Editing Zero Suit Samus (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 11: Line 11:
|ranking = 6
|ranking = 6
}}
}}
:{{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.


Line 33: Line 33:
Zero Suit Samus' special moves also possess considerable versatility. [[Paralyzer]] is quick, has decent [[range]] and [[paralyze]]s the opponent, granting it excellent follow-up potential. [[Plasma Whip]] has long range and, like her grab aerial, can be used for spacing or as a tether recovery. [[Boost Kick]] is decent for recovery, but thanks to it hitting on frame 4 and boasting impressive power, it is actually one of Zero Suit Samus' most viable KOing options, especially from [[out of shield]]. Lastly, [[Flip Jump]] functions like a third jump, but also grants [[intangibility]] at its start and allows her to move unpredictably. As such, it can enable her to avoid attacks or mix up her recovery, the latter of which is supplemented by its ability to automatically wall jump upon making contact with a wall. Like Boost Kick, it also boasts impressive offensive potential: its inputted kick is strong enough to KO easily and can meteor smash aerial opponents, whereas its [[Footstool jump|footstool]] stomp is now capable of both [[Bury|burying]] grounded opponents and meteor smashing aerial ones.
Zero Suit Samus' special moves also possess considerable versatility. [[Paralyzer]] is quick, has decent [[range]] and [[paralyze]]s the opponent, granting it excellent follow-up potential. [[Plasma Whip]] has long range and, like her grab aerial, can be used for spacing or as a tether recovery. [[Boost Kick]] is decent for recovery, but thanks to it hitting on frame 4 and boasting impressive power, it is actually one of Zero Suit Samus' most viable KOing options, especially from [[out of shield]]. Lastly, [[Flip Jump]] functions like a third jump, but also grants [[intangibility]] at its start and allows her to move unpredictably. As such, it can enable her to avoid attacks or mix up her recovery, the latter of which is supplemented by its ability to automatically wall jump upon making contact with a wall. Like Boost Kick, it also boasts impressive offensive potential: its inputted kick is strong enough to KO easily and can meteor smash aerial opponents, whereas its [[Footstool jump|footstool]] stomp is now capable of both [[Bury|burying]] grounded opponents and meteor smashing aerial ones.


Lastly, Zero Suit Samus possesses a few invaluable KO set-ups aside from Paralyzer. Down smash is one of the few smash attacks of its kind that only hits in one direction, but it has low ending lag and paralyzes an opponent like Paralyzer, allowing her to follow it up with a forward smash, back aerial, a grab, Boost Kick or Flip Jump, with the last KOing at very low percentages. In addition, down throw itself has guaranteed follow-ups at any percentage below 160%. Depending on the opponent's [[Directional influence|DI]], it can combo into forward or up aerial, and sometimes back aerial and Boost Kick. This throw is also notorious for its ability to score very early KOs. Without proper DI, a series of up aerials leading into a Boost Kick can KO the majority of the cast at 50% while near the upper blast line. The latter's loop hits also have high base knockback and can KO if its last hit does not land due to [[Smash directional influence|SDI]], even with perfect DI. Even with proper DI, this combo can also KO earlier if the opponent is near an edge. Due to its speed, neutral attack's first hit can also function as a surprisingly effective set-up into Boost Kick at medium to high percentages. Altogether, these traits make Zero Suit Samus' [[punishment]] potential one of the most potent in the game.
Lastly, Zero Suit Samus possesses a few invaluable KO set-ups aside from Paralyzer. Down smash is one of the few smash attacks of its kind that only hits in one direction, but it is very quick and paralyzes an opponent like Paralyzer, allowing her to follow it up with a forward smash, back aerial, a grab, Boost Kick or Flip Jump, with the last KOing at very low percentages. In addition, down throw itself has guaranteed follow-ups at any percentage below 160%. Depending on the opponent's [[Directional influence|DI]], it can combo into forward or up aerial, and sometimes back aerial and Boost Kick. This throw is also notorious for its ability to score very early KOs. Without proper DI, a series of up aerials leading into a Boost Kick can KO the majority of the cast at 50% while near the upper blast line. The latter's loop hits also have high base knockback and can KO if its last hit does not land due to [[Smash directional influence|SDI]], even with perfect DI. Even with proper DI, this combo can also KO earlier if the opponent is near an edge. Due to its speed, neutral attack's first hit can also function as a surprisingly effective set-up into Boost Kick at medium to high percentages. Altogether, these traits make Zero Suit Samus' [[punishment]] potential one of the most potent in the game.


