Zero Suit Samus (PM): Difference between revisions

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==Attributes==
==Attributes==
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Zero Suit Samus is a powerful character with many great movement attributes that make her formidable to fight against. Her initial dash speed is ask good as Sheik and Diddy Kong, but her max speed is much higher. This also gives her a dash dance on par with Marth's in size. Furthermore, she has the highest horizontal air acceleration after Wario and Jigglypuff (and tied with Squirtle), giving her strong mixups when jumping in. Her large, safe back air, huge down smash, and extremely quick up tilt can create a tough wall to get in on.
Zero Suit Samus is a powerful character with many great movement attributes that make her formidable to fight against. Her initial dash speed is as good as Sheik and Diddy Kong, but her max speed is much higher. This also gives her a dash dance on par with Marth's in size. Furthermore, she has the highest horizontal air acceleration after Wario and Jigglypuff (and tied with Squirtle), giving her strong mixups when jumping in. Her large, safe back air, huge down smash, and extremely quick up tilt can create a tough wall to get in on.


One powerful and unique tool in Zero Suit's arsenal is her down B, an extremely flexible flipping "jump". On it's own, it gives Zero Suit another powerful way to alter her trajectory in the air without expending her double jump. However, because Zero Suit can walljump or double jump out of the animation before it ends, it becomes an extremely powerful recovery tool as well. Her down B from ledge also helps gain her valuable space after recovering, and allows for flexibility in jumping up to the platform or even just wavelanding onto the main stage. Finally, it is a good edgeguarding and combo-ending tool. By pressing A, Zero Suit does a strong dive kick. The dive kick is a strong, long lasting hitbox that can be used in either direction from a down B, which makes it valuable for covering options when edgeguarding. Additionally, using down B allows Zero Suit to wait and follow DI after a linking move before committing to her finishing blow. Finally, the dive kick is easily edge cancelled, which allows for tricky movement mixups on platforms.
One powerful and unique tool in Zero Suit's arsenal is her down B, an extremely flexible flipping "jump". On it's own, it gives Zero Suit another powerful way to alter her trajectory in the air without expending her double jump. However, because Zero Suit can walljump or double jump out of the animation before it ends, it becomes an extremely powerful recovery tool as well. Her down B from ledge also helps gain her valuable space after recovering, and allows for flexibility in jumping up to the platform or even just wavelanding onto the main stage. Finally, it is a good edgeguarding and combo-ending tool. By pressing A, Zero Suit does a strong dive kick. The dive kick is a strong, long lasting hitbox that can be used in either direction from a down B, which makes it valuable for covering options when edgeguarding. Additionally, using down B allows Zero Suit to wait and follow DI after a linking move before committing to her finishing blow. Finally, the dive kick is easily edge cancelled, which allows for tricky movement mixups on platforms.
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