased landing lag (40 frames → 30).}}
*{{buff|Down aerial deals 1% more damage (5%/4% → 6%/5%), its aerial and grounded hitboxes have increased base knockback (23 → 35), and its landing hitbox has increased knockback growth (90 → 110). Additionally, it has decreased landing lag (40 frames → 30).}}
*{{buff|Zero Suit Samus now has a [[grab aerial]]. Like other grab aerials in ''SSB4'', it deals damage (3% (early), 6% (clean)) and knockback, has long horizontal range, little to no landing lag and can be used as a [[tether recovery]].}}
*{{buff|Zero Suit Samus now has a [[grab aerial]]. Like other grab aerials in ''SSB4'', it deals damage (3% (early), 6% (clean)) and knockback, has long horizontal range, minimal landing lag and can be used as a [[tether recovery]].}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Grab has decreased ending lag.}}
*{{buff|All grabs have decreased ending lag (IASA 85 (all) → 69 (standing)/72 (dash)/80 (pivot)).}}
*{{nerf|All grabs have shorter durations (frames 16-29 → 16-25). Additionally, pivot grab has increased start-up lag (frame 16 → 17).}}
*{{nerf|Grab has decreased range.}}
*{{nerf|Grab has decreased range.}}
*{{buff|Down throw is faster and has improved aerial combo potential.}}
*{{buff|Back throw deals 2% more damage (6% → 8%), although its knockback growth was compensated (60 → 45).}}
*{{buff|Back throw deals 2% more damage (6% → 8%), although its knockback growth was compensated (60 → 45).}}
*{{nerf|Down throw deals 2% less damage (7% → 5%).}}
*{{nerf|Down throw deals 2% less damage (7% → 5%).}}
*{{buff|Down throw has increased knockback (82 (base)/30 (growth) → 90/60) and transitions faster, improving its aerial combo potential.}}


===Special moves===
===Special moves===
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*{{buff|Zero Suit Samus has a new up special, [[Boost Kick]]. It is a jet-propelled, diagonal split-legged flying kick followed by a reverse roundhouse kick. Compared to [[Plasma Wire]], Boost Kick deals more damage overall (4%-6% → 5% (first)/1.3% (loop)/4% (last)) and much more knockback, making it significantly better for KOing. Like Plasma Wire, it also has [[Mindgames|mindgame]] potential. Unlike Plasma Wire, it can punish rolls.}}  
*{{buff|Zero Suit Samus has a new up special, [[Boost Kick]]. It is a jet-propelled, diagonal split-legged flying kick followed by a reverse roundhouse kick. Compared to [[Plasma Wire]], Boost Kick deals more damage overall (4%-6% → 5% (first)/1.3% (loop)/4% (last)) and much more knockback, making it significantly better for KOing. Like Plasma Wire, it also has [[Mindgames|mindgame]] potential. Unlike Plasma Wire, it can punish rolls.}}  
*{{nerf|Compared to Plasma Wire, Boost Kick covers less vertical range, making it worse for recovering. Unlike Plasma Wire, it cannot [[meteor smash]] opponents.}}
*{{nerf|Compared to Plasma Wire, Boost Kick covers less vertical range, making it worse for recovering. Unlike Plasma Wire, it cannot [[meteor smash]] opponents.}}
*{{buff|[[Flip Jump]] deals 2% more damage (12% → 14%) and has lost its [[sex kick]] properties, giving it a consistent damage output regardless of when it hits. It can also [[bury]] opponents.}}
*{{buff|[[Flip Jump]] deals 2% more damage (12% → 14%) and has lost its [[sex kick]] properties, giving it a consistent damage output regardless of when it hits. Additionally, it can [[bury]] opponents.}}
*{{change|Flip Jump's animation has slightly changed. Zero Suit Samus now produces afterimages during the move's arc and she leaps off of the opponent once she lands it.}}
*{{change|Flip Jump's animation has slightly changed. Zero Suit Samus now produces afterimages during the move's arc and she leaps off of the opponent once she lands it.}}
*{{buff|Zero Suit Samus has a new [[Final Smash]], {{B|Gunship|Final Smash}}. She jumps into [[metroidwiki:Samus Aran's Gunship|her Gunship]] and fires laser blasts towards the stage, similarly to {{SSBB|Snake}}'s [[Grenade Launcher]]. Compared to [[Power Suit Samus]], it deals more damage overall and is significantly better for stage control.}}
*{{buff|Zero Suit Samus has a new [[Final Smash]], {{B|Gunship|Final Smash}}. She jumps into [[metroidwiki:Samus Aran's Gunship|her Gunship]] and fires laser blasts towards the stage, similarly to [[Grenade Launcher]]. Compared to [[Power Suit Samus]], it deals more damage overall and is significantly better for stage control.}}


==Update history==
==Update history==