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.
Line 51: Line 51:


===Aesthetics===
===Aesthetics===
*{{change|Zero Suit Samus' design is now a combination of her appearance in ''{{s|metroidwiki|Metroid: Other M}}'', and her official artwork for ''{{s|metroidwiki|Metroid Fusion}}'' and ''{{s|metroidwiki|Metroid: Zero Mission}}''. Her bangs, beauty mark, shorter height, larger {{s|wikipedia|bust/waist/hip measurements}} and {{s|metroidwiki|Zero Suit}} are from ''Other M''. Additionally, her lean musculature is from ''Fusion'' and ''Zero Mission''; her facial structure and greenish blue eyes are from ''Zero Mission'';<ref name=ZM>[https://www.metroiddatabase.com/old_site/mzm/art/ZSSMZME.png Metroid: Zero Mission's Development Room Gallery 2]</ref> and her flaxen blonde hair is from ''Fusion''. Lastly, the aesthetic used in ''SSB4'' has resulted in Zero Suit Samus' hair being of a significantly higher visual quality than in ''Brawl''.}}
*{{change|Zero Suit Samus' design is now a combination of her appearance in ''{{s|metroidwiki|Metroid: Other M}}'', and her official artwork for ''{{s|metroidwiki|Metroid Fusion}}'' and ''{{s|metroidwiki|Metroid: Zero Mission}}''. Her bangs, beauty mark, shorter height, larger {{s|wikipedia|bust/waist/hip measurements}} and {{s|metroidwiki|Zero Suit}} are from ''Other M''. Additionally, her lean musculature is from ''Fusion'' and ''Zero Mission''; her facial structure and greenish blue eyes are from ''Zero Mission'';<ref name=ZM>[https://www.metroid-database.com/old_site/mzm/art/ZSSMZME.png Metroid: Zero Mission's Development Room Gallery 2]</ref> and her flaxen blonde hair is from ''Fusion''. Lastly, the aesthetic used in ''SSB4'' has resulted in Zero Suit Samus' hair being of a significantly higher visual quality than in ''Brawl''.}}
*{{change|Zero Suit Samus has received three new [[alternate costume]]s, two of which are based on her Casual Outfits seen in the endings of ''Fusion'' and ''Zero Mission''. One replaces her purple costume.}}
*{{change|Zero Suit Samus has received three new [[alternate costume]]s, two of which are based on her Casual Outfits seen in the endings of ''Fusion'' and ''Zero Mission''. One replaces her purple costume.}}
*{{change|The {{s|metroidwiki|Paralyzer}}'s design is now from ''Other M''. Its plasma-based attacks also have updated visual effects and are lower pitched.}}
*{{change|The {{s|metroidwiki|Paralyzer}}'s design is now from ''Other M''. Its plasma-based attacks also have updated visual effects and are lower pitched.}}
Line 298: Line 298:
**{{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|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.}}
**{{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.}}


==Update history==
==Update history==
Zero Suit Samus was nerfed via game updates. Update [[1.0.4]] increased her air dodge's landing lag in order for it to match the rest of the cast's, while up smash and [[Paralyzer]] had their start-up and ending lag increased, respectively. Not only was Paralyzer's ending lag increased but the fully charged version's angle against grounded opponents was altered. Originally, the move lifted opponents off the ground. This made it easier to land aerial followups but more notably, it allowed Zero Suit Samus to re-stun opponents with another fully charged Paralyzer if they landed back on the ground during the paralyzer's hitstun. This gave Zero Suit Samus an infinite against fast fallers as she could jump closer to the opponent to continue the stun if they got too far away and she could even swap sides to continue the stun. The move was adjusted so that it kept opponents on the ground, preventing it from re-stunning opponents and completely removing the infinite.
Zero Suit Samus has been nerfed via game updates. Update [[1.0.4]] standardized her air dodge's animation in order for it to match the rest of the cast's, which increased its landing lag, while up smash and [[Paralyzer]] had their start-up and ending lag increased, respectively. Update [[1.1.4]] decreased [[Boost Kick]]'s knockback scaling, which results in it now KOing slightly later. Her most substantial nerfs came about in update [[1.1.5]], which affected her damage racking potential by decreasing the damage outputs of her neutral aerial, up aerial and down throw, while all of her grabs had their active frames decreased.


While Zero Suit Samus did receive notable direct nerfs in 1.0.4, she did greatly benefit from the removal of [[LSI]] on moves with an angle between 65° to 115° which indirectly buffed her overall (with the lower blastzones in the Wii U version further complimenting this). Zero Suit Samus has an array of effective vertical launching moves for comboing, primarily with down throw, up aerial and Boost Kick which she can use for powerful ladder combos. In early 3DS versions however, those ladder combos were far less dangerous as the opponent could utilise LSI on all of her main followups (down throw/up aerial/boost kick) to escape a ladder combo. LSI up was mainly effective as it could get the opponent out of range of continuous up aerial followups or a boost kick ender although LSI down could be more helpful at lower percents to fall out of the ladder combo, mainly for fast fallers. In 1.0.4 however, it became impossible to LSI down throw, up aerial and boost kick which made her ladder combos much more devastating. In earlier 3DS versions, ladder combos could be avoided consistently and on flat ground especially, they should have never led to a KO against an experienced opponent but from 1.0.4, ladder combos could lead to guaranteed KOes at very low percents and all the opponent could do was hope that the Zero Suit Samus player failed to follow their DI or that they fall out of the Boost Kick ender and survive (although this could still lead to a KO depending on the scenario). Zero Suit Samus was by far one of the characters who benefitted the most from the altered LSI system as it gave her a far more consistent and devastating combo game, making her a more effective character in 1.0.4 despite her direct nerfs.
Despite these direct nerfs, Zero Suit Samus also received indirect buffs because of the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]]. These changes make her most damaging attacks and Paralyzer's [[electric]] attacks safer on shield. Overall, Zero Suit Samus' viability has remained largely intact in spite of her nerfs.
 
From [[1.0.6]] to [[1.1.3]], Zero Suit Samus remained largely unchanged. She did benefit from the changes to shields in [[1.1.0]] and [[1.1.1]] as they made her attacks considerably safer on shield (most notably, her aerials) and Zero Suit Samus still had an incredibly devastating frame 4 Out of Shield punish with Boost Kick which stood out even more relative to the cast with the higher shieldstun and lower shield pushback. These changes did make her grab a less applicable guaranteed out of shield punish although the reduced shield pushback did alleviate this to an extent.
 
Update [[1.1.4]] however did bring a couple of nerfs to Zero Suit Samus. She became slightly lighter but more notably, her Boost Kick's power was reduced, making it a worse KO option, especially near the upper blast zone, hindering her ladder combos. Her most substantial nerfs however came about in update [[1.1.5]]. Zero Suit Samus received various reductions to her damage output with neutral aerial, up aerial and down throw all being affected. Down throw in particular was nerfed the most significantly as while its damage was reduced, its knockback was increased. This notably hindered Zero Suit Samus' ability to ladder combo at higher percents. She still had the ability to KO her opponents off of a grab at very low percents but the window to do so was reduced due to down throw's higher knockback, meaning that ZSS had to rely more on her other KO options at higher percents. Considering that down throw is a key part of Zero Suit Samus' grab game, this change was fairly substantial. Grabs also had their active frames reduced which made it harder for Zero Suit Samus to get the grab and start her down throw combos. While Zero Suit Samus did receive improvements to her back throw and Plasma Whip, these changes were far from enough to make up for the nerfs to Zero Suit Samus' key tools for her main game plan.
 
Overall, while Zero Suit Samus greatly benefitted from the universal changes in 1.0.4, she ultimately ended getting considerably nerfed by the end of the game's life. 1.0.4 gave Zero Suit Samus an incredibly effective combo game but her nerfs noticeably reduced the effectiveness of her most devastating combo tools. Down throw had its damage reduced and its knockback increased, up aerial had its damage decreased and Boost Kick had its knockback reduced, with Zero Suit Samus' main combo starter, extender and ender all being nerfed. Despite this, Zero Suit Samus still remained a highly effective character. While her ladder combos are not as devastating as they used to be, they can still be absolutely devastating, still being able to lead into a very early KO at low percents, especially with [[rage]]. Zero Suit Samus' main game plan was nerfed but it was not removed, still making her a very strong character.
 
While Zero Suit Samus' tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature and different mechanics which significantly affected her, she was one of the absolute strongest characters in the game in earlier Wii U versions. Things were initially positive for Zero Suit Samus with her staying the same while other top tiers were nerfed, with Zero Suit Samus being as high as a top 2 character at her peak. By 1.1.4 however, Zero Suit Samus started to get nerfed and new, powerful DLC characters were added which did reduce her strength in the meta. 1.1.5 was ultimately the final nail in the coffin, giving her more notable nerfs. By the end of the game, Zero Suit Samus was typically seen as a character in the lower half of the top 10. While she still remained a very strong character, she was not as powerful as she used to be and she had more competition at the top of the tier list.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Zero Suit Samus}}
{{UpdateList/1.0.4|char=Zero Suit Samus}}
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Down throw's hitbox has been extended horiontally (x/y stretch: N/A → -2.5/4), giving it more range.}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
Line 357: 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--> ({{ja|スラントパラライザー|Suranto Pararaizā}})
|dsmashname=Slant Paralyzer<!--name from SSBU tips-->
|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 372: Line 361:
|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--> ({{ja|スラッシュダイブ|Surasshu Daibu}})
|dairname=Slash Dive<!--name from SSBU tips-->
|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]] ({{ja|プラズマウィップ|Purazuma Wippu}})
|zairname=[[Plasma Whip]]
|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 ({{ja|プラズマウィップ|Purazuma Wippu}})
|grabname=Plasma Whip
|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;
Line 447: Line 436:
|fsdmg=0.8% (hits 1-9), 10% (hit 10)
|fsdmg=0.8% (hits 1-9), 10% (hit 10)
|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
}}
}}


Line 532: Line 484:
==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
===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.
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.


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.
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.
Line 539: Line 491:


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.
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

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: