Editing Zero Suit Samus (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Zero Suit Samus
|name         = Zero Suit Samus
|image = {{tabber|title1=Zero Suit Samus (PM)|content1=[[File:Zero Suit Samus SSBB.jpg|250x250px]]|title2=Zero Suit Samus (P+)|content2=[[File:PPlus ZSS.png|250x250px]]|title3=Justin Bailey (PM)|content3=[[File:Justin Bailey PM3.5.png|250x250px]]|title4=Justin Bailey (P+)|content4=[[File:PPlus Justin Bailey ZSS.png|250x250px]]|title5=Fusion (P+)|content5=[[File:PPlus Fusion ZSS.png|250x250px]]|title6=Zero Mission (P+)|content6=[[File:PPlus Zero Mission ZSS.png|250x250px]]}}
|image       = [[Image:ZSSPM3.6.png|175px]]
|mod = Project M
|mod         = Project M
|base = SSBB
|base         = ssbb
|moveset1 = Zero Suit Samus (SSBB)
|moveset1     = Zero Suit Samus (SSBB)
}}
}}
[[File:ZSS Trio PM.jpg|thumb|Zero Suit Samus's new costumes in Project M 3.5. Those match the Light Suit, Fusion Suit, and Retro Suit {{PM|Samus}} costumes.]]
[[Image:ZSS Trio PM.jpg|thumb|right|Zero Suit Samus's new costumes in Project M 3.5. Those match the Light Suit, Fusion Suit and Retro Suit {{PM|Samus}} costumes.]]
'''Zero Suit Samus''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. She was buffed between ''Brawl'' and ''PM'', with many new tools given to her to aid in comboing opponents. She is currently ranked 13th out of 41, near the middle of the A- tier on the [[Project M#Tier list|official]] [[tier list]], slightly lower than her placement in ''Brawl'', where she is ranked 9th out of 38. However, in the official ''Project+'' {{h2|Project+|tier list}}, she is ranked 2nd in the S tier, a significant improvement over her standing both in ''Brawl'' and in ''Project M''.
[[Image:Justin Bailey PM3.5.png|thumb|right|Artwork of the Justin Bailey costume from Project M 3.5.]]
'''Zero Suit Samus''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. She was buffed between ''Brawl'' and ''PM'', with many new tools given to her to aid in comboing opponents. She is currently ranked 13th out of 41, near the midst of the A- tier on the [[Project M#Tier list|official]] [[tier list]], slightly lower than her placement in ''Brawl'', where she is ranked 9th out of 38.  


==Attributes==
==Attributes==
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 {{PM|Sheik}} and {{PM|Diddy Kong}}, but her max speed is much higher. This also gives her a dash dance on par with {{PM|Marth}}'s in size. Furthermore, she has the highest horizontal air acceleration after {{PM|Wario}} and {{PM|Jigglypuff}} (and tied with {{PM|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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The main weaknesses of Zero Suit include aiming very low to the ground and her combo weight. Because she is so tall, it is difficult to hit a short crouching opponent with anything other than low aerials and her down smash, which get predictable quickly. Short enough opponents will even duck under her blaster, which can make fighting opponents with good crouches very tough. In terms of combo weight, Zero Suit falls very similarly to Sheik (in fact, due to a higher gravity stat, ZSS will stay vertically closer to opponents than Sheik for a given amount of knockback) with equally poor and slow descending options, which can give opponents extremely long juggles.
The main weaknesses of Zero Suit include aiming very low to the ground and her combo weight. Because she is so tall, it is difficult to hit a short crouching opponent with anything other than low aerials and her down smash, which get predictable quickly. Short enough opponents will even duck under her blaster, which can make fighting opponents with good crouches very tough. In terms of combo weight, Zero Suit falls very similarly to Sheik (in fact, due to a higher gravity stat, ZSS will stay vertically closer to opponents than Sheik for a given amount of knockback) with equally poor and slow descending options, which can give opponents extremely long juggles.
<!--attributes paragraph-->


