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Zero Suit Samus (SSBU)/Neutral aerial

Hitbox visualization showing Zero Suit Samus's neutral aerial.

Overview

Zero Suit Samus twirls her Plasma Whip around her in midair. The move has some startup as it comes out on frame 10, however it is an excellent combo starter due to its angle and very low landing lag. It is able to combo into any aerial attack at many different percentages including a back aerial at high percents which can KO, an up smash which at low percents can start deadly combos and can KO at very high percents, and even a potential KO setup into a Flip Kick spike at low-mid percents (somewhere between in the 40s to 60 percent depending on the character). It also has good disjointed range due to the whip traveling all the way around her which makes Zero Suit Samus almost unpunishable by any move if the move is properly spaced.

One problem the move has it that it is inconsistent at hitting small characters such as Pichu and Olimar due to its hitboxes being placed high above the ground. Becauee of this, she will have to time it when falling as well as space it properly so that it will connect with the opponent or use one of her other combo starters such as her down tilt.

Update 11.0.0 added two more frames of landing lag to the move as well as two more frames of startup to Boost Kick which give her combos a tighter window and makes them slightly more difficult to pull off although they are still possible. The move can also now be punished by out of shield options that are as fast as frame 4 now that it is -4 on shield, but proper spacing of the move can prevent this.

Overall, despite the move's increased landing lag and difficulty hitting smaller characters, it still boasts amazing combo starting potential and KO setups along with being safe on shield, especially when spaced. This makes it arguably Zero Suit Samus's best aerial and one of her best moves altogether.

Update History

  11.0.0

  •   Neutral aerial has increased landing lag (6 frames → 8).

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 8.0% 0   Standard 38 96 0   5.7 top 0.0 11.0 to 10.0 7.0 to 10.0 1.0× 1.0× 0%               Electric   All All            
1 0 0 8.0% 0   Standard 38 96 0   3.0 top 0.0 11.0 to 7.0 7.0 to 19.0 1.0× 1.0× 0%               Electric   All All            
Hit 2
0 0 0 8.0% 0   Standard 38 96 0   5.6 top 0.0 13.0 to 13.8 -3.0 to -6.6 1.0× 1.0× 0%               Electric   All All            
1 0 0 8.0% 0   Standard 38 96 0   3.0 top 0.0 13.0 to 16.5 -3.0 to -15.0 1.0× 1.0× 0%               Electric   All All            

Timing

Attack

Initial autocancel 1-3
Hit 1 10-11
Hit 2 15-16
Ending autocancel 42-
Interruptible 52
Animation length 51
                                                                                                     
                                                                                                     

Landing lag

Interruptible 9
Animation length 79
                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible