Zero Suit Samus (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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 slightly overall.
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; the most notable ones were to her outstanding punish game, which while still potent, has been toned down overall. 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. 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, further defining one of her weaknesses in 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 significantly benefits 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 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 combo game while improving on her mediocre neutral game, one of her most notable weaknesses in ''SSB4''.
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. [[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.
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.
 
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.


Finally, her special moveset has seen many improvements, as [[Paralyzer]] charges and fires shots faster, while Plasma Whip has restored some of its lost KO power from ''Brawl'' and has a new version where opponents can be sent towards her for new setups if the button is held. 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'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 remains a high-risk, high-reward character, with her nerfs making her learning curve even higher than in ''SSB4''. Her "hit and run" gameplan has shifted from a linear one into a more dynamic one thanks to a wider and more intricate array of neutral, combo and punish options, as opposed to her more polarized kit in ''SSB4''. Aside from her watered down combo game, she retains many of her most powerful advantages from the previous game, and still performs well despite the introduction of DLC characters and slight nerfs to her through game updates. Thanks to this, while she is a slightly worse character than in ''SSB4'', Zero Suit Samus remains a very viable character.
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 to her 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}}
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