==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
Zero Suit Samus received a mix of buffs and nerfs from ''Brawl'' to ''Project M'', but was buffed overall. Her mobility has been considerably improved not due to her running and falling speeds increasing but also due to the reintroduction of [[wavedashing]] and ''Melee'' [[dash dancing]]. Some of her moves are significantly more useful. Her forward Smash is a superior kill move and the back hit sends her opponents up and towards her allowing her to combo out of forward Smash. Her new down aerial is much faster and has a lot more utility compared to her previous down aerial giving her a new fast combo option. Her recovery has also improved as her tether can no longer be edge hogged due to ''Project M''{{'}}s new tether mechanics and her new down special is more versatile. Lastly, she now has a non tether grab making her grab a lot more effective combined with her more effective throws due to ''Project M''{{'}}s physics changes.
Zero Suit Samus received a mix of buffs and nerfs from ''Brawl'' to ''Project M'', but was buffed overall.
 
However, Zero Suit Samus also received some nerfs. She no longer starts a round with [[Power Suit Piece]]s meaning that she no longer has access to powerful items she can abuse forcing her to play more aggressively. Her opponents are now capable of mashing out of moves which paralyse them ultimately making her paralysis based moves less effective. While her endurance has been improved from ''Brawl'' due to her higher weight, gravity and fall speed, they also make her significantly more vulnerable to combos. Her [[plasma whip]] has a lot less range and is no longer a strong kill option due to its reduced damage output and altered knockback angle although it is more useful for combos due to its new angle. Lastly, her up aerial is less effective at juggling due to its altered knockback angle and is a weaker vertical KO option although ''Project M''{{'}}s physics make it a more effective combo move and the move can now be used for [[edgeguarding]].
 
Overall, Zero Suit Samus has much stronger offensive options at the cost of some of her defensive options.


===Attributes===
===Attributes===
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*{{nerf|Zero Suit Samus' [[air speed]] is slightly slower (1.034 → 1.0)}}
*{{nerf|Zero Suit Samus' [[air speed]] is slightly slower (1.034 → 1.0)}}
*{{nerf|Opponents can now [[button mash]] out of [[paralyze|paralysis]]-inducing moves, causing followups to be harder to perform against quick enough players.}}
*{{nerf|Opponents can now [[button mash]] out of [[paralyze|paralysis]]-inducing moves, causing followups to be harder to perform against quick enough players.}}
*{{nerf|[[On-screen appearance]] and transformation from {{PM|Samus}} no longer produce as items; these will always vanish when the animations are done, removing her ability to use them further encouraging close-range combat.}}
*{{nerf|[[On-screen appearance]] and transformation from {{PM|Samus}} no longer produce [[Power Suit Piece]]s as items; these will always vanish when the animations are done, removing her ability to use them further encouraging close-range combat.}}
*{{buff|Zero Suit Samus now gains a significant amount of distance when performing a backwards [[glide toss]] although the removal of her power suit pieces makes glide tossing a lot more situational than it was in ''Brawl''.}}
*{{buff|Zero Suit Samus now gains a significant amount of distance when performing a backwards [[glide toss]] although the removal of her power suit pieces makes glide tossing a lot more situation than it was in ''Brawl''.}}


