Editing Zero Suit Samus (PM)
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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Zero Suit Samus | |name = Zero Suit Samus | ||
|image | |image = [[File: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 | [[File: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 | [[File: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== | ||
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==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 | 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 move effective throws due to ''Project M''{{'}}s physics changes. | ||
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]]. | 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]]. | ||
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*{{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 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 | *{{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) | *{{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.}} | ||
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*{{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).}} | ||
===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% | *{{buff|Neutral aerial has faster start-up (frame 10 → 6) and it deals more damage (10% → 12%).}} | ||
*{{nerf|Neutral aerial | *{{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 | *{{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 | *{{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 | *{{buff|Back aerial sweetspot is a slightly stronger KO move.}} | ||
*{{nerf|Back aerial | *{{nerf|Back aerial sourspot does less damage. (12% → 10%)}} | ||
*{{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.}} | ||
*{{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.}} | |||
*{{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 | *{{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 end lag (FAF 68 → 32) and landing lag (40 frames → 18). It can also [[auto cancel]] out of a short hop unlike her old down aerial.}} | ||
*{{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 ( | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
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*{{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.}} | ||
==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 | *{{nerf|[[Flip Jump]] has hell horizontal momentum.}} | ||
===v3.6=== | ===v3.6=== | ||
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|- | |- | ||
! colspan=2 | Final Smash | ! colspan=2 | Final Smash | ||
| 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]]== | ||
=== | ===Notable players=== | ||
====Active==== | |||
*{{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|Arcana|USA}} - Formerly ranked 1st on the Colorado ''Project M'' Power Rankings. Placed 4th at Revelation 2016. | |||
*{{Sm|Blank|USA}} - Ranked 3rd on the SoCal ''Project M'' Power Rankings. | |||
*{{Sm|Darc|USA}} - One of his secondaries. | |||
*{{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| | *{{Sm|Leffen|Sweden}} - Played her at [[Paragon Los Angeles 2015]] and made it into bracket before DQing. | ||
*{{Sm| | *{{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| | *{{Sm|Vixen|USA}} - Formerly ranked as high as 6th on the Arizona ''Project M'' Power Rankings. | ||
*{{Sm| | |||
==Alternate costumes== | ==Alternate costumes== | ||
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. | ||
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. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|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|[[File:ZeroSuitSamusHeadSSBB.png]] | ||
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|colspan=3| | |colspan=3| | ||
|} | |} | ||
{{Project M}} | {{Project M}} | ||
[[Category:Zero Suit Samus]] | [[Category:Zero Suit Samus]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |