Editing Zero Suit Samus (SSB4)

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{{Infobox Character
{{Infobox Character
|name = Zero Suit Samus
|name = Zero Suit Samus
|image = {{tabber|title1=Zero Suit|content1=[[File:Zero Suit Samus SSB4.png|250px]]|title2=Casual Outfit (Zero Mission)|content2=[[File:Zero Suit Samus-Alt6 SSB4.png|250px]]}}
|image = [[File:Zero Suit Samus SSB4.png|250px]]
|game = SSB4
|game = SSB4
|ssbgame1 = SSBB
|ssbgame1 = SSBB
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|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.


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


Zero Suit Samus is currently ranked 6th out of 54 on the [[tier list]]. This is a slight improvement from her high-tier placement in ''Brawl'', where she was ranked 9th out of 38, and is her best placement in the series. Zero Suit Samus's greatest strength is her dominant air game: her neutral and back aerials are safe and reliable set-up and KOing options, respectively, whereas her up aerial is an incredibly effective juggling option and combo tool that also boasts KO potential. In addition, her [[punishment]] potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a [[paralyze|paralyzing]] [[projectile]] in [[Paralyzer]], and a potent combo game that can quickly rack up damage or even KO outright. Finally, she possesses a long-distanced and varied recovery, thanks to having two [[Tether recovery|tether recoveries]], a third jump in Flip Jump, and her new up special, [[Boost Kick]]. This makes her recovery hard to intercept as it's unpredictable and can be very deadly. The latter two specials also complement her air game, as both possess enough power to KO rather early.
Zero Suit Samus is currently ranked 6th out of 55 on the [[tier list]]. This is a slight improvement from her high-tier placement in ''Brawl'', where she was ranked 9th out of 38. Zero Suit Samus possesses a dominant air game: her neutral and back aerials are safe and reliable set-up and KOing options, respectively, whereas her up aerial is an incredibly effective juggling option that also boasts KO potential.


Although she has outstanding strengths, Zero Suit Samus also has some noticeable weaknesses. Her ground game is unimpressive compared to her air game, which is most evident with her grab game: her grabs' long ranges are offset by their extreme amounts of start-up and ending lag, while her forward, back and up throws have very minimal utility outside of dealing damage. In addition, her ground moves also lack KO potential: her only ground move that truly has KO potential is her forward smash, which is one of the weakest smash attacks in the game, while the rest of her ground moves require very high percents or rely on edgeguarding to score a KO. By extension, many of Zero Suit Samus' attacks contain hitboxes that are positioned high above the ground, which can make it very difficult for her to fight against small characters. Finally, none of her aerials are effective combo breakers, which is further compounded by her susceptibility to combos. Altogether, these traits give Zero Suit Samus a weak [[neutral game]].
Zero Suit Samus' [[punishment]] potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a [[paralyze|paralyzing]] [[projectile]] in [[Paralyzer]], and a potent combo game that can quickly rack up damage or even KO outright. In addition, she possesses a long-distanced and varied recovery, thanks to having two [[Tether recovery|tether recoveries]], a third jump in [[Flip Jump]] and her new up special, [[Boost Kick]]. This makes her recovery hard to intercept as it's unpredictable and can be very deadly. Her aerial moves possess enough power to KO rather early as if she was a heavyweight especially Boost Kick and Flip Kick.


Regardless of her flaws, Zero Suit Samus is widely considered to be a strong top tier in competitive play, with dedicated mains such as {{Sm|Choco}}, {{Sm|Marss}}, and {{Sm|Nairo}} proving her effectiveness in top-level competitive play.
Although she has outstanding strengths, Zero Suit Samus nevertheless has some noticeable weaknesses. Her ground game is unimpressive compared to her air game, which is most evident with her grab game: her grabs' long ranges are offset by their extreme amounts of start-up and ending lag, while her forward, back and up throws have very minimal utility outside of dealing damage. Most of her ground moves also lack KO potential. Her only ground move that truly has KO potential is her forward smash. Even so, it is one of the weakest smash attacks in the game. The rest of her ground moves require very high percents or rely on edgeguarding to score a KO.
 
By extension, many of Zero Suit Samus' hitboxes are positioned high above the ground, which can make it very difficult for her to fight against small characters. Even though Zero Suit Samus' air game is excellent, none of her aerials are effective combo breakers, which is further compounded by her susceptibility to combos. Altogether, these traits give Zero Suit Samus a weak [[neutral game]].
 
Regardless of her flaws, Zero Suit Samus is widely considered to be a very viable character in competitive play, as shown by {{sm|Nairo}} and {{sm|Marss}} winning numerous national and regional tournaments, respectively.


==Attributes==
==Attributes==
Zero Suit Samus is a tall light[[weight]] who boasts overall excellent mobility, thanks to several of her attributes being among the top 10 of their respective categories. Her [[walk]]ing speed is tied with {{SSB4|Sheik}}'s for the fifth fastest, her [[dash]]ing speed is the fifth fastest, her [[air speed]] is tied with the default {{SSB4|Mii Brawler}}'s for the sixth fastest, her [[traction]] is tied with {{SSB4|Little Mac}} and {{SSB4|Wario}}'s for the third highest, her [[air acceleration]] is tied with {{SSB4|Lucas}} and {{SSB4|Bayonetta}}'s for the eighth fastest, and her [[jump]] is the third highest. Unlike most lightweights, Zero Suit Samus has very quick [[falling speed]] and high [[gravity]], and, like in her home series, is able to [[Crawling|crawl]] and [[wall jump]].
Zero Suit Samus is a tall [[Weight|lightweight]] who boasts overall excellent mobility, thanks to several of her attributes being among the top 10 of their respective categories. Her [[walk]]ing speed is tied with {{SSB4|Sheik}}'s for the fifth fastest, her [[dash]]ing speed is the fifth fastest, her [[air speed]] is tied with the default {{SSB4|Mii Brawler}}'s for the sixth fastest, her [[traction]] is tied with {{SSB4|Little Mac}} and {{SSB4|Wario}}'s for the third highest, her [[air acceleration]] is tied with {{SSB4|Lucas}} and {{SSB4|Bayonetta}}'s for the eighth fastest, and her [[jump]] is the third highest. Unlike most lightweights, Zero Suit Samus has very quick [[falling speed]], high [[gravity]] and, like in her home series, is able to [[Crawling|crawl]] and [[wall jump]].


Zero Suit Samus' greatest asset is her superb air game. In addition to her excellent aerial attributes, her [[short hop]] is tied with Bayonetta's for the second highest in the game, which collectively supplement her useful aerial attacks. Her neutral aerial has long range and low landing lag, and launches at 55°, all of which make it very useful for follow-ups. Her forward aerial is quick and fairly powerful, making it useful as part of a combo at low percentages, and a dependable off-stage KOing option. Her back aerial has long range and high power, making it her most reliable aerial KOing option. Her up aerial is very quick, has very low base knockback and very high knockback scaling, and launches opponents vertically, all of which make it excellent at juggling and capable of KOing. Her down aerial is able to [[meteor smash]] and possesses a strong landing hitbox, though it is dangerous to use off-stage due to being a [[stall-then-fall]]. Unlike in ''Brawl'', she now has a [[grab aerial]], which can be used for [[spacing]], set-ups, or as a [[tether recovery]].
Zero Suit Samus' greatest asset is her superb air game. In addition to her excellent aerial attributes, her [[short hop]] is tied with Bayonetta's for the second highest in the game, which collectively supplement her useful aerial attacks. Neutral aerial has long range, low landing lag and launches at 55°, all of which make it very useful for follow-ups. Forward aerial is quick and fairly powerful, making it useful as part of a combo at low percentages, and a dependable off-stage KOing option. Back aerial has long range and high power, making it her most reliable aerial KOing option. Up aerial is very quick, has very low base knockback, very high knockback scaling, and launches opponents vertically, all of which make it excellent at juggling and capable of KOing. Down aerial is able to [[meteor smash]] and possesses a strong landing hitbox, though it is dangerous to use off-stage due to being a [[stall-then-fall]]. Unlike in ''Brawl'', she now has a [[grab aerial]], which can be used for [[spacing]], set-ups, or as a [[tether recovery]].


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]]ing 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. Her 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, Zero Suit Samus's down throw itself has guaranteed follow-ups at any percentage below 160%. Depending on the opponent's [[Directional influence|DI]], it can combo into her forward or up aerial, and sometimes her 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, Zero Suit Samus's 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 the 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.


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


Zero Suit Samus' [[Character customization|custom moves]] are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's excellent utility. Plasma Dash has better offensive potential and Whip Lash has excellent set-up potential, but they both have distinct flaws: the former is less reliable at edge trumping and lacks recovery potential, whereas the latter requires precises spacing to be effective. Impact Kick is much stronger and Lateral Kick travels farther, but each has noticeable flaws: Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself, whereas Lateral Kick KOs much later, which hinders Zero Suit Samus' KO potential. Lastly, Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing.
Zero Suit Samus' [[Character customization|custom moves]] are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's excellent utility. Plasma Dash has better offensive potential and Whip Lash has excellent set-up potential, but they both have distinct flaws: the former is less reliable at edge trumping and lacks recovery potential, whereas the latter requires precises spacing to be effective. Impact Kick is much stronger and Lateral Kick travels farther, but each has noticeable flaws: Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself, whereas Lateral Kick KOs much later, which hinders Zero Suit Samus' KO potential. Lastly, Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing.


Overall, Zero Suit Samus' very potent air and punishment games allow her to reliably set-up combos and KOs like in ''Brawl'', while her KO potential has improved thanks to her newfound KOing options. However, she must nevertheless be wary of characters with strong [[neutral game]]s, due to the poor quality of her own neutral game.  
Overall, Zero Suit Samus' very potent air and punishment games allow her to reliably set-up combos and KOs like in ''Brawl'', while her KO potential has improved thanks to her newfound KOing options. However, she must nevertheless be wary of characters with strong [[neutral game]]s, due to the poor quality of her own neutral game. Despite retaining her initial flaws and receiving subsequent ones from game updates, Zero Suit Samus has nevertheless achieved very impressive tournament representation and results, as evident with players such as {{Sm|Nairo}} and {{Sm|Marss}} having won national and regional tournaments, respectively.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Despite being a high-tier character in ''Brawl'', Zero Suit Samus has been buffed in the transition to ''SSB4'', mostly due to ''Smash 4'''s altered mechanics, combined with the nerfs other ''Brawl'' veterans received. Her KO potential has improved, most notably thanks to her new forward smash and her new up special, [[Boost Kick]], the latter of which is especially potent from [[out of shield]]. Zero Suit Samus' combo game has also improved, mainly due to the changes to [[hitstun canceling]] combined with her altered down throw and up aerial. She also greatly benefits from the introduction of [[rage]], which can allow her combos to KO opponents at insanely low percents. Lastly, [[Plasma Whip]] tethers the ledge much sooner, improving her already strong recovery, and she now has a grab aerial, improving her spacing potential and giving her an additional recovery option.
Despite being a high-tier character in ''Brawl'', Zero Suit Samus has been buffed in the transition to ''SSB4'' mostly due to ''Smash 4'''s altered mechanics combined with the nerfs other ''Brawl'' veterans received. Her KO potential has improved, most notably thanks to her new forward smash and her new up special, [[Boost Kick]], the latter of which is especially potent from [[out of shield]]. Zero Suit Samus' combo game has also improved, mainly due to the changes to [[hitstun canceling]] combined with her altered down throw and up aerial. She also greatly benefits from the introduction of [[rage]] which can allow her combos to KO opponents at insanely low percents. Lastly, she now has a grab aerial improving her spacing potential and giving her an additional recovery option.


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


Overall, Zero Suit Samus is an even larger threat in ''Smash 4'', with her tournament results and representation being even higher, although she is less effective than in earlier versions of the game, as update [[1.1.4]] added {{SSB4|Bayonetta}} and gave Zero Suit Samus some minor nerfs, while update [[1.1.5]] nerfed her further. Nevertheless, Zero Suit Samus remains one of the stronger characters in ''Smash 4''.
Overall, Zero Suit Samus is an even larger threat in ''Smash 4'' with her tournament results and representation being even higher although she is less effective than in earlier versions of the game as [[1.1.4]] added {{SSB4|Bayonetta}} and it gave Zero Suit Samus some minor nerfs while [[1.1.5]] nerfed her further. Nevertheless, Zero Suit Samus remains one of the stronger characters in ''Smash 4''.


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


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack's first and second hits have higher set knockback (10 (both) → 23/45 (hit 1), 34/50 (hit 2)). These changes make its hits connect together better, and decreases the possibility of opponents [[powershield]]ing the second and third hits. It also improves its [[jab cancel]]ing potential despite all three hits having higher ending lag. Its last hit also has more base knockback (45 → 60).}}
**{{buff|Neutral attack's first and second hits have higher set knockback (10 (both) → 23/45 (hit 1), 34/50 (hit 2)). These changes make its hits connect together better, and decreases the possibility of opponents [[powershield]]ing the second and third hits. It also improves its [[jab cancel]]ing potential despite its higher ending lag. Its last hit also has more base knockback (45 → 60).}}
**{{nerf|Neutral attack's first two hits deal less damage (2% → 1.5%) and all three hits have more ending lag (FAF 18 → 21 (hit 1), FAF 21 → 26 (hit 2), FAF 23 → 32 (hit 3)). The first hit also has a shorter duration (frames 1-3 → 1) and less range (3.5u/3.8u/4.8u/3.4u → 3u/3.8u). Lastly, the higher knockback of the first two hits can allow the last hit to whiff against floaty characters.}}
**{{nerf|Neutral attack's first two hits deal less damage (2% → 1.5%) and all three hits have more ending lag (FAF 18 → 21 (hit 1), FAF 21 → 26 (hit 2), FAF 23 → 32 (hit 3)). The first hit also has a shorter duration (frames 1-3 → 1) and less range (3.5u/3.8u/4.8u/3.4u → 3u/3.8u). Lastly, the higher knockback of the first two hits can allow the last hit to whiff against floaty characters.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has a new animation where Zero Suit Samus now takes a step forward before kicking, improving the move's range.}}
**{{change|Due to consisting of a sweetspot and a sourspot instead of a consistent hitbox, forward tilt no longer deals consistent damage (6% (upward angled)/6% (non-angled)/9% (downward angled) → 8%/7%/8% (foot)/6.5%/6%/6.5% (leg)).}}
**{{buff|Forward tilt has higher base knockback (8 (up/non-angled)/12 (down) → 30), improving its KO potential (outside of the down angled version's nearest hitbox).}}
**{{buff|Forward tilt has higher base knockback (8 (upward angled/non-angled)/12 (downward angled) → 30), improving its spacing potential.}}
***{{nerf|However, this also hinders its locking potential, with the move no longer being able to reliably lock above 10%.}}
**{{nerf|Forward tilt has smaller hitboxes (4u/4.5u/4u/3.5u) → 3.8u/4.2u/3.8u) and the back leg hitbox has been removed.}}
***{{nerf|Additionally, the near leg hitbox is now attached to Zero Suit Samus knee, rather than her leg. The hitbox has not been moved back far enough to compensate (x offset: 0 → -5), giving it less range inside of Zero Suit Samus.}}
**{{nerf|The non and down angled versions no longer have an extra trip chance (20% (non angled)/60% (down) → 0% (both)). When combined with the move's higher base knockback, this significantly hinders its tripping ability, especially the down angled version.}}
**{{buff|The up angled version deals more damage (6% → 8% (far)/6.5% (near)).}}
**{{buff|The non angled version deals more damage on Zero Suit Samus' foot and leg (6% → 7%).}}
**{{nerf|The down angled version deals less damage (9% → 8% (far)/6.5% (near)), hindering the near hitbox's KO potential despite its higher base knockback.}}
**{{nerf|Zero Suit Samus does not bend her leg quite as low for the down angled version, giving it less range below her.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt now grants intangibility to Zero Suit Samus's lower legs from when the first hit becomes active, until the second hit ends. This make up tilt a safer anti-air.}}
**{{buff|Up tilt's second hit deals 1% more damage (6% → 7%) and has more knockback scaling (80 → 90), granting it KO potential at very high percentages. Its first hit also has decreased knockback (55/80 (base), 70 (scaling) → 55/85/30 (aerial)/50 (grounded)). This makes its hits connect together better. It also grants intangibility on Zero Suit Samus's lower legs, making it safer to use against aerial opponents.}}
**{{nerf|The second hit has more startup lag (frame 7 → 9).}}
***{{buff|However, its duration has been unchanged, giving it less ending lag relative to the hitbox.}}
**{{nerf|Up tilt has a higher [[Freeze frame|hitlag]] multiplier (1× → 1.2×), making it easier to DI.}}
**{{nerf|Up tilt has a higher [[Freeze frame|hitlag]] multiplier (1× → 1.2×), making it easier to DI.}}
**{{buff|The first hit launches opponents at different angles (120°/130°/80° → 150°/130°) and has lower knockback (55/80 (base), 70 (scaling) → (55/85)/(30/50)), making it connect more reliably into the second hit.}}
**{{buff|The first hit has been positioned higher against aerial opponents (z offset: 11 → 14), giving it more range above Zero Suit Samus.}}
**{{nerf|The first hit now has consistently sized hitboxes (3u/3u/4u/4u/3u → 3u/3u). As the larger hitboxes were positioned the furthest away from Zero Suit Samus, this gives the move less range against grounded opponents.}}
***{{nerf|Additionally, the move does not extend as far horizontally against aerial opponents (z offset: 10/-10 → 8/z stretch: -8), giving it less horizontal range against them.}}
**{{nerf|The second hit has more startup lag (frame 7 → 9).}}
***{{buff|However, its total duration was unchanged, giving the move less ending lag.}}
**{{buff|The second hit more damage (6% → 7%) and has higher knockback scaling (80 → 90), significantly improving its KO potential.}}
**{{buff|The second hit has larger hitboxes (6u/5u → 7u/6u).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{change|Down tilt has a new animation, where Zero Suit Samus now moves forward when performing the legsweep.}}
**{{buff|Down tilt has received an additional sweetspot that deals 8%. It also deals more knockback (65 (base)/70 (scaling) → 60/85).}}
***{{buff|This new animation improves down tilt's range, as well as allowing it to be used as a pseudo-crawl.}}
**{{change|Down tilt's animation has slightly changed. Zero Suit Samus now moves forward when performing the legsweep. This new animation increases its range and allows it to be used as a pseudo-crawl but removes its spacing potential.}}  
***{{nerf|However, this also significantly hinders its safety, as Zero Suit Samus moves towards her opponent.}}
**{{nerf|Down tilt has more startup (frame 5 → 8), ending lag (FAF 26 → 36) and it can no longer be interrupted by walking or crawling backwards. When combined with its higher knockback and altered angle (70°/90°/80° → 60°), these changes greatly hinder its combo potential despite the changes to hitstun canceling. These changes also make it much more punishable when combined with its new animation.}}
**{{buff|Down tilt deals more knockback (65 (base), 70 (scaling) → 60/85).}}
**{{buff|The far hitbox deals more damage (6% → 8%).}}
**{{change|Down tilt has a lower trip chance (40% → 20%), although it is still incapable of tripping under normal circumstances.}}
**{{nerf|Down tilt has more startup with a shorter duration (frame 5-7 → 8-9).}}
**{{nerf|Down tilt has more ending lag (FAF 26 → 36) and a much longer animation (36 frames → 69).}}
**{{nerf|Down tilt launches opponents at a lower angle (70°/90°/80° → 60°). When combined with the move's higher ending lag and knockback, this significantly hinders down tilt's followup potential, even with the changes to hitstun canceling and DI.}}
**{{nerf|Down tilt has smaller hitboxes (4u/4.7u/4u → 4.2u/3.8u) and the nearest hitbox has been removed. The move also does not extend as far (y offset: -7/-1 → x offset/stretch: 5.2/0), reducing its range relative to Zero Suit Samus, especially inside of her.}}
***{{nerf|These changes along with its new animation also mean that the move will now flat out whiff if Zero Suit Samus uses it too close to her opponent.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Zero Suit Samus has a new dash attack, a jet-propelled knee strike.}}
**{{change|Zero Suit Samus has a new dash attack, a jet-propelled knee strike.}}
***{{buff|With this new dash attack, Zero Suit Samus does not extend her body as far horizontally, making her harder to hit horizontally.}}
**{{buff|Compared to the previous dash attack, its clean hit deals 1% more damage (7% → 8%), it has a longer duration (frames 6-15 → 7-19) and it covers much more distance.}}
***{{nerf|However, Zero Suit Samus extends her body more vertically, making dash attack worse at going under hitboxes.}}
**{{nerf|Dash attack has more start-up with the sweetspot having a shorter duration (frames 6-9 → 7-9) and it has much more ending lag (FAF 32 → 52). It also has smaller hitboxes (3.5u/5u/6u → 4.5u/4.5u (clean), 2.5u/3.8u/3.5u → 3.1u/4.1u (late)) compared to the previous dash attack.}}
**{{buff|Dash attack covers considerably more distance, going from covering around 25% of Battlefield to now covering around 40%-45% of Battlefield.}}
**{{change|Dash attack has different knockback (30 (base)/80 (scaling) → 100/40) compared to the previous dash attack. This makes it more effective for spacing and [[cross-up]]s, but incapable of being followed up with tilt attacks.}}
**{{buff|Dash attack has a longer duration overall (frames 6-15 → 7-19).}}
***{{nerf|However, the clean hit has a shorter duration (frames 6-9 → 7-9).}}
**{{buff|The clean hit deals more damage (7% → 8%).}}
**{{change|Dash attack has more base knockback but less knockback scaling (30/20 (base), 80 (scaling) → (100/80)/40), in addition to now launching opponents vertically (361° → 70° (clean)/60° (late)). When combined with its greater distance, this improves its [[cross-up]] potential, but hinders its ability to set up edgeguards.}}
**{{nerf|Dash attack has more startup lag (frame 6 → 7).}}
**{{nerf|Dash attack has much more ending lag (FAF 32 → 52). This not only greatly hinders its safety, but this also removes its followup potential despite its altered knockback and the changes to hitstun canceling and DI.}}
**{{nerf|Dash attack no longer deals any extra shield damage (1 → 0).}}
**{{nerf|Dash attack has smaller hitboxes (3.5u/5u/6u → 3.5u/4.5u (clean), 2.5u/3.8u/3.5u → 3.1u/4.1u (late)) and the nearest hitbox has been removed. The move now uses static hitboxes which do not cover as much lateral distance, giving it less lateral range in comparison to Zero Suit Samus.}}
***{{nerf|These changes along with the move's new animation also makes it more prone to whiffing when used at close range.}}
***{{buff|However, the move now has a considerable disjoint despite its reduced lateral range, due to the move's new animation.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{change|Zero Suit Samus has a new forward smash, a mid-level side kick followed by a spinning side kick at a slightly higher angle.}}
**{{buff|Zero Suit Samus has a new forward smash, a mid-level side kick followed by a spinning side kick at a slightly higher angle. Unlike the previous forward smash, it consists of two hits instead of one (10%/11%/13%/6% (front)/6% (back) → 5% (hit 1)/11% (hit 2)), and its second hit deals more knockback (30/35 (base), 100 (scaling) → 28/(106/109)). These changes make it significantly more effective at KOing. It also has less start-up (frame 21 → 14) and ending lag (FAF 67 → 63).}}
**{{buff|Unlike the previous forward smash, it consists of two hits instead of one (10%/11%/13%/6% (front)/6% (back) → 5% (hit 1)/11% (hit 2)), and its second hit deals more knockback (30/35 (base), 100 (scaling) → 28/(106/109)). These changes make it significantly more effective at KOing. It also has less start-up (frame 21 → 14) and ending lag (FAF 67 → 63).}}
**{{nerf|Forward smash has less range compared to the previous forward smash. Unlike the previous forward smash, it also cannot hit opponents standing directly behind Zero Suit Samus.}}
**{{nerf|Forward smash has less range compared to the previous forward smash. Unlike the previous forward smash, it also cannot hit opponents standing directly behind Zero Suit Samus.}}
**{{change|Forward smash has a [[normal]] and [[flame]] effect, whereas the previous forward smash has an [[electric]] effect.}}
**{{change|Forward smash has a [[normal]] and [[flame]] effect, whereas the previous forward smash has an [[electric]] effect.}}
Line 145: Line 116:
*[[Down smash]]:
*[[Down smash]]:
**{{nerf|Down smash has more ending lag (FAF 36 → 42).}}
**{{nerf|Down smash has more ending lag (FAF 36 → 42).}}
**{{nerf|Down smash deals less damage (11% → 8% (near)/6% (far)). The far hit's knockback was not compensated which along with the changes to the [[Paralyze|paralysis]] formula, makes it stun opponents for less than half the amount of time.}}
**{{nerf|Down smash deals less damage (11% → 8% (near)/6% (far)). The far hit's knockback was not compensated which along with the changes to the [[Paralyze|paralysis]] formula, makes it stun opponents for less than half the amount of time.}}  
**{{nerf|Down smash has smaller hitboxes (9u/9u → 4u/7u), reducing its range, despite the hitboxes now being extended and with the near hitbox extending closer to Zero Suit Samus (z offset: 10 → z stretch: 8).}}
**{{nerf|Down smash has smaller hitboxes (9u/9u → 4u/7u), reducing its range, despite the hitboxes now being extended and with the near hitbox extending closer to Zero Suit Samus (z offset: 10 → z stretch: 8).}}
***{{nerf|Additionally, the far hitbox can no longer hit aerial opponents, greatly reducing its range against them, despite the near hitbox being moved further away from Zero Suit Samus (z offset: 10 → 13).}}
***{{nerf|Additionally, the far hitbox can no longer hit aerial opponents, greatly reducing its range against them, despite the near hitbox being moved further away from Zero Suit Samus (z offset: 10 → 13).}}
Line 155: Line 126:
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|The change to hitstun canceling and DI significantly improve neutral aerial's setup potential.}}
**{{buff|The change to hitstun canceling and DI significantly improve neutral aerial's setup potential.}}
**{{buff|The changes to shields significantly improve neutral aerial's safety on shield, with the move's high hitlag no longer hindering the move's safety on shield. The move is now no longer punishable by grabs with a perfectly timed landing.}}
**{{nerf|Neutral aerial deals less damage (10% 8%), although its knockback was compensated (40 (base)/80 (scaling) → 38/96).}}
**{{change|Neutral aerial now launches opponents at a consistent angle (55°/52°/50°/47° 55°).}}
**{{change|Neutral aerial now uses two extended hitboxes instead of four normal hitboxes.}}
***{{buff|The near hitbox is larger (5u → 5.7u (front)/5.6u (back), and the move has more slightly range in front of Zero Suit Samus.}}
***{{nerf|However, the far hitbox is smaller (5u 3u) and the move overall has less range above, below and behind Zero Suit Samus.}}
**{{change|Neutral aerial is now properly affected by [[stale-move negation]].}}
**{{change|Neutral aerial is now properly affected by [[stale-move negation]].}}
**{{nerf|Neutral aerial deals less damage (10% → 8%), although its knockback was compensated (40 (base), 80 (scaling) → 38/96).}}
**{{nerf|Neutral aerial has a shorter duration (frames 10-18 → 10-11/15-16).}}
**{{nerf|Neutral aerial can no longer [[auto-cancel]] in a short hop due to Zero Suit Samus' higher falling speed/gravity.}}
**{{nerf|Neutral aerial can no longer [[auto-cancel]] in a short hop due to Zero Suit Samus' higher falling speed/gravity.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending lag (FAF 48 47).}}
**{{buff|Forward aerial's first hit has reduced knockback (35 (base)/70 (scaling) 50/50). Forward aerial also has larger hitboxes (5.5u/4.8u/5u → 6.4u/5.5u). Altogether, these changes make its hits connect together better. It also has decreased ending lag (FAF 49 47).}}
**{{buff|Forward aerial has larger hitboxes (5.5u/4.8u/5u → 6.4u/5.5u).}}
**{{nerf|Forward aerial's first hit deals less damage (6% → 5%) and has a shorter duration (frames 6-9 6-7). Due to having a consistent hitbox instead of a clean hitbox and a late hitbox, forward aerial's second hit has a shorter duration (frames 16-17 (clean), 18-20 (late) → 16-17) and now deals consistent damage (10%/11% (clean)/7% (late) → 7%) making forward aerial deal less damage overall (17% → 12%). The second hit's knockback scaling wasn't fully compensated (105 → 116), making it significantly weaker (it now KOs slightly under 180% in ''Smash 4'', compared to KOing at around 130% in ''Brawl''). Lastly, Zero Suit Samus' higher falling speed and gravity make forward aerial a worse landing option as she has much less time to use both hits before landing.}}
**{{change|Forward aerial now always launches opponents in front of Zero Suit Samus.}}
***{{buff|This allows the first hit to connect more reliably into the second hit.}}
**{{change|Forward aerial has a new animation where Zero Suit Samus performs slightly higher kicks.}}
***{{buff|Zero Suit Samus stretches her leg out much further during the second hit, giving it more range.}}
***{{nerf|However, Zero Suit Samus does not stretch her leg out as far for the first hit, giving it less range. Zero Suit Samus also moves hers leg inwards during the move's later active frames for both hits (rather than outwards).}}
***{{nerf|This new animation is also longer (47 frames → 74), significantly increasing the time Zero Suit Samus cannot grab ledges after performing the move.}}
**{{nerf|The thigh hitbox has been removed on both hits.}}
*Hit 1:
**{{nerf|The first hit has a shorter duration (frames 6-9 6-7).}}
**{{nerf|The first hit deals less damage (6% → 5%).}}
**{{change|The first hit has more base knockback but less knockback scaling (35 (base), 70 (scaling) 50/50).}}
***{{buff|This allows it to connect more reliably into the second hit at higher percents, especially when combined with Zero Suit Samus' greater aerial mobility.}}
***{{nerf|However, this does also remove forward aerial's ability to lock and trip at lower percents.}}
*Hit 2:
**{{nerf|The second hit has a shorter duration, due to it no longer having a late hit (frames 16-17 (clean)/18-20 (late) → 16-17).}}
**{{nerf|The second hit deals less damage compared to the previous clean hit (11%/10% (clean)/7% (late) → 7%), without full compensation on its knockback scaling (105 → 116), significantly hindering its KO potential.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|The far hitbox is now connected to Zero Suit Samus' knee instead of her foot; however, it has been moved further away from Zero Suit Samus (x offset: 0 → 6), giving it slightly more range overall.}}
**{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%) without full compensation on its knockback (33 (base), 100 (scaling) → 42/98) hindering its KO potential especially the sourspot. Additionally, the sourspot has been reduced to a small hitbox on Zero Suit Samus' knee as opposed to two sizable hitboxes covering most of her body (4.8u/5u → 2.5u) making it significantly harder to connect to the point where back aerial now has a blindspot on Zero Suit Samus' upper leg.}}
**{{change|As with most back aerials, back aerial now always launches opponents behind Zero Suit Samus.}}
**{{nerf|Back aerial has increased ending lag (FAF 38 → 40) and landing lag (9 frames → 11). It also has a shorter duration (frames 8-10 → 8-9), making it harder to connect with when combined with the aforementioned changes to the sourspot.}}
**{{nerf|Back aerial has a shorter duration (frames 8-10 → 8-9).}}
**{{nerf|Back aerial has more ending lag (FAF 38 → 40) and a longer animation (37 frames → 50).}}
**{{nerf|Back aerial has more landing lag (9 frames → 11).}}
**{{nerf|Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%) without full compensation on its knockback (33 (base), 100 (scaling) → 42/98) hindering its KO potential, especially the sourspot.}}
**{{nerf|The leg hitbox is smaller (4.8u → 2.5u) and it has been moved further away from Zero Suit Samus (x offset: 0 → 1.5), while the thigh hitbox has been removed completely. This gives the move drastically less range inside of Zero Suit Samus, to the point where back aerial now has a blindspot on Zero Suit Samus' upper leg.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial has a new animation where Zero Suit Samus now performs a bicycle kick. She performs a considerably slower somersault than she did previously.}}
**{{change|Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), without full compensation on its knockback (40 (base)/100 (scaling) → 30/125). These changes improve its juggling and combo potential at higher percents (compared to the previous clean hit), but significantly hinder its KO potential as well as hindering its damage racking and followup potential at lower percents.}}
***{{buff|This makes the move cover more space overall, as Zero Suit Samus no longer sharply changes her angle.}}
**{{nerf|Up aerial has increased start-up lag (frame 4 → 6) and it can no longer be performed twice in a short hop due to Zero Suit Samus' higher falling speed/gravity.}}
***{{nerf|However, this animation is much longer (35 frames → 73), significantly increasing the time Zero Suit Samus cannot grab ledges after performing the move.}}
***{{buff|Up aerial has more follow-up potential due to the removal of hitstun canceling and the weakening of [[DI]].}}
**{{buff|Up aerial has a longer duration (frames 4-6 (clean)/7-8 (late) → 6-12), with the move no longer having a weaker late hit.}}
**{{buff|Up aerial has a longer duration (frames 4-8 → 6-12), no longer has a sourspot, and auto-cancels earlier (frame 34 → 25).}}
**{{buff|Up aerial auto-cancels earlier (frame 34 → 25).}}
**{{buff|Up aerial has larger hitboxes (4.3u/4u (foot clean/late)/3u/3u (legs) → 4.6u/3.6u/3.6u).}}
***{{nerf|However, the large, static hitbox which was active for a single frame has been removed.}}
**{{buff|Up aerial overall has slightly more range in front and below Zero Suit Samus during the beginning of the move.}}
**{{change|Up aerial now has a normal effect, instead of a [[slash]] effect.}}
**{{change|Up aerial now has a normal effect, instead of a [[slash]] effect.}}
**{{nerf|Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), without full compensation on its knockback compared to its previous clean hit (40 (base), 100 (scaling) → 30/125), hindering its KO potential.}}
***{{buff|However, these changes improve its juggling and combo potential at higher percents, especially when combined with the changes to hitstun canceling and DI.}}
***{{change|The move deals considerably higher knockback compared to the previous late hit (20 (base), 100 (scaling) → 30/125). This improves its KO potential but hinders its followup potential at higher percents.}}
**{{nerf|Up aerial has more startup lag (frame 4 → 6) which along with Zero Suit Samus' higher falling speed/gravity, prevents it from being able to be performed twice in a short hop.}}
***{{buff|However, its total duration was unchanged, giving it less ending lag.}}
**{{nerf|Up aerial overall has less maximum range above and behind Zero Suit Samus, with the move also having much less downwards range from behind.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has less landing lag (40 frames → 30).}}
**{{buff|Down aerial deals more damage (5% (aerial)/4% (grounded)/5% (landing) → 6%/5%/5.5%). Additionally, its landing hitbox has increased knockback scaling (90 → 110). Lastly, it has larger hitboxes (6u/5u → 6.3u/5.2u) and decreased landing lag (40 frames 30).}}
**{{buff|Down aerial deals more damage (5% (aerial)/4% (grounded) → 6%/5%), improving its KO potential.}}
**{{change|Down aerial's aerial hit's angle has been altered (275° → 278°).}}
***{{buff|When combined with the removal of meteor canceling, this improves down aerial's edgeguarding potential.}}
**{{buff|Down aerial has larger hitboxes (6u/5u → 6.3u/5.2u).}}
**{{change|Zero Suit Samus descends faster while performing down aerial (horizontal/vertical momentum: 0.8/-4.3 1/-5).}}
**{{change|Down aerial launches aerial opponents at a slightly more horizontal angle (275° → 278°), while grounded opponents are now launched vertically (361° → 80°).}}
**{{change|Down aerial now has a [[stab]] effect.}}
**{{buff|The landing hitbox deals more damage (5% → 5.5%) and has higher knockback scaling (90 → 110).}}
**{{buff|The landing hit now has an extended hitbox, giving it more horizontal range (z offset: 0 → 1/z stretch: -1).}}
*[[Grab aerial]]:
*[[Grab aerial]]:
**{{buff|Zero Suit Samus now has a [[grab aerial]], granting her a new combo, spacing and recovery tool.}}
**{{buff|Zero Suit Samus now has a [[grab aerial]], improving her spacing potential. Her grab aerial functions similarly to {{SSBB|Samus}}' grab aerial but deals 1% less damage on both hitboxes, has smaller hitboxes and has higher landing lag. As a result, it is inferior to Samus' grab aerial in ''Brawl'' but is superior to Samus' grab aerial in ''Smash 4'' whose grab aerial was nerfed far more significantly by comparison.}}


===Throws/other attacks===
===Throws/other attacks===
Line 230: Line 157:
**{{buff|The hitbox has less startup lag with a longer duration (frame 7 → 6-7).}}
**{{buff|The hitbox has less startup lag with a longer duration (frame 7 → 6-7).}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals more damage (4% (throw)/6% (total) → 8%), with its knockback compensated (70 (base), 60 (scaling) → 72/45).}}
**{{buff|Back throw deals more damage (4% (throw)/6% (total) → 8%), with its knockback compensated (70 (base), 60 (scaling) → 72/45).}}  
**{{buff|The hitbox has a longer duration (frame 9 → 9-10).}}
**{{buff|The hitbox has a longer duration (frame 9 → 9-10).}}
**{{change|Zero Suit Samus releases opponents from back throw one frame later (frame 10 → 11).}}
**{{change|Zero Suit Samus releases opponents from back throw one frame later (frame 10 → 11).}}
Line 237: Line 164:
**{{buff|The hitbox has a longer duration (frame 3 → 3-4).}}
**{{buff|The hitbox has a longer duration (frame 3 → 3-4).}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (5% (throw)/7% (total) → 3%/5%) and it deals more knockback (100 (base), 25 (scaling) → 90/60), hindering its followup potential at higher percents while still not being a viable KO option.}}
**{{nerf|Down throw deals less damage (5% (throw)/7% (total) → 3%/5%) and it deals more knockback (100 (base), 25 (scaling) → 90/60), hindering its followup potential at higher percents while still not being a viable KO option.}}  
**{{buff|The hitbox has a longer duration (frame 26 → 26-27).}}
**{{buff|The hitbox has a longer duration (frame 26 → 26-27).}}
**{{buff|Zero Suit Samus releases opponents from down throw slightly later (frame 27 → 28). When combined with the changes to hitstun canceling and DI, this transforms down throw from a solid mixup throw into an incredibly potent combo throw, even with its higher knockback.}}
**{{buff|Zero Suit Samus releases opponents from down throw slightly later (frame 27 → 28). When combined with the changes to hitstun canceling and DI, this transforms down throw from a solid mixup throw into an incredibly potent combo throw, even with its higher knockback.}}
*[[Floor attack]]s:
*[[Floor attack]]s:
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with their knockback scaling (50 → 48) and angles (361° → 48°) compensated.}}
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with their knockback scaling (50 → 48) and angles (361° → 48°) compensated.}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46) and back floor attack has less startup lag (frame 15 (hit 1)/27 (hit 2) → 14/23).}}
**{{buff|Floor attacks have less ending lag (FAF 50 → 46) and back floor attack has less startup lag (frame 15 (hit 1)/27 (hit 2) → 14/23).}}  
**{{nerf|Floor attacks have less intangibility (frames 1-30 (forward)/1-29 (back) → 1-22/1-24) and shorter durations (3 frames per hit → 2).}}
**{{nerf|Floor attacks have less intangibility (frames 1-30 (forward)/1-29 (back) → 1-22/1-24) and shorter durations (3 frames per hit → 2).}}
*[[Edge attack]]:
*[[Edge attack]]:
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**{{buff|Paralyzer now has extended hitboxes which overall gives it more horizontal range.}}
**{{buff|Paralyzer now has extended hitboxes which overall gives it more horizontal range.}}
**{{buff|Paralyzer now always launches opponents in the direction Zero Suit Samus is facing, making it more consistent.}}
**{{buff|Paralyzer now always launches opponents in the direction Zero Suit Samus is facing, making it more consistent.}}
**{{buff|The charged version has a longer duration (43 frames → 46).}}
**{{change|The charged version's angle has been altered (361° → 65° (aerial)/315° (grounded)). It also now has a -100% trip chance against grounded opponents to prevent them from tripping despite its higher knockback.}}
**{{change|The charged version's angle has been altered (361° → 65° (aerial)/315° (grounded)). It also now has a -100% trip chance against grounded opponents to prevent them from tripping despite its higher knockback.}}
**{{nerf|Paralyser has more startup lag when charged (frame 41 → 43).}}
**{{nerf|Paralyser has more startup lag when charged (frame 41 → 43).}}  
**{{nerf|Paralyser has more ending lag (FAF 40 (uncharged)/60 (charged) → 49/71). This hinders the uncharged version's followup potential (unless Zero Suit Samus lands after shooting) despite its longer stun duration, as well as hindering the safety of both versions.}}
**{{nerf|Paralyser has more ending lag (FAF 40 (uncharged)/60 (charged) → 49/71). This hinders the uncharged version's followup potential despite its longer stun duration, as well as hindering the safety of both versions.}}  
**{{nerf|Paralyzer has smaller hitboxes (1.9u (uncharged)/3u (charged) → 1.3u/2u).}}
**{{nerf|Paralyzer has smaller hitboxes (1.9u (uncharged)/3u (charged) → 1.3u/2u).}}  
*[[Plasma Whip]]:
*[[Plasma Whip]]:
**{{buff|Plasma Whip has less startup lag (frame 24 → 22).}}
**{{buff|Plasma Whip has less startup lag (frame 24 → 22).}}
**{{buff|Zero Suit Samus now tethers to the ledge almost immediately when using Plasma Whip (frame 22 → 2). When combined with the removal of [[edge-hog]]ging, this significantly improves its recovery potential.}}
**{{buff|Zero Suit Samus now tethers to the ledge almost immediately when using Plasma Whip (frame 22 → 2). When combined with the removal of [[edge-hog]]ging, this significantly improves its recovery potential.}}
**{{buff|Instead of having one hit before the tip comes out, Plasma Whip now has four hitboxes which lead into each other. These hitboxes all have varying weight independent knockback, which allows the move to connect more reliably and removes its notoriously large dead zone (although opponents can still fall out of the move).}}
**{{buff|Instead of having one hit before the tip comes out, Plasma Whip now has four hitboxes which lead into each other. These hitboxes all have varying weight independent knockback, which allows the move to connect more reliably (although opponents can still fall out of the move.}}
***{{buff|This also gives the move a longer duration before the final hit (frames 24-25 → 22-23/24-25/26-27/28-29), as well as giving it gradually increasing range as each hit comes out.}}
***{{buff|This also gives the move a longer duration before the final hit (frames 24-25 → 22-23/24-25/26-27/28-29), as well as giving it gradually increasing range as each hit comes out.}}
**{{buff|The final hit has less startup lag (frame 33 → 32).}}
**{{buff|The final hit has less startup lag (frame 33 → 32).}}
**{{change|The final hit launches opponents at a higher angle (50° → 60°). This improves its KO potential near the vertical blastzone and even from center stage; however, this also hinders its KO potential near the horizontal blast zone, as well as making it more susceptible to DI.}}
**{{change|The final hit launches opponents at a higher angle (50° → 60°). This improves its KO potential near the vertical blastzone and even from center stage however, this also hinders its KO potential near the horizontal blastzone as well as making it more susceptible to DI.}}
**{{nerf|Plasma Whip has more ending lag (FAF 44 → 56).}}
**{{nerf|Plasma Whip has more ending lag (FAF 44 → 56).}}
**{{nerf|The whip hitboxes deal less damage on their own (3% → 2% (hit 1 near)/1.2% (hit 1 far/hits 2-4).}}
**{{nerf|The whip hitboxes deal less damage on their own (3% → 2% (hit 1 near)/1.2% (hit 1 far/hits 2-4).}}  
***{{buff|However, the whip is now capable of dealing more damage due to it now consisting of four hits (3% → 5.6%).}}
***{{buff|However, the whip is now capable of dealing more damage due to it now consisting of four hits (3% → 5.6%).}}
**{{nerf|The final hit deals far less damage (16% → 7.5%) without full compensation on its knockback (60 (base), 75 (scaling) → 45/105), significantly hindering its KO potential.}}
**{{nerf|The final hit deals much less damage (16% → 7.5%) without full compensation on its knockback (60 (base), 75 (scaling) → 45/105), significantly hindering its KO potential.}}
**{{nerf|The tip of the whip has a much smaller hitbox (7.6u → 4.6u). This significantly reduces its vertical and horizontal range (although the hitbox is now extended backwards to compensate for its backwards range).}}
**{{nerf|The tip of the whip has a much smaller hitbox (7.6u → 4.6u). This significantly reduces its vertical and horizontal range (although the hitbox is now extended backwards to compensate for its backwards range).}}
*[[Boost Kick]]:
*[[Boost Kick]]:
**{{change|Zero Suit Samus has a new up special, Boost Kick. It is a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick.}}
**{{buff|Zero Suit Samus has a new up special, Boost Kick. It is a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. Compared to [[Plasma Wire]], Boost Kick deals overall more damage (4%-6% → 5% (hit 1)/1.3% (hits 2-7)/4% (hit 8)) and has different knockback (60 (base)/40 (scaling) → 50/209), making it significantly more effective at KOing. It also covers more horizontal distance than Plasma Wire. Like Plasma Wire, it has [[mindgame]] potential. Unlike Plasma Wire, it can punish rolls.}}  
**{{buff|Compared to [[Plasma Wire]], Boost Kick deals overall more damage (4%-6% → 5% (hit 1)/1.3% (hits 2-7)/4% (hit 8)) and has different knockback (60 (base), 40 (scaling) → 50/209), making it significantly more effective at KOing. It also covers more horizontal distance than Plasma Wire. Like Plasma Wire, it has [[mindgame]] potential. Unlike Plasma Wire, it can punish rolls.}}
**{{nerf|Compared to Plasma Wire, Boost Kick covers less vertical distance. Unlike Plasma Wire, it cannot [[meteor smash]] opponents, and renders her [[helpless]]. It also has more ending lag compared with Plasma Wire (FAF 44 → 80) and it cannot be used in conjunction with her jumps to gain extra height.}}
**{{nerf|Compared to Plasma Wire, Boost Kick covers much less vertical distance, weakening her vertical recovery. Unlike Plasma Wire, it cannot [[meteor smash]] opponents, and renders her [[helpless]]. It also has more ending lag compared with Plasma Wire (FAF 44 → 80) and it cannot be used in conjunction with her jumps to gain extra height.}}
*[[Flip Jump]]:
*[[Flip Jump]]:
**{{change|Flip Jump occurs much faster with Zero Suit Samus quickly descending after performing the flip.}}
**{{change|Flip Jump occurs much faster with Zero Suit Samus quickly descending after performing the flip.}}
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**{{buff|Flip Jump has increased partial intangibility (frames 13-43 → 13-49).}}
**{{buff|Flip Jump has increased partial intangibility (frames 13-43 → 13-49).}}
**{{nerf|Flip Jump has decreased full body intangibility (frames 1-12 → 3-12) and the kick has significantly increased ending lag due to the removal of its late hit (10 frames → 45), making it easier to punish and rendering it less effective as a combo breaker.}}
**{{nerf|Flip Jump has decreased full body intangibility (frames 1-12 → 3-12) and the kick has significantly increased ending lag due to the removal of its late hit (10 frames → 45), making it easier to punish and rendering it less effective as a combo breaker.}}
**{{nerf|The kick no longer has a late hit, significantly reducing its active frames (9-11/12-50 → 9-14).}}
**{{nerf|The kick has more landing lag (30 frames → 36).}}
**{{nerf|The kick has more landing lag (30 frames → 36).}}
**{{nerf|The kick no longer deals any extra shield damage (5 (early), 2/5 (late) → 0).}}
**{{nerf|The kick's aerial hit has less base knockback (60 → 30) hindering its KO and edge-guarding potential despite its higher damage.}}
**{{nerf|The kick's aerial hit has less base knockback (60 → 30) hindering its KO and edge-guarding potential despite its higher damage.}}
**{{nerf|The kick no longer has transcendent priority.}}
**{{nerf|The footstool has more ending lag (FAF 81 → 85).}}
**{{nerf|The footstool has more ending lag (FAF 81 → 85).}}
**{{bugfix|The move's animation no longer gets cancelled when used on the ground while facing a 45° slope.}}
**{{bugfix|The move's animation no longer gets cancelled when used on the ground while facing a 45° slope.}}
*{{B|Gunship|Final Smash}}:
*{{B|Gunship|Final Smash}}:
**{{buff|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 her 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 version 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 blast zones in the Wii U version further complimenting this). Zero Suit Samus has an array of effective vertical launching moves for comboing, primarily with her 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 version 1.0.4, however, it became impossible to LSI Zero Suit Samus's 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 version 1.0.4, ladder combos could lead to guaranteed KOs 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 version 1.0.4 despite her direct nerfs.
 
From updates [[1.0.6]] to [[1.1.3]], Zero Suit Samus remained largely unchanged. She did benefit from the changes to shields in updates [[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 her neutral aerial, up aerial and down throw all being affected. Her 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 the move's higher knockback, meaning that ZSS had to rely more on her other KO options at higher percents. Considering that Zero Suit Samus's down throw is a key part of her 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 her key tools for her main game plan.
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.
 
Overall, while Zero Suit Samus greatly benefitted from the universal changes in update 1.0.4, she ultimately ended getting considerably nerfed by the end of the game's life. Version 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. Her down throw had its damage reduced and its knockback increased, her 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, being as high as a top 2 character at her peak. By update 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 metagame. Update 1.1.5 was ultimately the final nail in the coffin, giving her more notable nerfs. By the end of the game's height of activity, 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]]'''
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|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Level Chop ({{ja|レベルチョップ|Reberu Choppu}}) / Gun Hook ({{ja|ガンフック|Gan Fukku}}) / Elbow Smash ({{ja|エルボースマッシュ|Erubõ Sumasshu}})
|neutralname=&nbsp;
|neutral1dmg=1.5%
|neutral1dmg=1.5%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
Line 335: Line 246:
|neutraldesc=A knifehand strike, followed by a [[wikipedia:Pistol-whipping|pistol-whip]], followed by a [[wikipedia:12-6 elbow|12-6 elbow]]. Despite its unimpressive damage output, it hits on frame 1, which ties it with {{SSB4|Little Mac}}'s neutral attack for the lowest amount of start-up lag of any neutral attack in the game. This gives it a useful amount of utility, as it can interrupt attacks, act as an [[out of shield]] option, or use its first hit to [[jab cancel]] into [[Boost Kick]], which is a viable KO combo even at high percentages.
|neutraldesc=A knifehand strike, followed by a [[wikipedia:Pistol-whipping|pistol-whip]], followed by a [[wikipedia:12-6 elbow|12-6 elbow]]. Despite its unimpressive damage output, it hits on frame 1, which ties it with {{SSB4|Little Mac}}'s neutral attack for the lowest amount of start-up lag of any neutral attack in the game. This gives it a useful amount of utility, as it can interrupt attacks, act as an [[out of shield]] option, or use its first hit to [[jab cancel]] into [[Boost Kick]], which is a viable KO combo even at high percentages.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}})
|ftiltname=&nbsp;
|ftiltupdmg=8% (leg), 6.5% (body)
|ftiltupdmg=8% (leg), 6.5% (body)
|ftiltsidedmg=7% (leg), 6% (body)
|ftiltsidedmg=7% (leg), 6% (body)
|ftiltdowndmg=8% (leg), 6.5% (body)
|ftiltdowndmg=8% (leg), 6.5% (body)
|ftiltdesc=A roundhouse kick. It is useful for spacing and can be angled, with its downward angle being capable of [[trip]]ping opponents at low percentages.
|ftiltdesc=A roundhouse kick. It is useful for spacing and can be angled, with its downward angle being capable of [[Tripping|trip]] opponents at low percentages.
|utiltname=Headstand Kick ({{ja|ヘッドスタンドキック|Heddosutando Kikku}})
|utiltname=&nbsp;
|utiltdmg=5% (hit 1), 7% (hit 2)
|utiltdmg=5% (hit 1), 7% (hit 2)
|utiltdesc=A butterfly kick-styled scissor kick performed from a variation of the [[Wikipedia:2000 (b-boy move)|2000]], a breakdancing move. It hits on frame 3, which is the lowest amount of start-up lag out of Zero Suit Samus' tilt attacks. It is also one of only two moves that hits in front of and behind her, with the other being neutral aerial. Its first hit grants [[intangibility]] to Zero Suit Samus' legs, while both hits have [[Priority#anti-rebounding priority|anti-rebounding priority]]. It is primarily used to set up juggles, but its second hit's high knockback scaling enables it to function as a situational KOing option. Its second hit KOs aerial middleweights at 161% from anywhere on {{SSB4|Final Destination}} in {{for3ds}}, and at 154% in {{forwiiu}}. However, it has high ending lag and cannot hit grounded short characters, such as {{SSB4|Kirby}}.
|utiltdesc=A butterfly kick-styled scissor kick performed from a variation of the [[Wikipedia:2000 (b-boy move)|2000]], a breakdancing move. It hits on frame 3, which is the lowest amount of start-up lag out of Zero Suit Samus' tilt attacks. It is also one of only two moves that hits in front of and behind her, with the other being neutral aerial. Its first hit grants [[intangibility]] to Zero Suit Samus' legs, while both hits have [[Priority#anti-rebounding priority|anti-rebounding priority]]. It is primarily used to set up juggles, but its second hit's high knockback scaling enables it to function as a situational KOing option. Its second hit KOs aerial middleweights at 161% from anywhere on {{SSB4|Final Destination}} in {{for3ds}}, and at 154% in {{forwiiu}}. However, it has high ending lag and cannot hit grounded short characters, such as {{SSB4|Kirby}}.
|dtiltname=Ground Sweep ({{ja|グラウンドスイープ|Guraundo Suīpu}})
|dtiltname=&nbsp;
|dtiltdmg=8% (leg), 6% (foot)
|dtiltdmg=8% (leg), 6% (foot)
|dtiltdesc=A legsweep. It slightly moves Zero Suit Samus forward and can be used for edge-guarding. When timed precisely, it can even allow her to dodge projectiles and other attacks. Unlike in ''Brawl'', however, it has almost nonexistent combo potential because of its high ending lag. As a result, it is Zero Suit Samus' least effective tilt attack.
|dtiltdesc=A legsweep. It slightly moves Zero Suit Samus forward and can be used for edge-guarding. When timed precisely, it can even allow her to dodge projectiles and other attacks. Unlike in ''Brawl'', however, it has almost nonexistent combo potential because of its high ending lag. As a result, it is Zero Suit Samus' least effective tilt attack.
|dashname=Jumping Kneebutt ({{ja|ジャンピングニーバット|Janpingu Nībatto}})
|dashname=&nbsp;
|dashdmg=8% (clean), 5% (late)
|dashdmg=8% (clean), 5% (late)
|dashdesc=Activates her Jet Boots to perform a jet-propelled knee strike. It can lead into a successful [[cross-up]] against opponents who try to grab her after [[powershield]]ing. Although it is fast, it does not have much range and has high ending lag.
|dashdesc=Activates her Jet Boots to perform a jet-propelled knee strike. It can lead into a successful [[cross-up]] against opponents who try to grab her after [[powershield]]ing. Although it is fast, it does not have much range and has high ending lag.
|fsmashname=Jet Boot Kick ({{ja|ジェットブーツキック|Jetto Būtsu Kikku}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSB4|5}} (hit 1), {{ChargedSmashDmgSSB4|11}} (hit 2)
|fsmashdesc=A mid-level side kick, followed by a spinning side kick at a slightly higher angle. Due to it activating her Jet Boots, the second hit has a visible sweetspot in the form of a small, [[Flame|fiery]] blast at the tip of her foot. Unlike typical sweetspots, it has the same damage output as the sourspot and only very slightly higher knockback scaling, which makes either one reliable for KOing. As a result, it is her strongest smash attack and one of her most reliable KOing options. Its second hit KOs middleweights at 122% while near the edge of Final Destination in the ''3DS'' version, and at 110% in the ''Wii U'' version. An oddity with this move is that the hitboxes become active 1 frame after ZSS sticks her foot out for both kicks. This was fixed in ''Ultimate''.
|fsmashdesc=A mid-level side kick, followed by a spinning side kick at a slightly higher angle. Due to it activating her Jet Boots, the second hit has a visible sweetspot in the form of a small, [[Flame|fiery]] blast at the tip of her foot. Unlike typical sweetspots, it has the same damage output as the sourspot and only very slightly higher knockback scaling, which makes either one reliable for KOing. As a result, it is her strongest smash attack and one of her most reliable KOing options. Its second hit KOs middleweights at 122% while near the edge of Final Destination in the ''3DS'' version, and at 110% in the ''Wii U'' version. An oddity with this move is that the hitboxes become active 1 frame after ZSS sticks her foot out for both kicks. This was fixed in ''Ultimate''.
|usmashname=Shocker String ({{ja|ショッカーストリング|Shokkā Sutoringu}})
|usmashname=&nbsp;
|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.
|nairname=Whip Guard ({{ja|ウィップガード|Wippu Gādo}})
|nairname=&nbsp;
|nairdmg=8% (both hits)
|nairdmg=8% (both hits)
|nairdesc=Spins around to swing a whip of plasma from her Paralyzer laterally around herself. It has long range, low landing lag and launches at 55°, which allow it to function as a useful set-up option when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, particularly into other aerials. However, it can be easily be punished against shielding opponents if it is not spaced properly.
|nairdesc=Spins around to swing a whip of plasma from her Paralyzer laterally around herself. It has long range, low landing lag and launches at 55°, which allow it to function as a useful set-up option when [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d, particularly into other aerials. However, it can be easily be punished against shielding opponents if it is not spaced properly.
|fairname=Twice Kick ({{ja|トワイスキック|Towaisu Kikku}})
|fairname=&nbsp;
|fairdmg=5% (hit 1), 7% (hit 2)
|fairdmg=5% (hit 1), 7% (hit 2)
|fairdesc=A hook kick followed by a roundhouse kick. Its first hit can function as a set-up when SHFF'd, thanks to it launching the opponent into their [[Tumbling#Reeling|reeling]] animation. In comparison, its second hit is slightly faster and has very high knockback scaling. Its second hit can also be used independently of its first hit, but requires precise timing to do so. It is a very useful follow-up from down throw if the opponent's DI has been read properly. Its second hit KOs middleweights at 115% while near the left/right [[blast line]] of Final Destination in the ''3DS'' version, and at 95% in the ''Wii U'' version. However, it is difficult to land both hits without taking advantage of upward and forward momentum from a jump.
|fairdesc=A hook kick followed by a roundhouse kick. Its first hit can function as a set-up when SHFF'd, thanks to it launching the opponent into their [[Tumbling#Reeling|reeling]] animation. In comparison, its second hit is slightly faster and has very high knockback scaling. Its second hit can also be used independently of its first hit, but requires precise timing to do so. It is a very useful follow-up from down throw if the opponent's DI has been read properly. Its second hit KOs middleweights at 115% while near the left/right [[blast line]] of Final Destination in the ''3DS'' version, and at 95% in the ''Wii U'' version. However, it is difficult to land both hits without taking advantage of upward and forward momentum from a jump.
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairname=&nbsp;
|bairdmg=12% (foot), 10% (leg)
|bairdmg=12% (foot), 10% (leg)
|bairdesc=A spinning hook kick. It hits on frame 8 and has long range, high knockback scaling and a sweetspot located at her foot. Altogether, these traits make it one of Zero Suit Samus' most viable KOing options. Its sweetspot KOs middleweights at 112% while near the edge of Final Destination in the ''3DS'' version, and at 101% in the ''Wii U'' version. Although its sourspot KOs later because of its slightly lower damage output, it is still reliable for KOing regardless. It is also good for shield pressuring when well spaced.
|bairdesc=A spinning hook kick. It hits on frame 8 and has long range, high knockback scaling and a sweetspot located at her foot. Altogether, these traits make it one of Zero Suit Samus' most viable KOing options. Its sweetspot KOs middleweights at 112% while near the edge of Final Destination in the ''3DS'' version, and at 101% in the ''Wii U'' version. Although its sourspot KOs later because of its slightly lower damage output, it is still reliable for KOing regardless. It is also good for shield pressuring when well spaced.
|uairname=Air Kick ({{ja|エアキック|Ea Kikku}})
|uairname=&nbsp;
|uairdmg=6.5%
|uairdmg=6.5%
|uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, it boasts excellent juggling potential. It can combo into itself at low percentages and, with sufficient [[rage]], it can combo into Boost Kick after a second one has been landed, leading to a KO. By extension, its very knockback scaling also grants it KO potential in spite of its low damage output. It KOs middleweights at 144% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 136% in the ''Wii U'' version. However, its very low base knockback makes it unsafe on hit against characters that have a fast aerial attack to counter with.
|uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, it boasts excellent juggling potential. It can combo into itself at low percentages and, with sufficient [[rage]], it can combo into Boost Kick after a second one has been landed, leading to a KO. By extension, its very knockback scaling also grants it KO potential in spite of its low damage output. It KOs middleweights at 144% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 136% in the ''Wii U'' version. However, its very low base knockback makes it unsafe on hit against characters that have a fast aerial attack to counter with.  
|dairname=Slash Dive<!--name from SSBU tips--> ({{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=Aerial Plasma Whip ({{ja|空中プラズマウィップ|Kūchū 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=Grab ({{ja|つかみ|Tsukami}})
|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=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A knee strike. A fairly fast pummel.
|pummeldesc=A knee strike. A fairly fast pummel.
|fthrowname=Short Kick ({{ja|ショートキック|Shōto Kikku}})
|fthrowname=&nbsp;
|fthrowdmg=2% (hit 1), 7% (throw)
|fthrowdmg=2% (hit 1), 7% (throw)
|fthrowdesc=A point-blank energy blast. At medium percentages and depending on the opponent's DI and reaction, it can act as a set-up into Flip Jump, which can lead into an early KO if its meteor smash hitbox connects. Outside of this, its only other purpose is to deal damage.
|fthrowdesc=A point-blank energy blast. At medium percentages and depending on the opponent's DI and reaction, it can act as a set-up into Flip Jump, which can lead into an early KO if its meteor smash hitbox connects. Outside of this, its only other purpose is to deal damage.
|bthrowname=Kick Throw ({{ja|キックスルー|Kikku Surū}})
|bthrowname=&nbsp;
|bthrowdmg=2% (hit 1), 6% (throw)
|bthrowdmg=2% (hit 1), 6% (throw)
|bthrowdesc=A mid-level roundhouse kick. At low percent, it can set up tech chase depending on opponent's DI and reaction. It is an infamous set-up for [[Flip Jump]] while near the edge because of Flip Jump's meteor smash hitbox. It can also be used as a set-up into back aerial until around 90%-110% as a DI mix-up against opponents attempting to DI away. However, these follow-ups are not guaranteed and require hard reads.
|bthrowdesc=A mid-level roundhouse kick. At low percent, it can set up tech chase depending on opponent's DI and reaction. It is an infamous set-up for [[Flip Jump]] while near the edge because of Flip Jump's meteor smash hitbox. It can also be used as a set-up into back aerial until around 90%-110% as a DI mix-up against opponents attempting to DI away. However, these follow-ups are not guaranteed and require hard reads.
|uthrowname=Hold Somersault Kick ({{ja|ホールドサマーソルトキック|Hōrudo Samāsoruto Kikku}})
|uthrowname=&nbsp;
|uthrowdmg=2% (hit 1), 8% (throw)
|uthrowdmg=2% (hit 1), 8% (throw)
|uthrowdesc=A bicycle kick. It is her most damaging throw, but lacks KO potential because of its below average knockback scaling. Although its knockback values and launching angle are nearly identical to down throw's, it has almost nonexistent combo potential because of its fairly high ending lag.
|uthrowdesc=A bicycle kick. It is her most damaging throw, but lacks KO potential because of its below average knockback scaling. Although its knockback values and launching angle are nearly identical to down throw's, it has almost nonexistent combo potential because of its fairly high ending lag.
|dthrowname=Knee Stamp ({{ja|ニースタンプ|Nī Sutanpu}})
|dthrowname=&nbsp;
|dthrowdmg=2% (hit 1), 3% (throw)
|dthrowdmg=2% (hit 1), 3% (throw)
|dthrowdesc=Pins the opponent to the ground and then performs an axe kick. It is one of her best combo starters, with follow-ups including a dashing up smash, forward, back (if the opponent's DI is read properly) and up aerials, and Boost Kick, with the latter combo KOing at high percentages. At low percent depending on characters's weight and fall speed along with DI, she can set up an up smash or down smash against opponents attempting to air dodge. At high percentages and depending on rage, it can also set up a semi-guaranteed KO combo with up aerial against opponents attempting to jump out or air dodge, or Boost Kick, bair, or Flip Jump against opponents attempting to air dodge.
|dthrowdesc=Pins the opponent to the ground and then performs an axe kick. It is one of her best combo starters, with follow-ups including a dashing up smash, forward, back (if the opponent's DI is read properly) and up aerials, and Boost Kick, with the latter combo KOing at high percentages. At low percent depending on characters's weight and fall speed along with DI, she can set up an up smash or down smash against opponents attempting to air dodge. At high percentages and depending on rage, it can also set up a semi-guaranteed KO combo with up aerial against opponents attempting to jump out or air dodge, or Boost Kick, bair, or Flip Jump against opponents attempting to air dodge.
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|nsdefname=Paralyzer
|nsdefname=Paralyzer
|nsdefdmg=4% (uncharged), 6% (charged)
|nsdefdmg=4% (uncharged), 6% (charged)
|nsdefdesc=Assumes a {{s|wikipedia|kneeling position}} to fire a paralyzing energy blast. It can be charged, which increases its damage output the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.
|nsdefdesc=Assumes a {{s|wikipedia|kneeling position}} to fire a paralyzing energy blast. It can be charged, which increases its damage output the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage.  
|nsc1name=Blast Shot
|nsc1name=Blast Shot
|nsc1dmg=2% (uncharged), 3.5% (charged)
|nsc1dmg=2% (uncharged), 3.5% (charged)
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|dsc1dmg=8% (stomp), 17% (clean kick), 14% (late kick)
|dsc1dmg=8% (stomp), 17% (clean kick), 14% (late kick)
|dsc1desc=The flying kick's sweetspot deals more damage and it functions similarly to down aerial, albeit propelling Zero Suit Samus at a more horizontal angle. However, the jump covers less horizontal distance.
|dsc1desc=The flying kick's sweetspot deals more damage and it functions similarly to down aerial, albeit propelling Zero Suit Samus at a more horizontal angle. However, the jump covers less horizontal distance.
|dsc2name=Low Flip
|dsc2name=Low Kick
|dsc2dmg=4% (stomp), 8% (clean kick), 6% (late kick)
|dsc2dmg=4% (stomp), 8% (clean kick), 6% (late kick)
|dsc2desc=The jump grants much more horizontal distance and jumping while flipping helps Zero Suit Samus land faster. However, the jump covers much less vertical distance and grants no intangibility, while the stomp and kick both deal less damage.
|dsc2desc=The jump grants much more horizontal distance and jumping while flipping helps Zero Suit Samus land faster. However, the jump covers much less vertical distance and grants no intangibility, while the stomp and kick both deal less damage.
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|fsdesc=Summons [[metroidwiki:Samus Aran's Gunship|her Gunship]] from the background, and jumps into it as it flies off-screen. While Zero Suit Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, or when she has fired five shots, Zero Suit Samus will eject from her Gunship and descend from the sky.
|fsdesc=Summons [[metroidwiki:Samus Aran's Gunship|her Gunship]] from the background, and jumps into it as it flies off-screen. While Zero Suit Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, or when she has fired five shots, Zero Suit Samus will eject from her Gunship and descend from the sky.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 80
|rweight = 49-50
|dash = 1.7
|rdash = 11-15
|run = 2.1
|rrun = 5
|walk = 1.4
|rwalk = 5-6
|trac = 0.07
|rtrac = 3-5
|airfric = 0.008
|rairfric = 37-42
|air = 1.2
|rair = 6-7
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.085
|raddaccel = 8-10
|gravity = 0.12
|rgravity = 5-8
|fall = 1.7
|rfall = 12-13
|ff = 2.72
|rff = 13-14
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 44.5
|rjumpheight = 3
|shorthop = 21.354742
|rshorthop = 2-3
|djump = 44.199909
|rdjump = 5
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Zero Suit Samus English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|char=ZeroSuitSamus}}
|char=ZeroSuitSamus}}


==In [[competitive play]]==
==In competitive play==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--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 (SSB4)]]''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''


*{{Sm|ANTi|USA}} - Although better known for using {{SSB4|Mario}}, ANTi has also used Zero Suit Samus as a common secondary in tournaments, using her to win crucial sets to place 2nd at both {{Trn|Port Priority 3: Tristate Throwdown}} and {{Trn|The Big House 6}}, as well as 7th at {{Trn|Get On My Level 2016}}. He was ultimately ranked 14th on the [[PGR 100]] with Zero Suit Samus as a secondary.
''See also: [[:Category:Zero Suit Samus professionals (SSB4)]]''
*{{Sm|Choco|Japan}} - One of the best Zero Suit Samus players of all-time, ranking 35th on the [[PGR 100]], and one of Japan's best players, known for being the runner-up at {{Trn|Umebura Niconico Qualifier}} and {{Trn|Umebura Smash 4 Final}}. Despite his achievements, he was notoriously underrated on the [[PGR]] for most of competitive ''Smash 4'' due to his performances being largely based in Japan, and wouldn't make a major impact internationally until his 7th-place run at {{Trn|EVO 2018}}.  
 
*{{Sm|Luhtie|USA}} - First known for his run to 5th at {{Trn|Rise 2017}} defeating {{Sm|Elegant}} and {{Sm|Tyrant}}, but this was quickly overshadowed by his win over {{Sm|ZeRo}} at {{Trn|2GGC: Civil War}}, where he ultimately placed 33rd. He has since seen many other strong performances at events, including placing 25th at the {{Trn|Super Smash Con 2017}} and {{Trn|2GGC: SCR Saga}} defeating {{Sm|Abadango}} in the former and {{Sm|AC}} in the latter. His performances in the latter half of 2017 led him to be ranked in the Area 51 position on the [[PGR v4]].
*{{Sm|ANTi|USA}} (#14) - Co-mained Zero Suit Samus alongside {{SSB4|Mario}}. Placed 1st at both {{Trn|Get On My Level 2017}} and {{Trn|Smash Factor 7}}, 2nd at both {{Trn|Port Priority 3: Tristate Throwdown}} and {{Trn|The Big House 6}}, and 7th at {{Trn|Get On My Level 2016}}.  
*{{Sm|Marss|USA}} - The second-best Zero Suit Samus player of all-time, ranked 16th on the [[PGR 100]], having dominated [[New England]] competitive play. He notably won {{Trn|Midwest Mayhem 12}}, and has come close to winning several majors, having placed 2nd at {{Trn|The Big House 7}}, 3rd at {{Trn|Pound 2016}}, and 5th at {{Trn|2GGC: Civil War}}.
*{{Sm|Choco|Japan}} (#35) - One of the best Zero Suit Samus players in the world. Placed 1st at both {{Trn|Umebura 29}} and {{Trn|Umebura 32}}, 2nd at {{Trn|Umebura Smash 4 Final}}, 5th at {{Trn|EVO Japan 2018}}, and 7th at both {{Trn|Umebura Japan Major 2017}} and {{Trn|EVO 2018}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Larry Lurr}}, and {{Sm|VoiD}}. Ranked 3rd on the [[JAPAN Power Rankings]].
*{{Sm|Nairo|USA}} - The best Zero Suit Samus player of all-time, and one of the overall best ''Smash 4'' players of all-time, ranking no lower than 4th on any iteration of the [[PGR]] and ultimately ranking 2nd on the [[PGR 100]]. He is the only Zero Suit Samus player with major wins, with 10 major and supermajor victories including {{Trn|Super Smash Con 2016}} and {{Trn|Super Smash Con 2017}}. In addition, he is the first player to double-eliminate {{Sm|ZeRo}}, doing so at {{Trn|MLG World Finals 2015}}.
*{{Sm|Es|Japan}} - Co-Mained Zero Suit Samus alongside {{SSB4|Bayonetta}}. Placed 5th at {{Trn|TSC Tokaigi Qualifier}}, 9th at {{Trn|Umebura 29}}, 13th at {{Trn|Umebura 26}}, {{Trn|Umebura Tokaigi Qualifier 2}}, and {{Trn|Umebura 32}} with wins over players like {{Sm|Brood}}, {{Sm|Earth}}, and {{Sm|Nyanko}}. Ranked 72nd on the [[JAPAN Power Rankings]].
*{{Sm|quiK|Germany}} - The best Zero Suit Samus player in Europe and one of Europe's best players overall, ranking 6th on the [[European Smash 4 Power Rankings]] and regularly placing top 8 at Europe's largest events, including winning {{Trn|Albion 3}} and placing 3rd at {{Trn|Smash Valley}}, 5th at {{Trn|SALT}}, and 7th at {{Trn|Syndicate 2017}}. Outside of Europe, he notably placed 33rd at {{Trn|2GGC: Nairo Saga}} defeating {{Sm|Larry Lurr}}.
*{{Sm|Exodia|Canada}} - The best Zero Suit Samus player in Canada. Placed 2nd at {{Trn|Port Priority: 4Ever}}, 3rd at {{Trn|Don't Park on the Grass}}, 5th at {{Trn|Battle of BC 2}}, and 25th at both {{Trn|Frostbite 2018}} and {{Trn|Get On My Level 2016}} with wins over players such as {{Sm|Blacktwins13}}, {{Sm|Locus}}, and {{Sm|Zenyou}}. Ranked 7th on the [[Canada Smash Ranking]].
*{{Sm|shky|Japan}} - The second-best Zero Suit Samus player in Japan, breaking out onto the competitive scene in 2018 by placing 3rd at {{Trn|Umebura Tokaigi Qualifier 1}} and 7th at {{Trn|EVO Japan 2018}}, and remained a threat throughout the rest of competitive ''Smash 4'', placing 3rd at {{Trn|Sumabato 27}} and 7th at {{Trn|KVOxTSB 2018}}. He is the second Japanese player ranked on an iteration of the PGR without attending an international event, ranking 41st on the [[PGR v5]].
*{{Sm|Juice|USA}} - Placed 5th at both {{Trn|XenoSaga XIII}} and {{Trn|Glitch 5}} and 13th at {{Trn|Smash Sounds}}, {{Trn|Port Priority 3}}, and {{Trn|Glitch 4}} with wins over players such as {{Sm|JaKaL}}, {{Sm|Shoyo James}}, and {{Sm|6WX}}. Ranked 1st on the [[Philadelphia Power Rankings]].  
*{{Sm|Marss|USA}} (#16) - One of the Zero Suit Samus players in the world. Placed 1st at {{Trn|Midwest Mayhem 12}}, 2nd at both {{Trn|2GGT: KTAR Saga}} and {{Trn|The Big House 7}}, 3rd at {{Trn|Pound 2016}}, and 7th at {{Trn|CEO 2017}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Nairo}}, and {{Sm|Salem}}.
*{{Sm|Nairo|USA}} (#2) - The best Zero Suit player in the world. Placed 1st at {{Trn|MLG World Finals 2015}}, {{Trn|MomoCon 2016}}, {{Trn|Umebura Tokaigi Qualifier}}, {{Trn|Niconico Tokaigi 2017}}, {{Trn|Super Smash Con 2017}}.
*{{Sm|Pepo|Spain}} - T best Zero Suit Samus players in Spain. Placed 5th at both {{Trn|Tech Republic III}} and {{Trn|Pool Fiction 2018}}, 17th at {{Trn|Smashdown World}}, and 25th at {{Trn|Syndicate 2016}} with wins over players such as {{Sm|LoNg0uw}} and {{Sm|Neath}}. Ranked 23rd on the [[European Smash 4 Power Rankings]].
*{{Sm|quiK|Germany}} - The best Zero Suit Samus player in Europe. Placed 1st at {{Trn|Albion 3}}, 3rd at {{Trn|Smash Valley}}, 5th at {{Trn|SALT}}, 7th at {{Trn|Syndicate 2017}}, and 9th at {{Trn|Syndicate 2016}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|Samsora}}, and {{Sm|Raito}}. Ranked 6th on the [[European Smash 4 Power Rankings]].
*{{Sm|shky|Japan}} - One of the best Zero Suit Samus players in Japan. Placed 3rd at both {{Trn|Sumabato 27}} and {{Trn|Umebura Tokaigi Qualifier 1}}, 5th at {{Trn|Umebura BenQ ZOWIE Cup}}, and 7th at {{Trn|EVO Japan 2018}} with wins over players such as {{Sm|ANTi}}, {{Sm|Abadango}}, and {{Sm|Tsu-}}. Ranked 18th on the [[JAPAN Power Rankings]].


===Tier placement and history===
===Tier placement and history===
Zero Suit Samus was 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 the incredible safety of her electric attacks like her neutral aerial, which she received in update [[1.1.1]]. 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 many dedicated professionals, who dominated their respective regions with her and whose tournament results were 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.


Among these dedicated professionals was {{Sm|Nairo}}, who quickly established himself as one of the best players in the world after regularly achieving top 8 placings at major tournaments, winning several of them, and becoming the first person to eliminate {{Sm|ZeRo}}, the undisputed best player in the world at the time, from a tournament. Several other Zero Suit Samus players also made strong impacts on the metagame, including {{Sm|Marss}} and {{Sm|NickRiddle}}. 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.


