Zero Suit Samus (SSB4): Difference between revisions

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:{{cquote|Zero Suit Samus Zeroes In!|cite=Introduction Tagline}}
:{{cquote|''Zero Suit Samus Zeroes In!''|cite=Introduction Tagline}}
'''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. 4]]''. Her return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014,<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which coincided with the 10th anniversary of the European release of ''{{s|metroidwiki|Metroid: Zero Mission}}''. Like {{SSB4|Sheik}}, Zero Suit Samus is now a standalone character, which means that she cannot activate or deactivate her [[Samus (SSB4)|Power Suit]] under any circumstances.
'''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. 4]]''. Her return to the series was announced during a [[Nintendo Direct|''Super Smash Bros.'' Direct]] on April 8th, 2014,<ref>[https://www.youtube.com/watch?v=7xUWnQu2Grs Super Smash Bros. Direct 4.8.2014]</ref> which coincided with the 10th anniversary of the European release of ''{{s|metroidwiki|Metroid: Zero Mission}}''. Like {{SSB4|Sheik}}, Zero Suit Samus is now a standalone character, which means that she cannot activate or deactivate her [[Samus (SSB4)|Power Suit]] under any circumstances.


Rather than retaining Jessica Erin Martin and Ai Kobayashi, Samus' English and Japanese voice actors from ''Metroid: Other M'', {{s|wikipedia|Alésia Glidewell}} reprises her role as Zero Suit Samus' voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.
Rather than retaining Jessica Erin Martin and Ai Kobayashi, Samus' English and Japanese voice actors from ''Metroid: Other M'', {{s|wikipedia|Alésia Glidewell}} reprises her role as Zero Suit Samus' voice actor, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.


Zero Suit Samus is currently ranked 6th out of 55 on the [[tier list]]. This is a slight improvement from her high-tier placement in ''Brawl'', where she was ranked 9th out of 38. Zero Suit Samus possesses a dominant air game: her neutral and back aerials are safe and reliable set-up and KOing options, respectively, whereas her up aerial is an incredibly effective juggling option that also boasts KO potential.
Zero Suit Samus is currently ranked 6th out of 54 on the [[tier list]]. This is a slight improvement from her high-tier placement in ''Brawl'', where she was ranked 9th out of 38 and is her best placement in the series. Zero Suit Samus possesses a dominant air game: her neutral and back aerials are safe and reliable set-up and KOing options, respectively, whereas her up aerial is an incredibly effective juggling option that also boasts KO potential.


Zero Suit Samus' [[punishment]] potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a [[paralyze|paralyzing]] [[projectile]] in [[Paralyzer]], and a potent combo game that can quickly rack up damage or even KO outright. In addition, she possesses a long-distanced and varied recovery, thanks to having two [[Tether recovery|tether recoveries]], a third jump in [[Flip Jump]] and her new up special, [[Boost Kick]]. This makes her recovery hard to intercept as it's unpredictable and can be very deadly. Her aerial moves possess enough power to KO rather early as if she was a heavyweight especially Boost Kick and Flip Kick.
Zero Suit Samus' [[punishment]] potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a [[paralyze|paralyzing]] [[projectile]] in [[Paralyzer]], and a potent combo game that can quickly rack up damage or even KO outright. In addition, she possesses a long-distanced and varied recovery, thanks to having two [[Tether recovery|tether recoveries]], a third jump in [[Flip Jump]] and her new up special, [[Boost Kick]]. This makes her recovery hard to intercept as it's unpredictable and can be very deadly. Her aerial moves possess enough power to KO rather early as if she was a heavyweight especially Boost Kick and Flip Kick.


Although she has outstanding strengths, Zero Suit Samus nevertheless has some noticeable weaknesses. Her ground game is unimpressive compared to her air game, which is most evident with her grab game: her grabs' long ranges are offset by their extreme amounts of start-up and ending lag, while her forward, back and up throws have very minimal utility outside of dealing damage. Most of her ground moves also lack KO potential. Her only ground move that truly has KO potential is her forward smash. Even so, it is one of the weakest smash attacks in the game. The rest of her ground moves require very high percents or rely on edgeguarding to score a KO.
Although she has outstanding strengths, Zero Suit Samus also has some noticeable weaknesses. Her ground game is unimpressive compared to her air game, which is most evident with her grab game: her grabs' long ranges are offset by their extreme amounts of start-up and ending lag, while her forward, back and up throws have very minimal utility outside of dealing damage. Most of her ground moves also lack KO potential. Her only ground move that truly has KO potential is her forward smash. Even so, it is one of the weakest smash attacks in the game. The rest of her ground moves require very high percents or rely on edgeguarding to score a KO.


By extension, many of Zero Suit Samus' hitboxes are positioned high above the ground, which can make it very difficult for her to fight against small characters. Even though Zero Suit Samus' air game is excellent, none of her aerials are effective combo breakers, which is further compounded by her susceptibility to combos. Altogether, these traits give Zero Suit Samus a weak [[neutral game]].
By extension, many of Zero Suit Samus' attacks contain hitboxes that are positioned high above the ground, which can make it very difficult for her to fight against small characters. Even though Zero Suit Samus' air game is excellent, none of her aerials are effective combo breakers, which is further compounded by her susceptibility to combos. Altogether, these traits give Zero Suit Samus a weak [[neutral game]].


Regardless of her flaws, Zero Suit Samus is widely considered to be a very viable character in competitive play, as shown by {{sm|Nairo}} and {{sm|Marss}} winning numerous national and regional tournaments, respectively.
Regardless of her flaws, Zero Suit Samus is widely considered to be a very viable character in competitive play, as shown by {{sm|Nairo}} and {{sm|Marss}} winning numerous national and regional tournaments, respectively.
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However, Zero Suit Samus has some noticeable weaknesses. She can be KO'd fairly early because of her status as a lightweight, but unlike the majority of her fellow lightweights, she is also burdened with a susceptibility to combos because of her tall frame, very quick falling speed, and high gravity. Aside from her pummel's speed and her down throw's excellent combo potential, the rest of Zero Suit Samus' grab game is poor. Her grabs' long ranges are offset by their overall lag: they are tied with [[Grapple Beam]] for the highest amount of start-up lag in the game, and their ending lag is the third highest in the game, surpassed only by {{SSB4|Pac-Man}}'s grabs and her Power Suit's Grapple Beam. Despite having respectable damage outputs, her forward, back and up throws have no guaranteed follow-ups; although back throw has some semblance of mix-up potential, its mix-ups are very situational and require hard reads.
However, Zero Suit Samus has some noticeable weaknesses. She can be KO'd fairly early because of her status as a lightweight, but unlike the majority of her fellow lightweights, she is also burdened with a susceptibility to combos because of her tall frame, very quick falling speed, and high gravity. Aside from her pummel's speed and her down throw's excellent combo potential, the rest of Zero Suit Samus' grab game is poor. Her grabs' long ranges are offset by their overall lag: they are tied with [[Grapple Beam]] for the highest amount of start-up lag in the game, and their ending lag is the third highest in the game, surpassed only by {{SSB4|Pac-Man}}'s grabs and her Power Suit's Grapple Beam. Despite having respectable damage outputs, her forward, back and up throws have no guaranteed follow-ups; although back throw has some semblance of mix-up potential, its mix-ups are very situational and require hard reads.


The overwhelming majority of Zero Suit Samus' attacks have hitbox placements that are high above the ground, making it easy for short characters to avoid getting hit, especially while [[crouching]]. Despite Paralyzer's paralysis effect, its range is decent at best, and it does not stay out for very long. As a result, her approach against most defensive and zoning characters is limited to dodging their projectiles with her mobility, [[powershield]]ing, and either coming in from above with an aerial, or fast falling and then immediately grabbing. All of these drawbacks also make Zero Suit Samus susceptible to momentum shifts, which in turn gives her a weak [[neutral game]].
By extension, the overwhelming majority of Zero Suit Samus' attacks have hitbox placements that are high above the ground, making it easy for short characters to avoid getting hit, especially while [[crouching]]. Despite Paralyzer's paralysis effect, its range is decent at best, and it does not stay out for very long. As a result, her approach against most defensive and zoning characters is limited to dodging their projectiles with her mobility, [[powershield]]ing, and either coming in from above with an aerial, or fast falling and then immediately grabbing. All of these drawbacks also make Zero Suit Samus susceptible to momentum shifts, which in turn gives her a weak [[neutral game]].


Zero Suit Samus' [[Character customization|custom moves]] are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's excellent utility. Plasma Dash has better offensive potential and Whip Lash has excellent set-up potential, but they both have distinct flaws: the former is less reliable at edge trumping and lacks recovery potential, whereas the latter requires precises spacing to be effective. Impact Kick is much stronger and Lateral Kick travels farther, but each has noticeable flaws: Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself, whereas Lateral Kick KOs much later, which hinders Zero Suit Samus' KO potential. Lastly, Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing.
Zero Suit Samus' [[Character customization|custom moves]] are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's excellent utility. Plasma Dash has better offensive potential and Whip Lash has excellent set-up potential, but they both have distinct flaws: the former is less reliable at edge trumping and lacks recovery potential, whereas the latter requires precises spacing to be effective. Impact Kick is much stronger and Lateral Kick travels farther, but each has noticeable flaws: Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself, whereas Lateral Kick KOs much later, which hinders Zero Suit Samus' KO potential. Lastly, Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing.
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Despite being a high-tier character in ''Brawl'', Zero Suit Samus has been buffed in the transition to ''SSB4'' mostly due to ''Smash 4'''s altered mechanics combined with the nerfs other ''Brawl'' veterans received. Her KO potential has improved, most notably thanks to her new forward smash and her new up special, [[Boost Kick]], the latter of which is especially potent from [[out of shield]]. Zero Suit Samus' combo game has also improved, mainly due to the changes to [[hitstun canceling]] combined with her altered down throw and up aerial. She also greatly benefits from the introduction of [[rage]] which can allow her combos to KO opponents at insanely low percents. Lastly, [[Plasma Whip]] tethers the ledge much sooner, improving her already strong recovery, and she now has a grab aerial, improving her spacing potential and giving her an additional recovery option.
Despite being a high-tier character in ''Brawl'', Zero Suit Samus has been buffed in the transition to ''SSB4'' mostly due to ''Smash 4'''s altered mechanics combined with the nerfs other ''Brawl'' veterans received. Her KO potential has improved, most notably thanks to her new forward smash and her new up special, [[Boost Kick]], the latter of which is especially potent from [[out of shield]]. Zero Suit Samus' combo game has also improved, mainly due to the changes to [[hitstun canceling]] combined with her altered down throw and up aerial. She also greatly benefits from the introduction of [[rage]] which can allow her combos to KO opponents at insanely low percents. Lastly, [[Plasma Whip]] tethers the ledge much sooner, improving her already strong recovery, and she now has a grab aerial, improving her spacing potential and giving her an additional recovery option.


However, Zero Suit Samus also received some nerfs. The most noticeable of these was that as she is no longer tied to {{SSB4|Samus}}, she no longer has access to her [[Power Suit Piece]]s which significantly hinders her stage control and her item game combined with the removal of [[glide toss]]ing. Although Plasma Whip has improved recovery potential, it has more ending lag and is significantly weaker, making it much easier to punish and far less reliable for KOing, eliminating one of her most reliable KO moves. Her aerial prowess has also slightly worsened. Her jumps are lower (especially since she no longer has [[Plasma Wire]]) and her aerials except for down aerial are all weaker. She is significantly more vulnerable to combos due to the removal of hitstun canceling combined with her increased falling speed. Lastly, some of her ground attacks have been nerfed as well: down tilt has increased startup and much more ending lag along with a less favorable angle, removing all of its combo potential and making it arguably her worst move, her new dash attack has one more frame of startup along with much higher ending lag, making it much more punishable and removing its locking and follow-up potential, and her down smash is weaker, has smaller hitboxes, its stun duration was decreased, and it has increased ending lag, worsening its follow-up potential and making it less safe on shield.  
However, Zero Suit Samus also received some nerfs. The most noticeable of these was that as she is no longer tied to {{SSB4|Samus}}, she no longer has access to her [[Power Suit Piece]]s which significantly hinders her stage control and her item game combined with the removal of [[glide toss]]ing. Although Plasma Whip has improved recovery potential, it has more ending lag and is significantly weaker, making it much easier to punish and far less reliable for KOing, eliminating one of her most useful KO moves. Her aerial prowess has also slightly worsened. Her jumps are lower (especially since she no longer has [[Plasma Wire]]) and her aerials except for down aerial are all weaker. She is significantly more vulnerable to combos due to the removal of hitstun canceling combined with her increased falling speed. Lastly, some of her ground attacks have been nerfed as well: down tilt has increased startup and much more ending lag along with a less favorable angle, removing all of its combo potential and making it arguably her worst move, her new dash attack has one more frame of startup along with much higher ending lag, making it much more punishable and removing its locking and follow-up potential, and her down smash is weaker, has smaller hitboxes, its stun duration was decreased, and it has increased ending lag, worsening its follow-up potential and making it less safe on shield.


Overall, Zero Suit Samus is an even larger threat in ''Smash 4'' with her tournament results and representation being even higher although she is less effective than in earlier versions of the game as [[1.1.4]] added {{SSB4|Bayonetta}} and it gave Zero Suit Samus some minor nerfs while [[1.1.5]] nerfed her further. Nevertheless, Zero Suit Samus remains one of the stronger characters in ''Smash 4''.
Overall, Zero Suit Samus is an even larger threat in ''Smash 4'' with her tournament results and representation being even higher although she is less effective than in earlier versions of the game as [[1.1.4]] added {{SSB4|Bayonetta}} and it gave Zero Suit Samus some minor nerfs while [[1.1.5]] nerfed her further. Nevertheless, Zero Suit Samus remains one of the stronger characters in ''Smash 4''.
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*{{change|Zero Suit Samus is more expressive. She now winces with one eye closed when being hit or launched; winces with both eyes closed when [[screen KO]]'d; and frowns depressingly after [[tripping]] and being [[stun]]ned.}}
*{{change|Zero Suit Samus is more expressive. She now winces with one eye closed when being hit or launched; winces with both eyes closed when [[screen KO]]'d; and frowns depressingly after [[tripping]] and being [[stun]]ned.}}
*{{change|Zero Suit Samus now speaks during her [[taunt]]s, instead of at the end of their animations.}}
*{{change|Zero Suit Samus now speaks during her [[taunt]]s, instead of at the end of their animations.}}
*{{change|Zero Suit Samus' previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}  
*{{change|Zero Suit Samus' previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|Forward [[jump]]'s animation has slightly changed. Zero Suit Samus now somersaults twice, instead of once.}}
*{{change|Forward [[jump]]'s animation has slightly changed. Zero Suit Samus now somersaults twice, instead of once.}}
*{{change|[[Dash]]'s animation has slightly changed. Zero Suit Samus now keeps her right arm steady, instead of swinging both arms.}}
*{{change|[[Dash]]'s animation has slightly changed. Zero Suit Samus now keeps her right arm steady, instead of swinging both arms.}}
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*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25), now being one of the fastest spot dodges in the game.}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25), now being one of the fastest spot dodges in the game.}}
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-15).}}
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-15).}}
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 40 → 31).}}  
*{{buff|[[Air dodge]] has less startup (frame 4 → 2) and ending lag (FAF 40 → 31).}}
**{{buff|Additionally, she can now cancel her air dodge at any time with her new [[grab aerial]].}}
**{{buff|Additionally, she can now cancel her air dodge at any time with her new [[grab aerial]].}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{nerf|The removal of [[meteor cancel]]ing hinders Zero Suit Samus more than any other veteran as while it improves the reliability of her down aerial and [[Flip Jump]], it drastically hinders her endurance against meteor smashes as she previously had one of the most lenient meteor cancel windows in ''Brawl''.}}
*{{nerf|The removal of [[meteor cancel]]ing hinders Zero Suit Samus more than any other veteran as while it improves the reliability of her down aerial and [[Flip Jump]], it drastically hinders her endurance against meteor smashes as she previously had one of the most lenient meteor cancel windows in ''Brawl''.}}
*{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Zero Suit Samus is no longer connected to {{SSB4|Samus}} via [[Final Smash]] or [[character selection screen]] input. As a result, she no longer has access to her [[Power Suit Piece]]s which significantly hinders her stage control at the beginning of a match.}}  
*{{nerf|Due to the limitations of the [[Nintendo 3DS]]' processing power,<ref>[http://sourcegaming.info/2015/07/09/i-answer-some-questions-sakurai-famitsu-column-vol-461-464/ "I Answer Some Questions" Sakurai Famitsu column vol. 461-464, on Ice Climbers, clones, and Smash Run]</ref> Zero Suit Samus is no longer connected to {{SSB4|Samus}} via [[Final Smash]] or [[character selection screen]] input. As a result, she no longer has access to her [[Power Suit Piece]]s which significantly hinders her stage control at the beginning of a match.}}
*{{nerf|Zero Suit Samus' [[Item throw]] is weaker (1 → 0.9333333). Additionally, the removal of [[glide toss]]ing significantly hinders her approach with items.}}
*{{nerf|Zero Suit Samus' [[Item throw]] is weaker (1 → 0.9333333). Additionally, the removal of [[glide toss]]ing significantly hinders her approach with items.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack's first and second hits have higher set knockback (10 (both) → 23/45 (hit 1), 34/50 (hit 2)). These changes make its hits connect together better, and decreases the possibility of opponents [[powershield]]ing the second and third hits. It also improves its [[jab cancel]]ing potential despite its higher ending lag. Its last hit also has more base knockback (45 → 60).}}
**{{buff|Neutral attack's first and second hits have higher set knockback (10 (both) → 23/45 (hit 1), 34/50 (hit 2)). These changes make its hits connect together better, and decreases the possibility of opponents [[powershield]]ing the second and third hits. It also improves its [[jab cancel]]ing potential despite all three hits having higher ending lag. Its last hit also has more base knockback (45 → 60).}}
**{{nerf|Neutral attack's first two hits deal less damage (2% → 1.5%) and all three hits have more ending lag (FAF 18 → 21 (hit 1), FAF 21 → 26 (hit 2), FAF 23 → 32 (hit 3)). The first hit also has a shorter duration (frames 1-3 → 1) and less range (3.5u/3.8u/4.8u/3.4u → 3u/3.8u). Lastly, the higher knockback of the first two hits can allow the last hit to whiff against floaty characters.}}
**{{nerf|Neutral attack's first two hits deal less damage (2% → 1.5%) and all three hits have more ending lag (FAF 18 → 21 (hit 1), FAF 21 → 26 (hit 2), FAF 23 → 32 (hit 3)). The first hit also has a shorter duration (frames 1-3 → 1) and less range (3.5u/3.8u/4.8u/3.4u → 3u/3.8u). Lastly, the higher knockback of the first two hits can allow the last hit to whiff against floaty characters.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, forward tilt no longer deals consistent damage (6% (upward angled)/6% (non-angled)/9% (downward angled) → 8%/7%/8% (foot)/6.5%/6%/6.5% (leg)).}}
**{{buff|Forward tilt has a new animation where Zero Suit Samus now takes a step forward before kicking, improving the move's range.}}
**{{buff|Forward tilt has higher base knockback (8 (upward angled/non-angled)/12 (downward angled) → 30), improving its spacing potential.}}
**{{buff|Forward tilt has higher base knockback (8 (up/non-angled)/12 (down) → 30), improving its KO potential (outside of the down angled version's nearest hitbox).}}
***{{nerf|However, this also hinders its locking potential, with the move no longer being able to reliably lock above 10%.}}
**{{nerf|Forward tilt has smaller hitboxes (4u/4.5u/4u/3.5u) → 3.8u/4.2u/3.8u) and the back leg hitbox has been removed.}}
***{{nerf|Additionally, the near leg hitbox is now attached to Zero Suit Samus knee, rather than her leg. The hitbox has not been moved back far enough to compensate (x offset: 0 → -5), giving it less range inside of Zero Suit Samus.}}
**{{nerf|The non and down angled versions no longer have an extra trip chance (20% (non angled)/60% (down) → 0% (both)). When combined with the move's higher base knockback, this significantly hinders its tripping ability, especially the down angled version.}}
**{{buff|The up angled version deals more damage (6% 8% (far)/6.5% (near)).}}
**{{buff|The non angled version deals more damage on Zero Suit Samus' foot and leg (6% → 7%).}}
**{{nerf|The down angled version deals less damage (9% → 8% (far)/6.5% (near)), hindering the near hitbox's KO potential despite its higher base knockback.}}
**{{nerf|Zero Suit Samus does not bend her leg quite as low for the down angled version, giving it less range below her.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt's second hit deals 1% more damage (6% → 7%) and has more knockback scaling (80 90), granting it KO potential at very high percentages. Its first hit also has decreased knockback (55/80 (base), 70 (scaling) → 55/85/30 (aerial)/50 (grounded)). This makes its hits connect together better. It also grants intangibility on Zero Suit Samus's lower legs, making it safer to use against aerial opponents.}}
**{{buff|Up tilt now grants intangibility to Zero Suit Samus's lower legs from when the first hit becomes active, until the second hit ends. This make up tilt a safer anti-air.}}
**{{nerf|Up tilt has a higher [[Freeze frame|hitlag]] multiplier (1.2×), making it easier to DI.}}
**{{buff|The first hit launches opponents at different angles (120°/130°/80° → 150°/130°) and has lower knockback (55/80 (base), 70 (scaling) → (55/85)/(30/50)), making it connect more reliably into the second hit.}}
**{{buff|The first hit has been positioned higher against aerial opponents (z offset: 11 → 14), giving it more range above Zero Suit Samus.}}
**{{nerf|The first hit now has consistently sized hitboxes (3u/3u/4u/4u/3u → 3u/3u). As the larger hitboxes were positioned the furthest away from Zero Suit Samus, this gives the move less range against grounded opponents.}}
***{{nerf|Additionally, the move does not extend as far horizontally against aerial opponents (z offset: 10/-10 → 8/z stretch: -8), giving it less horizontal range against them.}}
**{{nerf|The second hit has more startup lag (frame 7 → 9).}}
**{{nerf|The second hit has more startup lag (frame 7 → 9).}}
***{{buff|However, its duration has been unchanged, giving it less ending lag relative to the hitbox.}}
***{{buff|However, its total duration was unchanged, giving the move less ending lag.}}
**{{nerf|Up tilt has a higher [[Freeze frame|hitlag]] multiplier (1.2×), making it easier to DI.}}
**{{buff|The second hit more damage (6% → 7%) and has higher knockback scaling (80 → 90), significantly improving its KO potential.}}
**{{buff|The second hit has larger hitboxes (6u/5u 7u/6u).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has received an additional sweetspot that deals 8%. It also deals more knockback (65 (base), 70 (scaling) → 60/85).}}
**{{change|Down tilt has a new animation, where Zero Suit Samus now moves forward when performing the legsweep.}}
**{{change|Down tilt's animation has slightly changed. Zero Suit Samus now moves forward when performing the legsweep. This new animation increases its range and allows it to be used as a pseudo-crawl but removes its spacing potential.}}  
***{{buff|This new animation improves down tilt's range, as well as allowing it to be used as a pseudo-crawl.}}
**{{nerf|Down tilt has more startup (frame 5 → 8), ending lag (FAF 26 → 36) and it can no longer be interrupted by walking or crawling backwards. When combined with its higher knockback and altered angle (70°/90°/80° → 60°), these changes greatly hinder its combo potential despite the changes to hitstun canceling. These changes also make it much more punishable when combined with its new animation.}}
***{{nerf|However, this also significantly hinders its safety, as Zero Suit Samus moves towards her opponent.}}
**{{buff|Down tilt deals more knockback (65 (base), 70 (scaling) → 60/85).}}
**{{buff|The far hitbox deals more damage (6% → 8%).}}
**{{change|Down tilt has a lower trip chance (40% → 20%), although it is still incapable of tripping under normal circumstances.}}
**{{nerf|Down tilt has more startup with a shorter duration (frame 5-7 → 8-9).}}
**{{nerf|Down tilt has more ending lag (FAF 26 → 36) and a much longer animation (36 frames → 69).}}
**{{nerf|Down tilt launches opponents at a lower angle (70°/90°/80° → 60°). When combined with the move's higher ending lag and knockback, this significantly hinders down tilt's followup potential, even with the changes to hitstun canceling and DI.}}
**{{nerf|Down tilt has smaller hitboxes (4u/4.7u/4u → 4.2u/3.8u) and the nearest hitbox has been removed. The move also does not extend as far (y offset: -7/-1 → x offset/stretch: 5.2/0), reducing its range relative to Zero Suit Samus, especially inside of her.}}
***{{nerf|These changes along with its new animation also mean that the move will now flat out whiff if Zero Suit Samus uses it too close to her opponent.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Zero Suit Samus has a new dash attack, a jet-propelled knee strike.}}
**{{change|Zero Suit Samus has a new dash attack, a jet-propelled knee strike.}}
**{{buff|Compared to the previous dash attack, its clean hit deals 1% more damage (7% → 8%), it has a longer duration (frames 6-15 → 7-19) and it covers much more distance.}}
***{{buff|With this new dash attack, Zero Suit Samus does not extend her body as far horizontally, making her harder to hit horizontally.}}
**{{nerf|Dash attack has more start-up with the sweetspot having a shorter duration (frames 6-9 → 7-9) and it has much more ending lag (FAF 32 → 52), removing its locking and follow-up potential. It also has smaller hitboxes (3.5u/5u/6u → 4.5u/4.5u (clean), 2.5u/3.8u/3.5u → 3.1u/4.1u (late)) compared to the previous dash attack.}}
***{{nerf|However, Zero Suit Samus extends her body more vertically, making dash attack worse at going under hitboxes.}}
**{{nerf|It no longer deals any extra shield damage (1 → 0).}}
**{{buff|Dash attack covers considerably more distance, going from covering around 25% of Battlefield to now covering around 40%-45% of Battlefield.}}
**{{change|Dash attack has different knockback (30 (base), 80 (scaling) → 100/40) compared to the previous dash attack. This makes it more effective for spacing and [[cross-up]]s, but incapable of being followed up with tilt attacks.}}
**{{buff|Dash attack has a longer duration overall (frames 6-15 → 7-19).}}
***{{nerf|However, the clean hit has a shorter duration (frames 6-9 → 7-9).}}
**{{buff|The clean hit deals more damage (7% → 8%).}}
**{{change|Dash attack has more base knockback but less knockback scaling (30/20 (base), 80 (scaling) → (100/80)/40), in addition to now launching opponents vertically (361° → 70° (clean)/60° (late)). When combined with its greater distance, this improves its [[cross-up]] potential, but hinders its ability to set up edgeguards.}}
**{{nerf|Dash attack has more startup lag (frame 6 → 7).}}
**{{nerf|Dash attack has much more ending lag (FAF 32 → 52). This not only greatly hinders its safety, but this also removes its followup potential despite its altered knockback and the changes to hitstun canceling and DI.}}
**{{nerf|Dash attack no longer deals any extra shield damage (1 → 0).}}
**{{nerf|Dash attack has smaller hitboxes (3.5u/5u/6u → 3.5u/4.5u (clean), 2.5u/3.8u/3.5u → 3.1u/4.1u (late)) and the nearest hitbox has been removed. The move now uses static hitboxes which do not cover as much lateral distance, giving it less lateral range in comparison to Zero Suit Samus.}}
***{{nerf|These changes along with the move's new animation also makes it more prone to whiffing when used at close range.}}
***{{buff|However, the move now has a considerable disjoint despite its reduced lateral range, due to the move's new animation.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{change|Zero Suit Samus has a new forward smash, a mid-level side kick followed by a spinning side kick at a slightly higher angle.}}
**{{change|Zero Suit Samus has a new forward smash, a mid-level side kick followed by a spinning side kick at a slightly higher angle.}}
Line 118: Line 149:
*[[Down smash]]:
*[[Down smash]]:
**{{nerf|Down smash has more ending lag (FAF 36 → 42).}}
**{{nerf|Down smash has more ending lag (FAF 36 → 42).}}
**{{nerf|Down smash deals less damage (11% → 8% (near)/6% (far)). The far hit's knockback was not compensated which along with the changes to the [[Paralyze|paralysis]] formula, makes it stun opponents for less than half the amount of time.}}  
**{{nerf|Down smash deals less damage (11% → 8% (near)/6% (far)). The far hit's knockback was not compensated which along with the changes to the [[Paralyze|paralysis]] formula, makes it stun opponents for less than half the amount of time.}}
**{{nerf|Down smash has smaller hitboxes (9u/9u → 4u/7u), reducing its range, despite the hitboxes now being extended and with the near hitbox extending closer to Zero Suit Samus (z offset: 10 → z stretch: 8).}}
**{{nerf|Down smash has smaller hitboxes (9u/9u → 4u/7u), reducing its range, despite the hitboxes now being extended and with the near hitbox extending closer to Zero Suit Samus (z offset: 10 → z stretch: 8).}}
***{{nerf|Additionally, the far hitbox can no longer hit aerial opponents, greatly reducing its range against them, despite the near hitbox being moved further away from Zero Suit Samus (z offset: 10 → 13).}}
***{{nerf|Additionally, the far hitbox can no longer hit aerial opponents, greatly reducing its range against them, despite the near hitbox being moved further away from Zero Suit Samus (z offset: 10 → 13).}}
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**{{nerf|The first hit has a shorter duration (frames 6-9 → 6-7).}}
**{{nerf|The first hit has a shorter duration (frames 6-9 → 6-7).}}
**{{nerf|The first hit deals less damage (6% → 5%).}}
**{{nerf|The first hit deals less damage (6% → 5%).}}
**{{change|The first hit has more base knockback but less knockback scaling (35 (base), 70 (scaling) → 50/50).}}  
**{{change|The first hit has more base knockback but less knockback scaling (35 (base), 70 (scaling) → 50/50).}}
***{{buff|This allows it to connect more reliably into the second hit at higher percents, especially when combined with Zero Suit Samus' greater aerial mobility.}}
***{{buff|This allows it to connect more reliably into the second hit at higher percents, especially when combined with Zero Suit Samus' greater aerial mobility.}}
***{{nerf|However, this does also remove forward aerial's ability to lock and trip at lower percents.}}
***{{nerf|However, this does also remove forward aerial's ability to lock and trip at lower percents.}}
*Hit 2:
*Hit 2:
**{{nerf|The second hit has a shorter duration, due to it no longer having a late hit (frames 16-17 (clean)/18-20 (late) → 16-17).}}  
**{{nerf|The second hit has a shorter duration, due to it no longer having a late hit (frames 16-17 (clean)/18-20 (late) → 16-17).}}
**{{nerf|The second hit deals less damage compared to the previous clean hit (11%/10% (clean)/7% (late) → 7%), without full compensation on its knockback scaling (105 → 116), significantly hindering its KO potential.}}
**{{nerf|The second hit deals less damage compared to the previous clean hit (11%/10% (clean)/7% (late) → 7%), without full compensation on its knockback scaling (105 → 116), significantly hindering its KO potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
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**{{nerf|Back aerial has more ending lag (FAF 38 → 40) and a longer animation (37 frames → 50).}}
**{{nerf|Back aerial has more ending lag (FAF 38 → 40) and a longer animation (37 frames → 50).}}
**{{nerf|Back aerial has more landing lag (9 frames → 11).}}
**{{nerf|Back aerial has more landing lag (9 frames → 11).}}
**{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%) without full compensation on its knockback (33 (base), 100 (scaling) → 42/98) hindering its KO potential, especially the sourspot.}}  
**{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%) without full compensation on its knockback (33 (base), 100 (scaling) → 42/98) hindering its KO potential, especially the sourspot.}}
**{{nerf|The leg hitbox is smaller (4.8u → 2.5u) and it has been moved further away from Zero Suit Samus (x offset: 0 → 1.5), while the thigh hitbox has been removed completely. This gives the move drastically less range inside of Zero Suit Samus, to the point where back aerial now has a blindspot on Zero Suit Samus' upper leg.}}
**{{nerf|The leg hitbox is smaller (4.8u → 2.5u) and it has been moved further away from Zero Suit Samus (x offset: 0 → 1.5), while the thigh hitbox has been removed completely. This gives the move drastically less range inside of Zero Suit Samus, to the point where back aerial now has a blindspot on Zero Suit Samus' upper leg.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial has a new animation where Zero Suit Samus now performs a bicycle kick. She performs a considerably slower somersault than she did previously.}}  
**{{change|Up aerial has a new animation where Zero Suit Samus now performs a bicycle kick. She performs a considerably slower somersault than she did previously.}}
***{{buff|This makes the move cover more space overall, as Zero Suit Samus no longer sharply changes her angle.}}
***{{buff|This makes the move cover more space overall, as Zero Suit Samus no longer sharply changes her angle.}}
***{{nerf|However, this animation is much longer (35 frames → 73), significantly increasing the time Zero Suit Samus cannot grab ledges after performing the move.}}
***{{nerf|However, this animation is much longer (35 frames → 73), significantly increasing the time Zero Suit Samus cannot grab ledges after performing the move.}}
**{{buff|Up aerial has a longer duration (frames 4-6 (clean)/7-8 (late) → 6-12), with the move no longer having a weaker late hit.}}  
**{{buff|Up aerial has a longer duration (frames 4-6 (clean)/7-8 (late) → 6-12), with the move no longer having a weaker late hit.}}
**{{buff|Up aerial auto-cancels earlier (frame 34 → 25).}}
**{{buff|Up aerial auto-cancels earlier (frame 34 → 25).}}
**{{buff|Up aerial has larger hitboxes (4.3u/4u (foot clean/late)/3u/3u (legs) → 4.6u/3.6u/3.6u).}}
**{{buff|Up aerial has larger hitboxes (4.3u/4u (foot clean/late)/3u/3u (legs) → 4.6u/3.6u/3.6u).}}
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**{{buff|Up aerial overall has slightly more range in front and below Zero Suit Samus during the beginning of the move.}}
**{{buff|Up aerial overall has slightly more range in front and below Zero Suit Samus during the beginning of the move.}}
**{{change|Up aerial now has a normal effect, instead of a [[slash]] effect.}}
**{{change|Up aerial now has a normal effect, instead of a [[slash]] effect.}}
**{{nerf|Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), without full compensation on its knockback compared to its previous clean hit (40 (base), 100 (scaling) → 30/125), hindering its KO potential.}}  
**{{nerf|Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), without full compensation on its knockback compared to its previous clean hit (40 (base), 100 (scaling) → 30/125), hindering its KO potential.}}
***{{buff|However, these changes improve its juggling and combo potential at higher percents, especially when combined with the changes to hitstun canceling and DI.}}
***{{buff|However, these changes improve its juggling and combo potential at higher percents, especially when combined with the changes to hitstun canceling and DI.}}
***{{change|The move deals considerably higher knockback compared to the previous late hit (20 (base), 100 (scaling) → 30/125). This improves its KO potential but hinders its followup potential at higher percents.}}
***{{change|The move deals considerably higher knockback compared to the previous late hit (20 (base), 100 (scaling) → 30/125). This improves its KO potential but hinders its followup potential at higher percents.}}
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*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has less landing lag (40 frames → 30).}}
**{{buff|Down aerial has less landing lag (40 frames → 30).}}
**{{buff|Down aerial deals more damage (5% (aerial)/4% (grounded) → 6%/5%), improving its KO potential.}}  
**{{buff|Down aerial deals more damage (5% (aerial)/4% (grounded) → 6%/5%), improving its KO potential.}}
***{{buff|When combined with the removal of meteor canceling, this improves down aerial's edgeguarding potential.}}
***{{buff|When combined with the removal of meteor canceling, this improves down aerial's edgeguarding potential.}}
**{{buff|Down aerial has larger hitboxes (6u/5u → 6.3u/5.2u).}}
**{{buff|Down aerial has larger hitboxes (6u/5u → 6.3u/5.2u).}}
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**{{buff|The hitbox has less startup lag with a longer duration (frame 7 → 6-7).}}
**{{buff|The hitbox has less startup lag with a longer duration (frame 7 → 6-7).}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals more damage (4% (throw)/6% (total) → 8%), with its knockback compensated (70 (base), 60 (scaling) → 72/45).}}  
**{{buff|Back throw deals more damage (4% (throw)/6% (total) → 8%), with its knockback compensated (70 (base), 60 (scaling) → 72/45).}}
**{{buff|The hitbox has a longer duration (frame 9 → 9-10).}}
**{{buff|The hitbox has a longer duration (frame 9 → 9-10).}}
**{{change|Zero Suit Samus releases opponents from back throw one frame later (frame 10 → 11).}}
**{{change|Zero Suit Samus releases opponents from back throw one frame later (frame 10 → 11).}}
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**{{buff|The hitbox has a longer duration (frame 3 → 3-4).}}
**{{buff|The hitbox has a longer duration (frame 3 → 3-4).}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (5% (throw)/7% (total) → 3%/5%) and it deals more knockback (100 (base), 25 (scaling) → 90/60), hindering its followup potential at higher percents while still not being a viable KO option.}}  
**{{nerf|Down throw deals less damage (5% (throw)/7% (total) → 3%/5%) and it deals more knockback (100 (base), 25 (scaling) → 90/60), hindering its followup potential at higher percents while still not being a viable KO option.}}
**{{buff|The hitbox has a longer duration (frame 26 → 26-27).}}
**{{buff|The hitbox has a longer duration (frame 26 → 26-27).}}
**{{buff|Zero Suit Samus releases opponents from down throw slightly later (frame 27 → 28). When combined with the changes to hitstun canceling and DI, this transforms down throw from a solid mixup throw into an incredibly potent combo throw, even with its higher knockback.}}
**{{buff|Zero Suit Samus releases opponents from down throw slightly later (frame 27 → 28). When combined with the changes to hitstun canceling and DI, this transforms down throw from a solid mixup throw into an incredibly potent combo throw, even with its higher knockback.}}
*[[Floor attack]]s:
*[[Floor attack]]s:
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with their knockback scaling (50 → 48) and angles (361° → 48°) compensated.}}
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with their knockback scaling (50 → 48) and angles (361° → 48°) compensated.}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46) and back floor attack has less startup lag (frame 15 (hit 1)/27 (hit 2) → 14/23).}}  
**{{buff|Floor attacks have less ending lag (FAF 50 → 46) and back floor attack has less startup lag (frame 15 (hit 1)/27 (hit 2) → 14/23).}}
**{{nerf|Floor attacks have less intangibility (frames 1-30 (forward)/1-29 (back) → 1-22/1-24) and shorter durations (3 frames per hit → 2).}}
**{{nerf|Floor attacks have less intangibility (frames 1-30 (forward)/1-29 (back) → 1-22/1-24) and shorter durations (3 frames per hit → 2).}}
*[[Edge attack]]:
*[[Edge attack]]:
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**{{buff|The charged version has a longer duration (43 frames → 46).}}
**{{buff|The charged version has a longer duration (43 frames → 46).}}
**{{change|The charged version's angle has been altered (361° → 65° (aerial)/315° (grounded)). It also now has a -100% trip chance against grounded opponents to prevent them from tripping despite its higher knockback.}}
**{{change|The charged version's angle has been altered (361° → 65° (aerial)/315° (grounded)). It also now has a -100% trip chance against grounded opponents to prevent them from tripping despite its higher knockback.}}
**{{nerf|Paralyser has more startup lag when charged (frame 41 → 43).}}  
**{{nerf|Paralyser has more startup lag when charged (frame 41 → 43).}}
**{{nerf|Paralyser has more ending lag (FAF 40 (uncharged)/60 (charged) → 49/71). This hinders the uncharged version's followup potential (unless Zero Suit Samus lands after shooting) despite its longer stun duration, as well as hindering the safety of both versions.}}  
**{{nerf|Paralyser has more ending lag (FAF 40 (uncharged)/60 (charged) → 49/71). This hinders the uncharged version's followup potential (unless Zero Suit Samus lands after shooting) despite its longer stun duration, as well as hindering the safety of both versions.}}
**{{nerf|Paralyzer has smaller hitboxes (1.9u (uncharged)/3u (charged) → 1.3u/2u).}}  
**{{nerf|Paralyzer has smaller hitboxes (1.9u (uncharged)/3u (charged) → 1.3u/2u).}}
*[[Plasma Whip]]:
*[[Plasma Whip]]:
**{{buff|Plasma Whip has less startup lag (frame 24 → 22).}}
**{{buff|Plasma Whip has less startup lag (frame 24 → 22).}}
Line 240: Line 271:
**{{change|The final hit launches opponents at a higher angle (50° → 60°). This improves its KO potential near the vertical blastzone and even from center stage however, this also hinders its KO potential near the horizontal blastzone as well as making it more susceptible to DI.}}
**{{change|The final hit launches opponents at a higher angle (50° → 60°). This improves its KO potential near the vertical blastzone and even from center stage however, this also hinders its KO potential near the horizontal blastzone as well as making it more susceptible to DI.}}
**{{nerf|Plasma Whip has more ending lag (FAF 44 → 56).}}
**{{nerf|Plasma Whip has more ending lag (FAF 44 → 56).}}
**{{nerf|The whip hitboxes deal less damage on their own (3% → 2% (hit 1 near)/1.2% (hit 1 far/hits 2-4).}}  
**{{nerf|The whip hitboxes deal less damage on their own (3% → 2% (hit 1 near)/1.2% (hit 1 far/hits 2-4).}}
***{{buff|However, the whip is now capable of dealing more damage due to it now consisting of four hits (3% → 5.6%).}}
***{{buff|However, the whip is now capable of dealing more damage due to it now consisting of four hits (3% → 5.6%).}}
**{{nerf|The final hit deals far less damage (16% → 7.5%) without full compensation on its knockback (60 (base), 75 (scaling) → 45/105), significantly hindering its KO potential.}}
**{{nerf|The final hit deals far less damage (16% → 7.5%) without full compensation on its knockback (60 (base), 75 (scaling) → 45/105), significantly hindering its KO potential.}}
**{{nerf|The tip of the whip has a much smaller hitbox (7.6u → 4.6u). This significantly reduces its vertical and horizontal range (although the hitbox is now extended backwards to compensate for its backwards range).}}
**{{nerf|The tip of the whip has a much smaller hitbox (7.6u → 4.6u). This significantly reduces its vertical and horizontal range (although the hitbox is now extended backwards to compensate for its backwards range).}}
*[[Boost Kick]]:
*[[Boost Kick]]:
**{{change|Zero Suit Samus has a new up special, Boost Kick. It is a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick.}}  
**{{change|Zero Suit Samus has a new up special, Boost Kick. It is a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick.}}
**{{buff|Compared to [[Plasma Wire]], Boost Kick deals overall more damage (4%-6% → 5% (hit 1)/1.3% (hits 2-7)/4% (hit 8)) and has different knockback (60 (base), 40 (scaling) → 50/209), making it significantly more effective at KOing. It also covers more horizontal distance than Plasma Wire. Like Plasma Wire, it has [[mindgame]] potential. Unlike Plasma Wire, it can punish rolls.}}  
**{{buff|Compared to [[Plasma Wire]], Boost Kick deals overall more damage (4%-6% → 5% (hit 1)/1.3% (hits 2-7)/4% (hit 8)) and has different knockback (60 (base), 40 (scaling) → 50/209), making it significantly more effective at KOing. It also covers more horizontal distance than Plasma Wire. Like Plasma Wire, it has [[mindgame]] potential. Unlike Plasma Wire, it can punish rolls.}}
**{{nerf|Compared to Plasma Wire, Boost Kick covers much less vertical distance, weakening her vertical recovery. Unlike Plasma Wire, it cannot [[meteor smash]] opponents, and renders her [[helpless]]. It also has more ending lag compared with Plasma Wire (FAF 44 → 80) and it cannot be used in conjunction with her jumps to gain extra height.}}
**{{nerf|Compared to Plasma Wire, Boost Kick covers much less vertical distance, weakening her vertical recovery. Unlike Plasma Wire, it cannot [[meteor smash]] opponents, and renders her [[helpless]]. It also has more ending lag compared with Plasma Wire (FAF 44 → 80) and it cannot be used in conjunction with her jumps to gain extra height.}}
*[[Flip Jump]]:
*[[Flip Jump]]:
Line 263: Line 294:
**{{nerf|The kick has more landing lag (30 frames → 36).}}
**{{nerf|The kick has more landing lag (30 frames → 36).}}
**{{nerf|The kick's aerial hit has less base knockback (60 → 30) hindering its KO and edge-guarding potential despite its higher damage.}}
**{{nerf|The kick's aerial hit has less base knockback (60 → 30) hindering its KO and edge-guarding potential despite its higher damage.}}
**{{nerf|The kick no longer has transcendent priority.}}
**{{nerf|The footstool has more ending lag (FAF 81 → 85).}}
**{{nerf|The footstool has more ending lag (FAF 81 → 85).}}
**{{bugfix|The move's animation no longer gets cancelled when used on the ground while facing a 45° slope.}}
**{{bugfix|The move's animation no longer gets cancelled when used on the ground while facing a 45° slope.}}
*{{B|Gunship|Final Smash}}:
*{{B|Gunship|Final Smash}}:
**{{buff|Zero Suit Samus has a new [[Final Smash]], Gunship. She boards [[metroidwiki:Samus Aran's Gunship|her Gunship]] and fires energy blasts from its cannons toward the stage, similarly to [[Grenade Launcher]]. Compared to [[Power Suit Samus]], it has a significantly longer duration, which makes it significantly more effective at damage racking in spite of its overall lower damage output (25% (spin)/10% (discharge) → 0.8% (hits 1-9)/10% (hit 10)). Unlike Power Suit Samus, it can be used for stage control.}}
**{{buff|Due to now being character separate from Samus, Zero Suit Samus has a new [[Final Smash]], Gunship. She boards [[metroidwiki:Samus Aran's Gunship|her Gunship]] and fires energy blasts from its cannons toward the stage, similarly to [[Grenade Launcher]]. Compared to [[Power Suit Samus]], it has a significantly longer duration, which makes it significantly more effective at damage racking in spite of its overall lower damage output (25% (spin)/10% (discharge) → 0.8% (hits 1-9)/10% (hit 10)). Unlike Power Suit Samus, it can be used for stage control.}}


==Update history==
==Update history==
Line 314: Line 346:
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|0.8}} (hits 2-6), {{ChargedSmashDmgSSB4|3}} (hit 7)
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|0.8}} (hits 2-6), {{ChargedSmashDmgSSB4|3}} (hit 7)
|usmashdesc=Spins in place while twirling a whip of plasma overhead. It hits multiple times, has very minimal start-up lag, very long vertical range, and decent horizontal range near the tip of the whip. Altogether, these traits make it a useful anti-air attack. It can also act as a follow-up from down throw at low percentages. Although its last hit has very high knockback scaling, this is offset by said hit's very low damage output. As a result, its last hit does not KO aerial middleweights until 165% from anywhere on Final Destination in the ''3DS'' version, and at 154% in the ''Wii U'' version.
|usmashdesc=Spins in place while twirling a whip of plasma overhead. It hits multiple times, has very minimal start-up lag, very long vertical range, and decent horizontal range near the tip of the whip. Altogether, these traits make it a useful anti-air attack. It can also act as a follow-up from down throw at low percentages. Although its last hit has very high knockback scaling, this is offset by said hit's very low damage output. As a result, its last hit does not KO aerial middleweights until 165% from anywhere on Final Destination in the ''3DS'' version, and at 154% in the ''Wii U'' version.
|dsmashname=Slant Paralyzer<!--name from SSBU tips-->
|dsmashname=Slant Paralyzer<!--name from SSBU tips--> ({{ja|スラントパラライザー|Suranto Pararaizā}})
|dsmashdmg={{ChargedSmashDmgSSB4|8}} (near), {{ChargedSmashDmgSSB4|6}} (far)
|dsmashdmg={{ChargedSmashDmgSSB4|8}} (near), {{ChargedSmashDmgSSB4|6}} (far)
|dsmashdesc=Aims her {{s|metroidwiki|Paralyzer}} downward in front of herself and fires a [[Paralyze|paralyzing]] energy blast at the ground. When spaced correctly, it is safe on shield. It is a useful set-up option thanks to it briefly [[paralyze|paralyzing]] the opponent, with notable follow-ups including forward smash, a grab, or Boost Kick. With precise timing off-stage, it can also be used as a set-up into [[Flip Jump]] in order to meteor smash an opponent. At 60%-150%, two consecutive uncharged down smashes can lead into forward aerial, [[reverse aerial rush]]ed back aerial, up aerial, Flip Jump, and Boost Kick. However, these particular follow-ups require precise timing and for Zero Suit Samus to be very close to the opponent. It also lacks KO potential and, like {{SSB4|Mewtwo}} and {{SSB4|Ryu}}'s down smashes, only hits on one side. The blast can be [[absorb]]ed, but not [[reflect]]ed. Enemies knocked upward by down smash, cannot be paralyzed again by moves such as neutral special until they make contact with the stage again.
|dsmashdesc=Aims her {{s|metroidwiki|Paralyzer}} downward in front of herself and fires a [[Paralyze|paralyzing]] energy blast at the ground. When spaced correctly, it is safe on shield. It is a useful set-up option thanks to it briefly [[paralyze|paralyzing]] the opponent, with notable follow-ups including forward smash, a grab, or Boost Kick. With precise timing off-stage, it can also be used as a set-up into [[Flip Jump]] in order to meteor smash an opponent. At 60%-150%, two consecutive uncharged down smashes can lead into forward aerial, [[reverse aerial rush]]ed back aerial, up aerial, Flip Jump, and Boost Kick. However, these particular follow-ups require precise timing and for Zero Suit Samus to be very close to the opponent. It also lacks KO potential and, like {{SSB4|Mewtwo}} and {{SSB4|Ryu}}'s down smashes, only hits on one side. The blast can be [[absorb]]ed, but not [[reflect]]ed. Enemies knocked upward by down smash, cannot be paralyzed again by moves such as neutral special until they make contact with the stage again.
Line 328: Line 360:
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=6.5%
|uairdmg=6.5%
|uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, it boasts excellent juggling potential. It can combo into itself at low percentages and, with sufficient [[rage]], it can combo into Boost Kick after a second one has been landed, leading to a KO. By extension, its very knockback scaling also grants it KO potential in spite of its low damage output. It KOs middleweights at 144% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 136% in the ''Wii U'' version. However, its very low base knockback makes it unsafe on hit against characters that have a fast aerial attack to counter with.  
|uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, it boasts excellent juggling potential. It can combo into itself at low percentages and, with sufficient [[rage]], it can combo into Boost Kick after a second one has been landed, leading to a KO. By extension, its very knockback scaling also grants it KO potential in spite of its low damage output. It KOs middleweights at 144% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 136% in the ''Wii U'' version. However, its very low base knockback makes it unsafe on hit against characters that have a fast aerial attack to counter with.
|dairname=Slash Dive<!--name from SSBU tips-->
|dairname=Slash Dive<!--name from SSBU tips--> ({{ja|スラッシュダイブ|Surasshu Daibu}})
|dairdmg=6% (aerial), 5% (grounded), 5.5% (landing)
|dairdmg=6% (aerial), 5% (grounded), 5.5% (landing)
|dairdesc=A diagonal flying kick, similar to {{SSB4|Sonic}} and {{SSB4|Sheik}}'s down aerials. It is a [[meteor smash]] if her foot hits the opponent. However, it has the highest start-up lag out of her aerials. It is also a [[stall-then-fall]], which makes it extremely risky to use off-stage. Because of this, it is rarely used as a meteor smash and most of times, leads to a SD. Even when she lands on the ground, there is extremely high ending 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 {{SSB4|Sonic}} and {{SSB4|Sheik}}'s down aerials. It is a [[meteor smash]] if her foot hits the opponent. However, it has the highest start-up lag out of her aerials. It is also a [[stall-then-fall]], which makes it extremely risky to use off-stage. Because of this, it is rarely used as a meteor smash and most of times, leads to a SD. Even when she lands on the ground, there is extremely high ending 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=[[Plasma Whip]] ({{ja|プラズマウィップ|Purazuma Wippu}})
|zairdmg=3% (early), 6% (clean)
|zairdmg=3% (early), 6% (clean)
|zairdesc=Lunges in order to unleash a whip of plasma forward. It is the longest grab aerial in the game, making it excellent for spacing, recovering, edge-guarding and follow-ups. However, it has high ending lag in the air, and only the tip of the whip has a hitbox.
|zairdesc=Lunges in order to unleash a whip of plasma forward. It is the longest grab aerial in the game, making it excellent for spacing, recovering, edge-guarding and follow-ups. However, it has high ending lag in the air, and only the tip of the whip has a hitbox.
|grabname=Plasma Whip
|grabname=Plasma Whip ({{ja|プラズマウィップ|Purazuma Wippu}})
|grabdesc=Performs a kneeling lunge to unfurl a whip of plasma. The tip has more vertical range, which makes it useful even against small characters, who can otherwise crouch under the rest of the whip. Thanks to its duration, it can even grab opponents out of their rolls and sidesteps when timed precisely. Although Zero Suit Samus' grabs have long horizontal ranges, they are tied with [[Grapple Beam]] for having the highest amount of start-up lag in the game, and have the third highest amount of ending lag in the game even though it's not as long ranged as Samus'.
|grabdesc=Performs a kneeling lunge to unfurl a whip of plasma. The tip has more vertical range, which makes it useful even against small characters, who can otherwise crouch under the rest of the whip. Thanks to its duration, it can even grab opponents out of their rolls and sidesteps when timed precisely. Although Zero Suit Samus' grabs have long horizontal ranges, they are tied with [[Grapple Beam]] for having the highest amount of start-up lag in the game, and have the third highest amount of ending lag in the game even though it's not as long ranged as Samus'.
|pummelname=&nbsp;
|pummelname=&nbsp;
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|nsdefname=Paralyzer
|nsdefname=Paralyzer
|nsdefdmg=4% (uncharged), 6% (charged)
|nsdefdmg=4% (uncharged), 6% (charged)
|nsdefdesc=Assumes a {{s|wikipedia|kneeling position}} to fire a paralyzing energy blast. It can be charged, which increases its damage output the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.  
|nsdefdesc=Assumes a {{s|wikipedia|kneeling position}} to fire a paralyzing energy blast. It can be charged, which increases its damage output the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.
|nsc1name=Blast Shot
|nsc1name=Blast Shot
|nsc1dmg=2% (uncharged), 3.5% (charged)
|nsc1dmg=2% (uncharged), 3.5% (charged)
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|dsc1dmg=8% (stomp), 17% (clean kick), 14% (late kick)
|dsc1dmg=8% (stomp), 17% (clean kick), 14% (late kick)
|dsc1desc=The flying kick's sweetspot deals more damage and it functions similarly to down aerial, albeit propelling Zero Suit Samus at a more horizontal angle. However, the jump covers less horizontal distance.
|dsc1desc=The flying kick's sweetspot deals more damage and it functions similarly to down aerial, albeit propelling Zero Suit Samus at a more horizontal angle. However, the jump covers less horizontal distance.
|dsc2name=Low Kick
|dsc2name=Low Flip
|dsc2dmg=4% (stomp), 8% (clean kick), 6% (late kick)
|dsc2dmg=4% (stomp), 8% (clean kick), 6% (late kick)
|dsc2desc=The jump grants much more horizontal distance and jumping while flipping helps Zero Suit Samus land faster. However, the jump covers much less vertical distance and grants no intangibility, while the stomp and kick both deal less damage.
|dsc2desc=The jump grants much more horizontal distance and jumping while flipping helps Zero Suit Samus land faster. However, the jump covers much less vertical distance and grants no intangibility, while the stomp and kick both deal less damage.
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|fsdesc=Summons [[metroidwiki:Samus Aran's Gunship|her Gunship]] from the background, and jumps into it as it flies off-screen. While Zero Suit Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, or when she has fired five shots, Zero Suit Samus will eject from her Gunship and descend from the sky.
|fsdesc=Summons [[metroidwiki:Samus Aran's Gunship|her Gunship]] from the background, and jumps into it as it flies off-screen. While Zero Suit Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, or when she has fired five shots, Zero Suit Samus will eject from her Gunship and descend from the sky.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 80
|rweight = 49-50
|dash = 1.7
|rdash = 11-15
|run = 2.1
|rrun = 5
|walk = 1.4
|rwalk = 5-6
|trac = 0.07
|rtrac = 3-5
|airfric = 0.008
|rairfric = 37-42
|air = 1.2
|rair = 6-7
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.085
|raddaccel = 8-10
|gravity = 0.12
|rgravity = 5-8
|fall = 1.7
|rfall = 12-13
|ff = 2.72
|rff = 13-14
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 44.5
|rjumpheight = 3
|shorthop = 21.354742
|rshorthop = 2-3
|djump = 44.199909
|rdjump = 5
}}
===[[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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|char=ZeroSuitSamus}}
|char=ZeroSuitSamus}}