===Ground Attacks===
===Ground Attacks===
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*{{nerf|Jab 1 has more startup lag (frame 1 → 2). Jab 1 also can no longer be instantly spammed by holding the A button.}}
*{{nerf|Jab 1 has more startup lag (frame 1 → 2). Jab 1 also can no longer be instantly spammed by holding the A button.}}
*{{buff|Forward tilt does more damage (6% (upward angled)/6% (non-angled)/9% (downward angled) → 9/9/12%), and has drastically increased knockback.}}
*{{buff|Forward tilt does more damage (6% (upward angled)/6% (non-angled)/9% (downward angled) → 9/9/12%), and has drastically increased knockback.}}
*{{buff|Up tilt has more knockback (55/80 (base), 70 (scaling) (hit 1), 70 (base), 80 (scaling) (hit 2) → 45/50/45/100 (hit 1), 50/100 (hit 2) and the second hit deals more damage (6% → 8%). The move also has a longer duration (frame 3-4 (hit 1), frame 7-8 (hit 2) → 3-5/7-12 and less ending lag (FAF 45 → 39).}}  
*{{buff|Up tilt has more knockback (55/80 (base)/70 (scaling) (hit 1), 70 (base) 80 (scaling) (hit 2) → 45/50/45/100 (hit 1), 50/100 (hit 2) and the second hit deals more damage (6% → 8%). The move also has a longer duration (frame 3-4 (hit 1), frame 7-8 (hit 2) → 3-5/7-12 and less ending lag (FAF 45 → 39).}}  
*{{buff|Dash attack does more damage (7% (clean) 5% (late) → 10/7%) and it's sweetspot has a longer duration (frame 6-9 → 6-10).}}  
*{{buff|Dash attack does more damage (7% (clean) 5% (late) → 10/7%) and it's sweetspot has a longer duration (frame 6-9 → 6-10).}}  
*{{nerf|Dash attack has more end lag (FAF 32 → 36) and no longer has [[transcendent]] priority.}}
*{{nerf|Dash attack has more end lag (FAF 32 → 36) and no longer has [[transcendent]] priority.}}
*{{buff|Forward smash deals much more damage (10% (front) 6% (back) → 14/8%), and has higher KO potential making it a better option after a down smash. If the back hit of forward smash connects, it sends the opponent above her, allowing her to [[punish]] them with aerials.}}  
*{{buff|Forward smash deals much more damage (10% (front) 6% (back) → 14/8%), and has higher KO potential making it a better option after a down smash. If the back hit of forward smash connects, it sends the opponent above her, allowing her to [[punish]] them with aerials.}}  
*{{nerf|Forward smash has slightly higher end lag (FAF 65 → 66).}}  
*{{nerf|Forward smash has slightly higher end lag (FAF 65 → 66).}}  
*{{buff|Up smash deals more damage (11% → 14%) and the loop hitboxes have altered knockback make them connect more reliably with the final hit.}}  
*{{buff|Up Smash deals more damage (11% → 14%) and the loop hitboxes have altered knockback make them connect more reliably with the final hit.}}  
*{{nerf|Up smash's knockback was not compensated and it has more end lag (FAF 47 → 51).}}
*{{nerf|Up smash's knockback was not compensated and it has more end lag (FAF 47 → 51).}}
*{{nerf|Down smash has altered knockback (40 (base), 50 (scaling) → 75/20) hindering its ability to chain into itself.}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|With the exception of down aerial, Zero Suit Samus' aerials have more landing lag (10 frames → 16 (neutral), 16 frames → 20 (forward), 9 frames → 17 (back), 9 frames → 19 (up) though, this is compensated with [[L cancel]]ing.}}
*{{nerf|With the exception of down aerial, Zero Suit Samus' aerials have more landing lag (10 frames → 16 (neutral), 16 frames → 20 (forward), 9 frames → 17 (back), 9 frames → 19 (up) though, this is compensated with [[L cancel]]ing.}}