However, Zero Suit Samus received nerfs from game updates, with update 1.1.5 providing her most significant ones by exacerbating her grab game's lag issues and somewhat toning down her immense strengths. These nerfs ultimately affected her results, with some of her main players eventually being outperformed by other characters, such as {{SSB4|Cloud}}, which in turn saw her playerbase slightly shrink. Zero Suit Samus' downturn was reflected in her next few tier placements, as she lost her top 3 status by being ranked 8th on the second tier list, and then lost her top 10 status by being ranked 11th on the third tier list.
However, Zero Suit Samus received nerfs from game updates, with update 1.1.5 providing her most significant ones by exacerbating her grab game's lag issues, and somewhat toning down her immense strengths. These nerfs ultimately affected her results, with some of her main players eventually being outperformed by other characters, such as {{SSB4|Cloud}}, which in turn saw her playerbase slightly shrink. Zero Suit Samus' downturn was reflected in her subsequent tier placements, as she lost her top 3 status by being ranked 8th on the second tier list, and then lost her top 10 status by being ranked 11th on the third tier list.


However, this downturn of events was reversed following the release of the third tier list, as Zero Suit Samus saw a spike in results thanks to Nairo and Marss' continued success at majors and {{Sm|Choco}}'s strong performances in the Japanese scene. In addition, the nerfs did little to hinder her threatening ladder combos, which remained a core part of her playstyle. As such, many Smashers believed she had been severely underrated on the third tier list, especially when her results were more impressive than some characters ranked above her, including {{SSB4|Sheik}} and {{SSB4|Mario}}. Although a few top players remained adamant that Zero Suit Samus was not as strong as many perceived, she ultimately rose back into the top 10 on the fourth and final tier list, ranking 6th. This placement remained mostly agreed upon for the rest of competitive ''Smash 4'', especially with continued success from her best players and the rise of {{Sm|shky}} in the game's final year.
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.


==In Solo Modes==
==Trophies==
===[[All-Star Mode]]===
:'''Zero Suit Samus'''
In All-Star Mode, Zero Suit Samus is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside {{SSB4|Roy}}, {{SSB4|Ike}}, {{SSB4|Lucas}}, {{SSB4|Olimar}}, {{SSB4|Lucario}}, {{SSB4|Toon Link}}, {{SSB4|Villager}}, and {{SSB4|Bowser Jr.}}
::{{flag|ntsc}} ''Samus is far from helpless when her Power Suit is deactivated. Sure, she loses a lot of the moves and weapons she had access to before, but her Jet Boots pick up the slack! She also has the Paralyzer, a versatile weapon that can shock her rivals or change into a Plasma Whip to grab edges and enemies.''


==={{GameIcon|SSB4-U}}[[Event Match]]es===
::{{flag|pal}} ''Without her Power Suit, Samus Aran may not have her usual strength, specials moves or over-powered arm cannon, but her Jet Boots definitely kick things up a notch in their own way. The Paralyzer, her gun, does just what you'd expect it to, but it can also turn into a whip for attacking and grabbing onto edges while falling.''
====Solo Events====
 
* '''[[A Situation of some Gravity]]''': Zero Suit Samus must defeat {{SSB4|Rosalina & Luma}} while she is affected by high gravity.
::{{Trophy games|console1=GBA|game1=Metroid: Zero Mission (02/2004)|console2=Wii|game2=Metroid: Other M (08/2010)}}
* '''[[All-Star Battle: Brawl]]''': Zero Suit Samus is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
 
* '''[[Bounty Hunter Clash]]''': As {{SSB4|Captain Falcon}}, the player must defeat Zero Suit Samus. After some time, two {{SSB4|Villager}}s will appear and must be defeated as well.
:'''Zero Suit Samus (Alt.)'''
* '''[[Identity Crisis]]''': As {{SSB4|Zelda}} and {{SSB4|Sheik}}, the player must defeat Zero Suit Samus and {{SSB4|Samus}}.
::{{flag|ntsc}} ''Zero Suit Samus's up special Boost Kick involves a series of fast kicks that end with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.''
====Co-op Events====
 
* '''[[Peach in Peril]]''': {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat Zero Suit Samus, Rosalina & Luma, Zelda, {{SSB4|Wii Fit Trainer}} and female {{SSB4|Robin}}, but not {{SSB4|Peach}}. KOing Peach results into an instant failure.
::{{flag|pal}} ''Zero Suit Samus's Boost Kick up special finishes with a swift sideways kick. If you start the move close to an opponent, you can hit them up to eight times and launch them sideways! Her main down special, Flip Jump, buries opponents if you land on them at the end of it. Alternatively, press the button again mid-flip for a drop kick.''
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
 
::{{Trophy games|console1=GBA|game1=Metroid: Zero Mission (02/2004)|console2=Wii|game2=Metroid: Other M (08/2010)}}
 
:'''Gunship (Zero Suit Samus)'''
::{{flag|ntsc}} ''Samus's Gunship is her way of travelling through space and her base of operations when exploring hostile planets. In Zero Suit Samus's Final Smash, she can use her Gunship to fire powerful beams at other fighters, hitting them multiple times, even if they're hiding off-screen! At least they can be thankful it doesn't go on forever.''
 
::{{flag|pal}} ''Samus's spaceship carries her through space and serves as her base of operations during her missions. Zero Suit Samus will call down and board her Gunship with her Final Smash. Once she's in the pilot's seat, she has a short time to unleash up to five powerful shots from the ship's weapons. Foes aren't safe even hiding off-screen!''


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Zero Suit Samus.png|Classic Mode
SSB4-3DS Congratulations All-Star Zero Suit Samus.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
<gallery>
SSB4-Wii U Congratulations Classic Zero Suit Samus.png|Classic Mode
ZeroSuitSamusTrophy3DS.png|Classic (3DS)
SSB4-Wii U Congratulations All-Star Zero Suit Samus.png|All-Star Mode
ZeroSuitSamusAltTrophy3DS.png|Alt. (3DS)
ZeroSuitSamusTrophyWiiU.png|Classic (Wii U)
ZeroSuitSamusAltTrophyWiiU.png|Alt. (Wii U)
GunshipFinalSmashTrophyWiiU.png|[[Gunship (Final Smash)]]
</gallery>
</gallery>
</center>
</center>


==[[Trophies]]==
==In [[Event Match]]es==
Zero Suit Samus's default trophy is obtained by clearing Classic Mode as Zero Suit Samus. Her alternate trophy is obtained by clearing All-Star Mode as Zero Suit Samus in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Gunship (Zero Suit Samus) trophy is obtained only in the Wii U version by clearing All-Star Mode as Zero Suit Samus.
===Solo Events===
{{Trophy/Fighter
* '''[[A Situation of some Gravity]]''': Zero Suit Samus must defeat {{SSB4|Rosalina & Luma}} while she is affected by high gravity.  
|name=Zero Suit Samus
* '''[[All-Star Battle: Brawl]]''': Zero Suit Samus is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
|image-3ds=ZeroSuitSamusTrophy3DS.png
* '''[[Bounty Hunter Clash]]''': As {{SSB4|Captain Falcon}}, the player must defeat Zero Suit Samus. After some time, two {{SSB4|Villager}}s will appear and must be defeated as well.
|image-wiiu=ZeroSuitSamusTrophyWiiU.png
* '''[[Identity Crisis]]''': As {{SSB4|Zelda}} and {{SSB4|Sheik}}, the player must defeat Zero Suit Samus and {{SSB4|Samus}}.
|mode=Classic
|desc-ntsc=Samus is far from helpless when her Power Suit is deactivated. Sure, she loses a lot of the moves and weapons she had access to before, but her Jet Boots pick up the slack! She also has the Paralyzer, a versatile weapon that can shock her rivals or change into a Plasma Whip to grab edges and enemies.
|desc-pal=Without her Power Suit, Samus Aran may not have her usual strength, special moves or over-powered arm cannon, but her Jet Boots definitely kick things up a notch in their own way. The Paralyzer, her gun, does just what you'd expect it to, but it can also turn into a whip for attacking and grabbing onto edges while falling.
|gamelist-ntsc={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=02/2004|console2=Wii|game2=Metroid: Other M|release2=08/2010}}
|gamelist-pal={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=04/2004|console2=Wii|game2=Metroid: Other M|release2=09/2010}}
}}
{{clrl}}


{{Trophy/Fighter
===Co-op Events===
|name=Zero Suit Samus (Alt.)
* '''[[Peach in Peril]]''': {{SSB4|Bowser}} and {{SSB4|Bowser Jr.}} must defeat Zero Suit Samus, Rosalina & Luma, Zelda, {{SSB4|Wii Fit Trainer}} and female {{SSB4|Robin}}, but not {{SSB4|Peach}}. KOing Peach results into an instant failure.
|image-3ds=ZeroSuitSamusAltTrophy3DS.png
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
|image-wiiu=ZeroSuitSamusAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Zero Suit Samus's up special Boost Kick involves a series of fast kicks that end with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.
|desc-wiiu-ntsc=Zero Suit Samus's up special Boost Kick involves a series of fast kicks that ends with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.
|desc-pal=Zero Suit Samus's Boost Kick up special finishes with a swift sideways kick. If you start the move close to an opponent, you can hit them up to eight times and launch them sideways! Her main down special, Flip Jump, buries opponents if you land on them at the end of it. Alternatively, press the button again mid-flip for a drop kick.
|gamelist-ntsc={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=02/2004|console2=Wii|game2=Metroid: Other M|release2=08/2010}}
|gamelist-pal={{Trophy games|console1=GBA|game1=Metroid: Zero Mission|release1=04/2004|console2=Wii|game2=Metroid: Other M|release2=09/2010}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Gunship (Zero Suit Samus)
|image=GunshipFinalSmashTrophyWiiU.png
|desc-ntsc=Samus's spaceship carries her through space and serves as her base of operations during her missions. Zero Suit Samus will call down and board her Gunship with her Final Smash. Once she's in the pilot's seat, she has a short time to unleash up to five powerful shots from the ship's weapons. Foes aren't safe even hiding off-screen!
|desc-pal=Samus's Gunship is her way of travelling through space and her base of operations when exploring hostile planets. In Zero Suit Samus's Final Smash, she can use her Gunship to fire powerful beams at other fighters, hitting them multiple times, even if they're hiding off-screen! At least they can be thankful it doesn't go on forever.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Zero Suit Samus|Alternate costumes]]==
==[[Alternate costume (SSB4)#Zero Suit Samus|Alternate costumes]]==
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==Trivia==
==Trivia==
*Zero Suit Samus is the only character who has more than one method of accessing their [[tether recovery]].
*Zero Suit Samus is the only character who has more than one method of accessing her [[tether recovery]].
*Although {{SSB4|Zelda}} and {{SSB4|Sheik}} have [[alternate costume]]s that correspond to their costumes' respective orders, {{SSB4|Samus}} and Zero Suit Samus do not follow this trend. Zero Suit Samus lacks a purple alternate costume to match Samus' {{s|metroidwiki|Gravity Suit}}, while her last two alternate costumes consist of her Casual Outfits instead of variations of the {{s|metroidwiki|Zero Suit}}.
*Although {{SSB4|Zelda}} and {{SSB4|Sheik}} have [[alternate costume]]s that correspond to their costumes' respective orders, {{SSB4|Samus}} and Zero Suit Samus do not follow this trend. Zero Suit Samus lacks a purple alternate costume to match Samus' {{s|metroidwiki|Gravity Suit}}, while her last two alternate costumes consist of her Casual Outfits instead of variations of the {{s|metroidwiki|Zero Suit}}.
*''SSB4'' marks the first time Zero Suit Samus is listed in the character selection screen.
*''SSB4'' marks the first time Zero Suit Samus is listed in the character selection screen.

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