Zero Suit Samus (SSBB)/Down smash: Difference between revisions
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==Overview== | ==Overview== | ||
Zero Suit Samus aims her [[Paralyzer]] at the ground in front of herself, creating a lightning effect that [[paralyze]]s anyone who it hits. It does 11-15% damage and only hits in front. Since it leaves the opponent very vulnerable, it is an excellent combo starter - if done twice it can rack up damage (at least 22% fresh), then quickly followed up by a move such as | Zero Suit Samus aims her [[Paralyzer]] at the ground in front of herself, creating a lightning effect that [[paralyze]]s anyone who it hits for a short amount of time. The paralyzing effect will not last longer if used multiple times. It does 11-15% damage and only hits in front. Since it leaves the opponent very vulnerable, it is an excellent combo starter giving plenty of time to setup an attack - if done twice it can rack up damage (at least 22% fresh), then depending on the situation, can be quickly followed up by a move such as a forward aerial to rack up more damage and start an aerial combo, or a grab. At high percentages, it can be followed up with a [[Plasma Whip]], back aerial, or [[Flip Jump]] kick meteor smash offstage as a finisher. At low to mid percentages, the move can zero-death {{SSBB|Fox}}, and other fastfallers to a lesser extent, by firing two more down smashes once the character is released from the "stun" effect. | ||
At mid percentages, the move can | |||
{{competitive expertise}} | {{competitive expertise}} |
Revision as of 15:01, August 22, 2013
Overview
Zero Suit Samus aims her Paralyzer at the ground in front of herself, creating a lightning effect that paralyzes anyone who it hits for a short amount of time. The paralyzing effect will not last longer if used multiple times. It does 11-15% damage and only hits in front. Since it leaves the opponent very vulnerable, it is an excellent combo starter giving plenty of time to setup an attack - if done twice it can rack up damage (at least 22% fresh), then depending on the situation, can be quickly followed up by a move such as a forward aerial to rack up more damage and start an aerial combo, or a grab. At high percentages, it can be followed up with a Plasma Whip, back aerial, or Flip Jump kick meteor smash offstage as a finisher. At low to mid percentages, the move can zero-death Fox, and other fastfallers to a lesser extent, by firing two more down smashes once the character is released from the "stun" effect.
Attack data
- Total number of frames: 32
- Startup frames: 1-16
- Hits on: frames 5-9
- IASA frames: 21
- Angle: 46
- Bone: 0
- KBG: 32
- BKB: 28
- Hitlag: 1
- SDI multiplier: 1