*{{buff|Neutral aerial has faster start-up (frame 10 → 6) and it deals more damage (10% → 12%). It also [[auto-cancel]]s earlier (frame 42 → 37).}}
*{{buff|Neutral aerial has faster start-up (frame 10 → 6) and it deals more damage (10% → 12%).}}
*{{nerf|Neutral aerial has less base knockback (40 → 25) hindering its KO potential despite its higher damage.}}
*{{nerf|Neutral aerial is a slightly weaker KO move.}}
*{{buff|Forward aerial connects much more smoothly especially at higher percents due to the first hit having set knockback (40 (base)/80 (scaling) → 25 (set)/100). The second hit also no longer has a weaker late hit.}}
*{{buff|Forward aerial connects much more smoothly especially at higher percents due to the first hit having much lower knockback (40 (base)/80 (scaling) → 0/100).}}
*{{nerf|Forward aerial deals less damage (6% (hit 1), 11%/10% (hit 2) → 5/10%) although the base knockback on the second hit was compensated (40 → 45). The first hit is also less useful on its own due to its low set knockback. It also auto-cancels later (frame 38 → 40).}}
*{{nerf|Forward aerial does less damage (6% (hit 1), 11% (hit 2) → 5/10%). The first hit is also less useful on its own due to its lower knockback.}}
*{{buff|Back aerial's sweetspot has higher knockback scaling (100 → 110) and one of the sourspots is now a sweetspot.}}
*{{buff|New down aerial does much more damage (5% (aerial), 4% (grounded), 5% (landing) 12%), and is no longer a [[stall-then-fall]], but a [[stomp (archetype)|stomp]] that bounces her upwards upon connecting. It has overall much more utility than her previous down aerial, easily popping up foes for combos, and also useful for [[edgeguarding]]. It also has much lower landing lag (40 frames 18)}}  
*{{nerf|Back aerial's sourspot deals less damage (12% → 10%), knockback (33 (base), 100 (scaling) 20/110) and it now takes priority over the sweetspot.}}
*{{change|Up aerial sends opponents at a more horizontal angle (80° → 60° (clean) 30° (late)). This weakens its juggling potential but makes it more useful for edgeguarding.}}  
*{{change|Up aerial sends opponents at a more horizontal angle (80° → 60° (clean) 30° (late)). This weakens its juggling potential but makes it more useful for edgeguarding. The sweetspot also has altered knockback (40 (base), 100 (scaling) → 30/110).}}
*{{nerf|Due to her lower short hop, Zero Suit Samus can no longer perform two up aerials out of a short hop. She also can no longer [[auto cancel]] neutral aerial or forward aerial out of a short hop.}}
*{{buff|Up aerial [[auto-cancel]]s earlier (frame 34 → 26).}}
*{{buff|Back aerial sweetspot is a slightly stronger KO move.}}
*{{nerf|Due to her lower short hop, Zero Suit Samus can no longer perform two up aerials out of a short hop. She also can no longer auto-cancel neutral aerial or forward aerial out of a short hop because of this.}}
*{{nerf|Back aerial sourspot does less damage. (12% 10%)}}
*{{buff|New down aerial does much more damage (5% (aerial), 4% (grounded), 5% (landing) → 12%), and is no longer a [[stall-then-fall]], but a {{b|stomp|archetype}} that bounces her upwards upon connecting. It has overall much more utility than her previous down aerial, easily popping up foes for combos, and also useful for edgeguarding. It also has less start up lag (frame 14 → 12) and has much lower ending (FAF 68 32) and landing lag (40 frames → 18) and it auto-cancels much earlier (frame 61 → 29) allowing it to auto-cancel out of a short hop .}}


===Grabs and Throws===  
===Grabs and Throws===  
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*{{buff|[[Paralyzer]] can now be dash canceled.}}  
*{{buff|[[Paralyzer]] can now be dash canceled.}}  
*{{nerf|Uncharged paralyzer can no longer paralyse opponents completely removing any potential followups.}}
*{{nerf|Uncharged paralyzer can no longer paralyse opponents completely removing any potential followups.}}
*{{buff|Plasma Whip now sends foes diagonally towards her, allowing her to start combos with it.}}
*{{buff|[[Plasma Whip]] now sends foes diagonally towards her, making it easier to start combos with the move.}}
*{{nerf|Plasma Whip deals less damage (3% (whip), 16% (tip) → 4/9%) and knockback (60 (base)/75 (scaling) → 50/80), no longer making it a KO option. It also has significantly decreased range.}}
*{{nerf|Plasma Whip deals less damage (3% (whip), 16% (tip) → 4/9%) and knockback (60 (base)/75 (scaling) → 50/80), no longer making it a KO option.}}
*{{nerf|Plasma Wire does much less damage on the ground (15% → 9%).}}
*{{nerf|Plasma Wire does much less damage on the ground (15% → 9%).}}
*{{buff|Flip Jump gives more horizontal distance, and when used as an attack it acts as her previous down air, except that it makes her fall to the ground faster, does much more damage (12% (kick clean), 9% (kick late) → 2% (footstool), 13% (kick early), 10% (kick late), 4% (landing), and is a better KO move. In addition, pressing or holding the special button near opponents results in Zero Suit Samus [[footstool]]ing and [[trip]]ping them, aptly named a "flipstool" which acts like her previous down special, giving her a new option for [[tech-chasing]].}}
*{{buff|Flip Jump gives more horizontal distance, and when used as an attack it acts as her previous down air, except that it makes her fall to the ground faster, does much more damage (12% (kick clean), 9% (kick late) → 2% (footstool), 13% (kick early), 10% (kick late), 4% (landing), and is a better KO move. In addition, pressing or holding the special button near opponents results in Zero Suit Samus [[footstool]]ing and [[trip]]ping them, aptly named a "flipstool", giving her a new option for [[tech-chasing]].}}
*{{nerf|Flip Jump gives less vertical distance. Zero Suit Samus also only gains [[intangibility]] if she flipstools her opponent which also has less intangibility frames (frames 1-12 → 1-4)}}
*{{nerf|Flip Jump gives less vertical distance.}}
*{{buff|Zero Suit Samus has a new Final Smash: Crystal Flash. It functions similarly to [[Power Suit Samus]], but its initiation now produces consecutive-hitting hitboxes that drag foes in, rather than [[wind]], and has a strong hit as she becomes fully cloaked with increased knockback for a total of 43% damage.}}
*{{buff|Zero Suit Samus has a new Final Smash: Crystal Flash. It functions similarly to [[Power Suit Samus]], but its initiation now produces consecutive-hitting hitboxes that drag foes in, rather than [[wind]], and has a strong hit as she becomes fully cloaked with increased knockback for a total of 43% damage.}}
**{{buff|Crystal Flash can still change into Samus, but now requires holding the special button during the move allowing her to use the final Smash without changing into Samus.}}
**{{buff|Crystal Flash can still change into Samus, but now requires holding the special button during the move allowing her to use the final Smash without changing into Samus.}}
==Changes from PM to P+==
Up Tilt
First Hit
*{{change|Large hitbox BKB: 50 > 45}}
*{{nerf|Large hitbox size: 4 > 3}}
*{{change|Large hitbox angle: 130 > 136}}
*{{change|Small hitbox angle: 120 > 128}}
*{{change|Center vertical hitbox angle: 80 > 90}}
Down Smash
*{{nerf|Hitbox Sizes 6 > 5.35}}
*{{nerf|IASA: 20 > 24}}
Neutral Air
*{{nerf|Hitlag Multiplier: x1.0 > x0.9 This fixes an issue where some characters were unable to ASDI down nair}}
Forward Air
*{{buff|Second hit BKB 45>40}}
*{{buff|Modified hitboxes in order to add an aerial-only set of hitboxes that promote better linking}}
Down Air
*{{buff|Y Offset: (0 / -2) > (1.2 / -2)}}
*{{nerf|Now stales properly}}
Dash Grab
*{{buff|Startup: 12 > 9}}
*{{buff|Y offset: (9 / 7.75) > (7.5 / 6)}}
Side Special (Plasma Whip)
*{{change|Hitlag Multiplier: 1.95 > 1}}
Up Special (Plasma Wire)
*{{nerf|First Active Hitbox: 6 > 7}}
Down Special (Divekick)
*{{nerf|Landing hitbox now only hits grounded targets}}
*{{change|Flipstool
ZSS must now press ‘A’ in order to wall jump out of a successful flipstool}}
Other
*{{buff|Fixed bug on dthrow that caused release issues}}
*{{nerf|All whip based attacks now stale properly}}
*{{buff|All parts of forward/upsmash now scale properly with charging}}
*{{buff|Fixed a bug where down air bounce and down b did not properly apply momentum during knockback}}
===Aesthetics===
*{{change|Zero Suit Samus' design was changed to be similar to her design seen in ''Metroid: Other M''.}}


==Revisions==
==Revisions==
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*{{buff|[[Plasma Wire]] has faster start up.}}
*{{buff|[[Plasma Wire]] has faster start up.}}
**{{nerf|The size of the whip is slightly smaller.}}
**{{nerf|The size of the whip is slightly smaller.}}
*{{nerf|[[Flip Jump]] has worse horizontal momentum.}}
*{{nerf|[[Flip Jump]] has hell horizontal momentum.}}


===v3.6===
===v3.6===
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|-
|-
! colspan=2 | Final Smash
! colspan=2 | Final Smash
| [[Power Suit Samus|Crystal Flash]] || 1% (hits 1-18), 25% (hit 19) || Zero Suit Samus radiates energy, dragging in items and enemies towards her while damaging anyone close enough, and then launches the enemy with a bright flash. If the [[B button]] is held throughout the move, she will somehow regain her Power Suit, transforming into [[Samus (PM)|Samus]]. The attack hits with high knockback, but is hard to hit correctly due to its incredibly short range.
| Crystal Flash || 1% (hits 1-18), 25% (hit 19) || Zero Suit Samus radiates energy, dragging in items and enemies towards her while damaging anyone close enough, and then launches the enemy with a bright flash. If the [[B button]] is held throughout the move, she will somehow regain her Power Suit, transforming into [[Samus (PM)|Samus]]. The attack hits with high knockback, but is hard to hit correctly due to its incredibly short range.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--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 -->


''See also: [[:Category:Zero Suit Samus players (PM)]]''
====Active====
*{{Sm|Aidan|USA}} - Ranked 29th on [[PMRank 2018]].
*{{Sm|Aidan|USA}}- Placed 3rd at The True King after taking sets off of {{Sm|Malachi}} and {{Sm|StereoKiDD}}, and placed 9th at [[The Flex Zone 2]] after taking sets off of {{Sm|Luck}} and {{Sm|Envy}}. Currently ranked 9th on the NY/NJ Project M Power Rankings.
*{{Sm|Blank|USA}} - Ranked 8th on [[PMRank 2018]].
*{{Sm|Arcana|USA}} - Formerly ranked 1st on the Colorado Project M Power Rankings. Placed 4th at Revelation 2016.
*{{Sm|Malachi|USA}} - Ranked 6th on [[PMRank 2023]]. Was formerly ranked 1st on [[PMRank 2019]] using {{PM|Sheik}} and {{PM|Peach}} before switching to Zero Suit Samus. Placed 1st at {{Trn|Blacklisted 8}} with the character.
*{{Sm|Blank|USA}}- Ranked 3rd on the SoCal Project M Power Rankings.
*{{Sm|Stango|USA}} - Tri-mains {{PM|Fox}}, Zero Suit Samus, and {{PM|Donkey Kong}} and was ranked 4th on [[PMRank 2022]].
*{{Sm|Darc|USA}}-One of his secondaries.
*{{Sm|Thalia|USA}} - Tri-mains Fox, Zero Suit Samus, and {{PM|Roy}}. Ranked 31st on [[PMRank 2023]].
*{{Sm|Jason Waterfalls|USA}} - Placed 9th at [[Paragon Los Angeles 2015]] and 5th at [[Rewired 2016]].
*{{Sm|Numerics|USA}}-Currently ranked 11th on the Massachusetts Project M Power Rankings.
*{{Sm|Oro?!|USA}}-Formerly the best Zero Suit Samus player in the world. Placed 5th at [[Shuffle V]], 9th at [[The Big House 4]], 5th at [[Shuffle VII]], and 17th at [[Smash 'N' Splash]].
*{{Sm|Samn|USA}}-Formerly ranked 6th on the Michigan Project M Power Rankings, but is currently inactive.
*{{Sm|Tavi|USA}}-Placed 25th at PM in the Big House 2.
 
====Inactive====
*{{Sm|Leffen|Sweden}}-Played her at [[Paragon Los Angeles 2015]] and made it into bracket before DQing.
*{{Sm|Mahie|France}}-Placed 7th at [[B.E.A.S.T 5]] and 5th at [[Heir II the Throne]]. Now mains Marth.
*{{Sm|Xaltis|USA}}-Placed 17th at Paragon Orlando 2015.
*{{Sm|Vixen|USA}}-Formerly ranked as high as 6th on the Arizona Project M Power Rankings.


==Alternate costumes==
==Alternate costumes==
===Project M===
Project M 3.5 gives Zero Suit Samus three new costumes; one is based off Justin Bailey from the original ''Metroid'', and the others are based off of Zero Suit Samus in the best endings of ''Metroid Fusion''. They match {{PM|Samus}}'s Retro Suit, {{s|metroidwiki|Light Suit}} and {{s|metroidwiki|Fusion Suit}} respectively.
Project M 3.5 gives Zero Suit Samus three new costumes; one is based off Justin Bailey from the original ''Metroid'', and the others are based off of Zero Suit Samus in the best endings of ''Metroid Fusion''. They match {{PM|Samus}}'s Retro Suit, {{s|metroidwiki|Light Suit}} and {{s|metroidwiki|Fusion Suit}} respectively.


Version 3.6. would be the final update to her alternate costumes, where cosmetic issues were corrected to properly represent her appearances in the respective games.
3.6 revamped the costumes due to cosmetic issues, and now match her appearances in the respective games.


An unreleased update was planned to revamp Zero Suit Samus' model, which would've made her the first character to have her ''Brawl'' model completely replaced in ''Project M''. This updated model is very similar to [[Zero Suit Samus (SSB4)|her design from ''Super Smash Bros. 4'']] and therefore uses elements from ''Metroid: Other M'', with the exception of her high heels being removed, her ''Brawl'' paralyzer being retained, and her ''Other M'' holster being added. This would have included all [https://twitter.com/ProjectMGame/status/666771253152374784 her alternate costumes] as well.  
An unreleased update was planned to revamp Zero Suit Samus' model, which would've made her the first character to have her ''Brawl'' model completely replaced in ''Project M''. This updated model is very similar to [[Zero Suit Samus (SSB4)|her design from ''Super Smash Bros. 4]] and therefore uses elements from ''Metroid: Other M'', with the exception of her high heels being removed, her ''Brawl'' paralyzer being retained, and her ''Other M'' holster being added. This would have included all [https://twitter.com/ProjectMGame/status/666771253152374784 her alternate costumes] as well.


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|colspan=12|[[File:Zero Suit Samus Palette (PM).png|frame|center|Zero Suit Samus' alternate costumes in PM]]
|colspan=12|[[File:Zero_Suit_Samus_Palette_(PM).png|frame|center|Zero Suit Samus's alternate costumes in PM]]
|-
|-
|colspan=2|[[File:ZeroSuitSamusHeadSSBB.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadSSBB.png]]
|colspan=2|[[File:ZeroSuitSamusHeadBlueSSBB.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadBlueSSBB.png]]
|colspan=2|[[File:ZeroSuitSamusHeadPinkSSBB.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadPinkSSBB.png]]
|colspan=2|[[File:ZeroSuitSamusHeadPurpleSSBB.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadPurpleSSBB.png]]
|colspan=2|[[File:ZeroSuitSamusHeadGreenSSBB.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadGreenSSBB.png]]
|colspan=2|[[File:ZeroSuitSamusHeadBlackSSBB.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadBlackSSBB.png]]
|-
|-
|colspan=3|
|colspan=3|
|colspan=2|[[File:ZeroSuitSamusHeadLightPM.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadLightPM.png]]
|colspan=2|[[File:ZeroSuitSamusHeadFusionPM.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadFusionPM.png]]
|colspan=2|[[File:ZeroSuitSamusHeadJustinBaileyPM.png]]
|colspan=2|[[Image:ZeroSuitSamusHeadJustinBaileyPM.png]]
|colspan=3|
|colspan=3|
|}
|}


===Project+===
{{Project M}}
In ''Project+'', Zero Suit Samus is one of few characters to receive a new character model. This model would receive a significant overhaul following version 3.0.
 
In versions prior to ''Project+ 3.0'', the unused design planned for ''Project M'' was properly implemented in ''Project+'' many years after its initial reveal. It incorporates elements from ''Metroid: Other M'' and ''Metroid: Zero Mission'', similar to how [[Zero Suit Samus (SSB4)|she appears in ''Super Smash Bros. 4'']].
 
Like her suited self, Zero Suit Samus' alternate costumes from ''Project M'' were significantly revamped to match her new design. In addition, two more costumes were included based on her appearances in the best endings of [https://static.wikia.nocookie.net/metroid/images/b/b9/Bikinisupermetroid.gif/revision/latest?cb=20100106020956 ''Super Metroid''] and [https://static.wikia.nocookie.net/metroid/images/0/01/Metroidzero06.png/revision/latest?cb=20091018032553 ''Metroid: Zero Mission''], respectively; the former gives her untied hair and black undergarments like the original sprite, while the latter gives her orange shorts, boots, and shirt. Her Fusion and Justin Bailey outfits have also been given recolors for team battles. Her Green Justin Bailey costume includes black hair, resembling her appearance in the Japan-exclusive ''Metroid: Zebes Invasion Order'' manga, while her Blue Justin Bailey costumes greatly resembles her appearance in ''Metroid Prime 2: Echoes''. The pink Fusion Zero Suit Samus costume would be tweaked in version 2.5 of ''Project+'' to be consistent with the other Fusion costumes.
 
As of version 3.0, Zero Suit Samus received a significant revamp to her character model, visually aligning with the increased size of her hurtbox and now resembles her depiction in ''Metroid: Samus Returns'' concept art.


All her alternates costumes have been reworked to match her new design, including the hairstyles and clothing in order match her appearances from their respective sources. Her Fusion Suit recolors were revamped, and greatly resemble the Fusion Suit recolors of her suited self, with the pink Fusion suit recolor from 2.5 removed. The Justin Bailey outfit has been re-designed to also match her depiction in the best Hard Mode ending of ''Metroid: Samus Returns''.
[[File:Zero Suit Samus Palette (P+).png|1760px|thumb|center|Zero Suit Samus' alternate costumes in P+]]
'''Secret costumes:'''
[[File:ZSS Z P+.png|160px]] [[File:ZSS R_P+.png|160px]]
'''Z-Secret Costume (vBrawl):''' Her design in the un-modded base game of ''Brawl,'' which comes from her appearance in ''Metroid: Zero Mission.''
'''R-Secret Costume: (Cadet Samus)''': Based off her cadet uniform from ''Metroid: Other M.'' This version of Samus is known as Young Samus in official material.
==Trivia==
*In ''Project+ 3.0'', the render for the Fusion Suit alternate costume greatly resembles the pose displayed by [https://static.gamesmen.com.au/media/catalog/product/cache/43c1b9e48526c06c9c8010675100b71d/m/e/metroid_other_m_samus_aran_zero_suit_1-8th_scale_figure_1_.jpg the official ''Metroid: Other M'' Figma figurine] made to promote the game.
**Coincidentally, series creator [[Masahiro Sakurai]] has a collection of Figma figures (among them being Zero Suit Samus) which he explained to be the basis for designing the fighters in the ''Super Smash Bros.'' series.
==External links==
*[https://www.reddit.com/r/SSBPM/comments/jaf5mm/labbing_discord_results_zero_suit_samus/ Labbing Discord Tech Post]
{{Project M}}
[[Category:Zero Suit Samus]]
[[Category:Zero Suit Samus]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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