==In competitive play==
==In [[competitive play]]==
===Tier placement and history===
Zero Suit Samus has been widely viewed as a top-tier character ever since ''SSB4'' was released. She became infamous for her highly rewarding grab combos that could lead into early KOs, varied methods of setting up KOs with her back and down throws, down smash, and Paralyzer, her ability to escape pressure with her aerial mobility and down special, and, as of update [[1.1.1]], the incredible safety of her electric attacks like her neutral aerial. However, she also has a few weaknesses, such as her laggy grab and lackluster ground game. Although players would often point out both her weaknesses and her representation only being above average for a perceived top-tier character, Zero Suit Samus' weaknesses were also perceived as negligible. Additionally, her top-tier status was supplemented by the efforts of dedicated professionals, most notably {{Sm|Marss}}, {{Sm|Nairo}}, {{Sm|Nick Riddle}}, {{Sm|Remzi}} and {{Sm|V115}}, who dominated their respective regions with her and whose tournament results had been sufficient enough to position her as the second best character in the game in the eyes of most players.
 
Nairo's efforts in particular have demonstrated the former points: he is one of the best ''SSB4'' players in the world, consistently achieves top 8 placings at major tournaments (most notably winning [[MLG World Finals 2015]]) and became the first person to eliminate {{Sm|ZeRo}}, the undisputed best player in the world at the time, from a tournament. Other notable placings included Nick Riddle placing 2nd at [[Paragon Orlando 2015]] and 7th at [[CEO 2015]], and Marss placing 7th at [[GENESIS 3]]. Thanks to these very strong tournament results, Zero Suit Samus was ranked 2nd on the first tier list.
 
However, Zero Suit Samus received nerfs from game updates, with update 1.1.5 providing her most significant ones by exacerbating her grab game's lag issues, and somewhat toning down her immense strengths. These nerfs ultimately affected her results, with some of her main players eventually being outperformed by other characters, such as {{SSB4|Cloud}}, which in turn saw her playerbase slightly shrink. Zero Suit Samus' downturn was reflected in her subsequent tier placements, as she lost her top 3 status by being ranked 8th on the second tier list, and then lost her top 10 status by being ranked 11th on the third tier list.
 
However as of recently, Zero Suit Samus has had a huge spike in results thanks to {{Sm|Marss}} and {{Sm|Nairo}} placing top 2 at many major tournaments and most notably Nairo's win at [[Super Smash Con 2017]] while using Zero Suit Samus a majority of the tournament. Due to these impressive results and her ladder combos still being very frightening, her tier spot has been debated once again as many smashers claim that she should be ranked much higher due to her most recent results and these results being more impressive that characters ranked above her such as {{SSB4|Sheik}}, {{SSB4|Mario}}, {{SSB4|Rosalina}}, {{SSB4|Mewtwo}}, and {{SSB4|Marth}}. This is reflected by Zero Suit Samus's return to the top 10 on the fourth tier list, being ranked 6th. Some smashers however claim that despite her recent spike of results, her neutral and ground game hinder her enough to put her at a lower spot with players like {{Sm|ANTi}}, {{Sm|ESAM}}, {{Sm|Mr.R}} and {{Sm|ZeRo}} believe that she is overrated and that she shouldn't be ranked as high as she is especially since other characters like {{SSB4|Sheik}}, {{SSB4|Cloud}}, {{SSB4|Bayonetta}}, {{SSB4|Corrin}}, {{SSB4|Marth}}, {{SSB4|Fox}} and {{SSB4|Mewtwo}} win tournaments more consistently than she does.
 
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=1132
|set10=1132
}}
}}
===Most historically significant players===
===Most historically significant players===
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<!--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 -->
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''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''


''See also: [[:Category:Zero Suit Samus professionals (SSB4)]]''
''See also: [[:Category:Zero Suit Samus players (SSB4)]]''


*{{Sm|ANTi|USA}} (#14) - Co-mained Zero Suit Samus alongside {{SSB4|Mario}}. Placed 1st at both {{Trn|Get On My Level 2017}} and {{Trn|Smash Factor 7}}, 2nd at both {{Trn|Port Priority 3: Tristate Throwdown}} and {{Trn|The Big House 6}}, and 7th at {{Trn|Get On My Level 2016}}.  
*{{Sm|ANTi|USA}} (#14) - Co-mained Zero Suit Samus alongside {{SSB4|Mario}}. Placed 1st at both {{Trn|Get On My Level 2017}} and {{Trn|Smash Factor 7}}, 2nd at both {{Trn|Port Priority 3: Tristate Throwdown}} and {{Trn|The Big House 6}}, and 7th at {{Trn|Get On My Level 2016}}.
*{{Sm|Choco|Japan}} (#35) - One of the best Zero Suit Samus players in the world. Placed 1st at both {{Trn|Umebura 29}} and {{Trn|Umebura 32}}, 2nd at {{Trn|Umebura Smash 4 Final}}, 5th at {{Trn|EVO Japan 2018}}, and 7th at both {{Trn|Umebura Japan Major 2017}} and {{Trn|EVO 2018}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Larry Lurr}}, and {{Sm|VoiD}}. Ranked 3rd on the [[JAPAN Power Rankings]].
*{{Sm|Choco|Japan}} (#35) - One of the best Zero Suit Samus players in the world. Placed 1st at both {{Trn|Umebura 29}} and {{Trn|Umebura 32}}, 2nd at {{Trn|Umebura Smash 4 Final}}, 5th at {{Trn|EVO Japan 2018}}, and 7th at both {{Trn|Umebura Japan Major 2017}} and {{Trn|EVO 2018}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Larry Lurr}}, and {{Sm|VoiD}}. Ranked 3rd on the [[JAPAN Power Rankings]].
*{{Sm|Es|Japan}} - Co-Mained Zero Suit Samus alongside {{SSB4|Bayonetta}}. Placed 5th at {{Trn|TSC Tokaigi Qualifier}}, 9th at {{Trn|Umebura 29}}, 13th at {{Trn|Umebura 26}}, {{Trn|Umebura Tokaigi Qualifier 2}}, and {{Trn|Umebura 32}} with wins over players like {{Sm|Brood}}, {{Sm|Earth}}, and {{Sm|Nyanko}}. Ranked 72nd on the [[JAPAN Power Rankings]].
*{{Sm|Es|Japan}} - Co-Mained Zero Suit Samus alongside {{SSB4|Bayonetta}}. Placed 5th at {{Trn|TSC Tokaigi Qualifier}}, 9th at {{Trn|Umebura 29}}, 13th at {{Trn|Umebura 26}}, {{Trn|Umebura Tokaigi Qualifier 2}}, and {{Trn|Umebura 32}} with wins over players like {{Sm|Brood}}, {{Sm|Earth}}, and {{Sm|Nyanko}}. Ranked 72nd on the [[JAPAN Power Rankings]].
*{{Sm|Exodia|Canada}} - The best Zero Suit Samus player in Canada. Placed 2nd at {{Trn|Port Priority: 4Ever}}, 3rd at {{Trn|Don't Park on the Grass}}, 5th at {{Trn|Battle of BC 2}}, and 25th at both {{Trn|Frostbite 2018}} and {{Trn|Get On My Level 2016}} with wins over players such as {{Sm|Blacktwins13}}, {{Sm|Locus}}, and {{Sm|Zenyou}}. Ranked 7th on the [[Canada Smash Ranking]].
*{{Sm|Exodia|Canada}} - The best Zero Suit Samus player in Canada. Placed 2nd at {{Trn|Port Priority: 4Ever}}, 3rd at {{Trn|Don't Park on the Grass}}, 5th at {{Trn|Battle of BC 2}}, and 25th at both {{Trn|Frostbite 2018}} and {{Trn|Get On My Level 2016}} with wins over players such as {{Sm|Blacktwins13}}, {{Sm|Locus}}, and {{Sm|Zenyou}}. Ranked 7th on the [[Canada Smash Ranking]].
*{{Sm|Juice|USA}} - Placed 5th at both {{Trn|XenoSaga XIII}} and {{Trn|Glitch 5}} and 13th at {{Trn|Smash Sounds}}, {{Trn|Port Priority 3}}, and {{Trn|Glitch 4}} with wins over players such as {{Sm|JaKaL}}, {{Sm|Shoyo James}}, and {{Sm|6WX}}. Ranked 1st on the [[Philadelphia Power Rankings]].  
*{{Sm|Juice|USA}} - Placed 5th at both {{Trn|XenoSaga XIII}} and {{Trn|Glitch 5}} and 13th at {{Trn|Smash Sounds}}, {{Trn|Port Priority 3}}, and {{Trn|Glitch 4}} with wins over players such as {{Sm|JaKaL}}, {{Sm|Shoyo James}}, and {{Sm|6WX}}. Ranked 1st on the [[Philadelphia Power Rankings]].
*{{Sm|Marss|USA}} (#16) - One of the Zero Suit Samus players in the world. Placed 1st at {{Trn|Midwest Mayhem 12}}, 2nd at both {{Trn|2GGT: KTAR Saga}} and {{Trn|The Big House 7}}, 3rd at {{Trn|Pound 2016}}, and 7th at {{Trn|CEO 2017}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.
*{{Sm|Marss|USA}} (#16) - One of the Zero Suit Samus players in the world. Placed 1st at {{Trn|Midwest Mayhem 12}}, 2nd at both {{Trn|2GGT: KTAR Saga}} and {{Trn|The Big House 7}}, 3rd at {{Trn|Pound 2016}}, and 7th at {{Trn|CEO 2017}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.
*{{Sm|Nairo|USA}} (#2) - The best Zero Suit player in the world. Placed 1st at {{Trn|MLG World Finals 2015}}, {{Trn|MomoCon 2016}}, {{Trn|Umebura Tokaigi Qualifier}}, {{Trn|Niconico Tokaigi 2017}}, {{Trn|Super Smash Con 2017}}.
*{{Sm|Nairo|USA}} (#2) - The best Zero Suit player in the world. Placed 1st at {{Trn|MLG World Finals 2015}}, {{Trn|MomoCon 2016}}, {{Trn|Umebura Tokaigi Qualifier}}, {{Trn|Niconico Tokaigi 2017}}, {{Trn|Super Smash Con 2017}}.
*{{Sm|Pepo|Spain}} - T best Zero Suit Samus players in Spain. Placed 5th at both {{Trn|Tech Republic III}} and {{Trn|Pool Fiction 2018}}, 17th at {{Trn|Smashdown World}}, and 25th at {{Trn|Syndicate 2016}} with wins over players such as {{Sm|LoNg0uw}} and {{Sm|Neath}}. Ranked 23rd on the [[European Smash 4 Power Rankings]].  
*{{Sm|Pepo|Spain}} - The best Zero Suit Samus players in Spain. Placed 5th at both {{Trn|Tech Republic III}} and {{Trn|Pool Fiction 2018}}, 17th at {{Trn|Smashdown World}}, and 25th at {{Trn|Syndicate 2016}} with wins over players such as {{Sm|LoNg0uw}} and {{Sm|Neath}}. Ranked 23rd on the [[European Smash 4 Power Rankings]].
*{{Sm|quiK|Germany}} - The best Zero Suit Samus player in Europe. Placed 1st at {{Trn|Albion 3}}, 3rd at {{Trn|Smash Valley}}, 5th at {{Trn|SALT}}, 7th at {{Trn|Syndicate 2017}}, and 9th at {{Trn|Syndicate 2016}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|Samsora}}, and {{Sm|Raito}}. Ranked 6th on the [[European Smash 4 Power Rankings]].
*{{Sm|quiK|Germany}} - The best Zero Suit Samus player in Europe. Placed 1st at {{Trn|Albion 3}}, 3rd at {{Trn|Smash Valley}}, 5th at {{Trn|SALT}}, 7th at {{Trn|Syndicate 2017}}, and 9th at {{Trn|Syndicate 2016}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|Samsora}}, and {{Sm|Raito}}. Ranked 6th on the [[European Smash 4 Power Rankings]].
*{{Sm|shky|Japan}} - One of the best Zero Suit Samus players in Japan. Placed 3rd at both {{Trn|Sumabato 27}} and {{Trn|Umebura Tokaigi Qualifier 1}}, 5th at {{Trn|Umebura BenQ ZOWIE Cup}}, and 7th at {{Trn|EVO Japan 2018}} with wins over players such as {{Sm|ANTi}}, {{Sm|Abadango}}, and {{Sm|Tsu-}}. Ranked 18th on the [[JAPAN Power Rankings]].
*{{Sm|shky|Japan}} - One of the best Zero Suit Samus players in Japan. Placed 3rd at both {{Trn|Sumabato 27}} and {{Trn|Umebura Tokaigi Qualifier 1}}, 5th at {{Trn|Umebura BenQ ZOWIE Cup}}, and 7th at {{Trn|EVO Japan 2018}} with wins over players such as {{Sm|ANTi}}, {{Sm|Abadango}}, and {{Sm|Tsu-}}. Ranked 18th on the [[JAPAN Power Rankings]].


===Tier placement and history===
==[[Trophies]]==
Zero Suit Samus has been widely been viewed as a top-tier character ever since ''SSB4'' was released. She became infamous for her highly rewarding grab combos that could lead into early KOs, varied methods of setting up KOs with her back and down throws, down smash, and Paralyzer, her ability to escape pressure with her aerial mobility and down special, and, as of update [[1.1.1]], the incredible safety of her electric attacks like her neutral aerial. However, she also has a few weaknesses, such as her laggy grab and lackluster ground game. Although players would often point out both her weaknesses and her representation only being above average for a perceived top-tier character, Zero Suit Samus' weaknesses were also perceived as negligible. Additionally, her top-tier status was supplemented by the efforts of dedicated professionals, most notably {{Sm|Marss}}, {{Sm|Nairo}}, {{Sm|Nick Riddle}}, {{Sm|Remzi}} and {{Sm|V115}}, who dominated their respective regions with her and whose tournament results had been sufficient enough to position her as the second best character in the game in the eyes of most players.
{{Trophy/Fighter
|name=Zero Suit Samus
|image-3ds=ZeroSuitSamusTrophy3DS.png
|image-wiiu=ZeroSuitSamusTrophyWiiU.png
|mode=Classic
|desc-ntsc=Samus is far from helpless when her Power Suit is deactivated. Sure, she loses a lot of the moves and weapons she had access to before, but her Jet Boots pick up the slack! She also has the Paralyzer, a versatile weapon that can shock her rivals or change into a Plasma Whip to grab edges and enemies.
|desc-pal=Without her Power Suit, Samus Aran may not have her usual strength, special moves or over-powered arm cannon, but her Jet Boots definitely kick things up a notch in their own way. The Paralyzer, her gun, does just what you'd expect it to, but it can also turn into a whip for attacking and grabbing onto edges while falling.
|gamelist-ntsc={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=02/2004|console2=Wii|game2=Metroid: Other M|release2=08/2010}}
|gamelist-pal={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=04/2004|console2=Wii|game2=Metroid: Other M|release2=09/2010}}
}}
{{clrl}}


Nairo's efforts in particular have demonstrated the former points: he is one of the best ''SSB4'' players in the world, consistently achieves top 8 placings at major tournaments (most notably winning [[MLG World Finals 2015]]) and became the first person to eliminate {{Sm|ZeRo}}, the undisputed best player in the world at the time, from a tournament. Other notable placings included Nick Riddle placing 2nd at [[Paragon Orlando 2015]] and 7th at [[CEO 2015]], and Marss placing 7th at [[GENESIS 3]]. Thanks to these very strong tournament results, Zero Suit Samus was ranked 2nd on the first tier list.
{{Trophy/Fighter
|name=Zero Suit Samus (Alt.)
|image-3ds=ZeroSuitSamusAltTrophy3DS.png
|image-wiiu=ZeroSuitSamusAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Zero Suit Samus's up special Boost Kick involves a series of fast kicks that end with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.
|desc-wiiu-ntsc=Zero Suit Samus's up special Boost Kick involves a series of fast kicks that ends with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.
|desc-pal=Zero Suit Samus's Boost Kick up special finishes with a swift sideways kick. If you start the move close to an opponent, you can hit them up to eight times and launch them sideways! Her main down special, Flip Jump, buries opponents if you land on them at the end of it. Alternatively, press the button again mid-flip for a drop kick.
|gamelist-ntsc={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=02/2004|console2=Wii|game2=Metroid: Other M|release2=08/2010}}
|gamelist-pal={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=04/2004|console2=Wii|game2=Metroid: Other M|release2=09/2010}}
}}
{{clrl}}


However, Zero Suit Samus received nerfs from game updates, with update 1.1.5 providing her most significant ones by exacerbating her grab game's lag issues, and somewhat toning down her immense strengths. These nerfs ultimately affected her results, with some of her main players eventually being outperformed by other characters, such as {{SSB4|Cloud}}, which in turn saw her playerbase slightly shrink. Zero Suit Samus' downturn was reflected in her subsequent tier placements, as she lost her top 3 status by being ranked 8th on the second tier list, and then lost her top 10 status by being ranked 11th on the third tier list.
{{Trophy/Fighter
 
|name=Gunship (Zero Suit Samus)
However as of recently, Zero Suit Samus has had a huge spike in results thanks to {{Sm|Marss}} and {{Sm|Nairo}} placing top 2 at many major tournaments and most notably Nairo's win at [[Super Smash Con 2017]] while using Zero Suit Samus a majority of the tournament. Due to these impressive results and her ladder combos still being very frightening, her tier spot has been debated once again as many smashers claim that she should be ranked much higher due to her most recent results and these results being more impressive that characters ranked above her such as {{SSB4|Sheik}}, {{SSB4|Mario}}, {{SSB4|Rosalina}}, {{SSB4|Mewtwo}}, and {{SSB4|Marth}}. This is reflected by Zero Suit Samus's return to the top 10 on the fourth tier list, being ranked 6th. Some smashers however claim that despite her recent spike of results, her neutral and ground game hinder her enough to put her at a lower spot with players like {{Sm|ANTi}}, {{Sm|ESAM}}, {{Sm|Mr.R}} and {{Sm|ZeRo}} believe that she is overrated and that she shouldn't be ranked as high as she is especially since other characters like {{SSB4|Sheik}}, {{SSB4|Cloud}}, {{SSB4|Bayonetta}}, {{SSB4|Corrin}}, {{SSB4|Marth}}, {{SSB4|Fox}} and {{SSB4|Mewtwo}} win tournaments more consistently than she does.
|image=GunshipFinalSmashTrophyWiiU.png
 
|desc-ntsc=Samus's spaceship carries her through space and serves as her base of operations during her missions. Zero Suit Samus will call down and board her Gunship with her Final Smash. Once she's in the pilot's seat, she has a short time to unleash up to five powerful shots from the ship's weapons. Foes aren't safe even hiding off-screen!
==Trophies==
|desc-pal=Samus's Gunship is her way of travelling through space and her base of operations when exploring hostile planets. In Zero Suit Samus's Final Smash, she can use her Gunship to fire powerful beams at other fighters, hitting them multiple times, even if they're hiding off-screen! At least they can be thankful it doesn't go on forever.
:'''Zero Suit Samus'''
|game=ssb4-wiiu
::{{flag|ntsc}} ''Samus is far from helpless when her Power Suit is deactivated. Sure, she loses a lot of the moves and weapons she had access to before, but her Jet Boots pick up the slack! She also has the Paralyzer, a versatile weapon that can shock her rivals or change into a Plasma Whip to grab edges and enemies.''
}}
 
{{clrl}}
::{{flag|pal}} ''Without her Power Suit, Samus Aran may not have her usual strength, specials moves or over-powered arm cannon, but her Jet Boots definitely kick things up a notch in their own way. The Paralyzer, her gun, does just what you'd expect it to, but it can also turn into a whip for attacking and grabbing onto edges while falling.''
 
::{{Trophy games|console1=GBA|game1=Metroid: Zero Mission (02/2004)|console2=Wii|game2=Metroid: Other M (08/2010)}}
 
:'''Zero Suit Samus (Alt.)'''
::{{flag|ntsc}} ''Zero Suit Samus's up special Boost Kick involves a series of fast kicks that end with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.''
 
::{{flag|pal}} ''Zero Suit Samus's Boost Kick up special finishes with a swift sideways kick. If you start the move close to an opponent, you can hit them up to eight times and launch them sideways! Her main down special, Flip Jump, buries opponents if you land on them at the end of it. Alternatively, press the button again mid-flip for a drop kick.''
 
::{{Trophy games|console1=GBA|game1=Metroid: Zero Mission (02/2004)|console2=Wii|game2=Metroid: Other M (08/2010)}}
 
:'''Gunship (Zero Suit Samus)'''
::{{flag|ntsc}} ''Samus's Gunship is her way of travelling through space and her base of operations when exploring hostile planets. In Zero Suit Samus's Final Smash, she can use her Gunship to fire powerful beams at other fighters, hitting them multiple times, even if they're hiding off-screen! At least they can be thankful it doesn't go on forever.''
 
::{{flag|pal}} ''Samus's spaceship carries her through space and serves as her base of operations during her missions. Zero Suit Samus will call down and board her Gunship with her Final Smash. Once she's in the pilot's seat, she has a short time to unleash up to five powerful shots from the ship's weapons. Foes aren't safe even hiding off-screen!''
 
<center>
<gallery>
ZeroSuitSamusTrophy3DS.png|Classic (3DS)
ZeroSuitSamusAltTrophy3DS.png|Alt. (3DS)
ZeroSuitSamusTrophyWiiU.png|Classic (Wii U)
ZeroSuitSamusAltTrophyWiiU.png|Alt. (Wii U)
GunshipFinalSmashTrophyWiiU.png|[[Gunship (Final Smash)]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
===Solo Events===
===Solo Events===
* '''[[A Situation of some Gravity]]''': Zero Suit Samus must defeat {{SSB4|Rosalina & Luma}} while she is affected by high gravity.  
* '''[[A Situation of some Gravity]]''': Zero Suit Samus must defeat {{SSB4|Rosalina & Luma}} while she is affected by high gravity.
* '''[[All-Star Battle: Brawl]]''': Zero Suit Samus is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
* '''[[All-Star Battle: Brawl]]''': Zero Suit Samus is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
* '''[[Bounty Hunter Clash]]''': As {{SSB4|Captain Falcon}}, the player must defeat Zero Suit Samus. After some time, two {{SSB4|Villager}}s will appear and must be defeated as well.
* '''[[Bounty Hunter Clash]]''': As {{SSB4|Captain Falcon}}, the player must defeat Zero Suit Samus. After some time, two {{SSB4|Villager}}s will appear and must be defeated as well.
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