Editing Zero Suit Samus (SSB4)
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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 | 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. | ||
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]]. | 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]]. | ||
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==Attributes== | ==Attributes== | ||
Zero Suit Samus is a tall | 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. | 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]] | 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. | Lastly, Zero Suit Samus possesses a few invaluable KO set-ups aside from Paralyzer. Down smash is one of the few smash attacks of its kind that only hits in one direction, but it has low ending lag and paralyzes an opponent like Paralyzer, allowing her to follow it up with a forward smash, back aerial, a grab, Boost Kick or Flip Jump, with the last KOing at very low percentages. In addition, down throw itself has guaranteed follow-ups at any percentage below 160%. Depending on the opponent's [[Directional influence|DI]], it can combo into forward or up aerial, and sometimes back aerial and Boost Kick. This throw is also notorious for its ability to score very early KOs. Without proper DI, a series of up aerials leading into a Boost Kick can KO the majority of the cast at 50% while near the upper blast line. The latter's loop hits also have high base knockback and can KO if its last hit does not land due to [[Smash directional influence|SDI]], even with perfect DI. Even with proper DI, this combo can also KO earlier if the opponent is near an edge. Due to its speed, neutral attack's first hit can also function as a surprisingly effective set-up into Boost Kick at medium to high percentages. Altogether, these traits make Zero Suit Samus' [[punishment]] potential one of the most potent in the game. | ||
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 | 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, [[ | 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, [[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. | ||
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==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'' | 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. | ||
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 | 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: 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. | ||
Overall, Zero Suit Samus is an even larger threat 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=== | ||
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**{{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.}} | **{{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 | **{{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.}} | ||
**{{change|As with most back aerials, back aerial now always launches opponents behind Zero Suit Samus.}} | **{{change|As with most back aerials, back aerial now always launches opponents behind Zero Suit Samus.}} | ||
**{{nerf|Back aerial has a shorter duration (frames 8-10 → 8-9).}} | **{{nerf|Back aerial has a shorter duration (frames 8-10 → 8-9).}} | ||
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***{{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 | **{{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).}} | ||
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==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 | Zero Suit Samus was nerfed via game updates. Update [[1.0.4]] increased her air dodge's landing lag in order for it to match the rest of the cast's, while up smash and [[Paralyzer]] had their start-up and ending lag increased, respectively. Not only was Paralyzer's ending lag increased but the fully charged version's angle against grounded opponents was altered. Originally, the move lifted opponents off the ground. This made it easier to land aerial followups but more notably, it allowed Zero Suit Samus to re-stun opponents with another fully charged Paralyzer if they landed back on the ground during the paralyzer's hitstun. This gave Zero Suit Samus an infinite against fast fallers as she could jump closer to the opponent to continue the stun if they got too far away and she could even swap sides to continue the stun. The move was adjusted so that it kept opponents on the ground, preventing it from re-stunning opponents and completely removing the infinite. | ||
While Zero Suit Samus did receive notable direct nerfs in | While Zero Suit Samus did receive notable direct nerfs in 1.0.4, she did greatly benefit from the removal of [[LSI]] on moves with an angle between 65° to 115° which indirectly buffed her overall (with the lower blastzones in the Wii U version further complimenting this). Zero Suit Samus has an array of effective vertical launching moves for comboing, primarily with down throw, up aerial and Boost Kick which she can use for powerful ladder combos. In early 3DS versions however, those ladder combos were far less dangerous as the opponent could utilise LSI on all of her main followups (down throw/up aerial/boost kick) to escape a ladder combo. LSI up was mainly effective as it could get the opponent out of range of continuous up aerial followups or a boost kick ender although LSI down could be more helpful at lower percents to fall out of the ladder combo, mainly for fast fallers. In 1.0.4 however, it became impossible to LSI down throw, up aerial and boost kick which made her ladder combos much more devastating. In earlier 3DS versions, ladder combos could be avoided consistently and on flat ground especially, they should have never led to a KO against an experienced opponent but from 1.0.4, ladder combos could lead to guaranteed KOes at very low percents and all the opponent could do was hope that the Zero Suit Samus player failed to follow their DI or that they fall out of the Boost Kick ender and survive (although this could still lead to a KO depending on the scenario). Zero Suit Samus was by far one of the characters who benefitted the most from the altered LSI system as it gave her a far more consistent and devastating combo game, making her a more effective character in 1.0.4 despite her direct nerfs. | ||
From | From [[1.0.6]] to [[1.1.3]], Zero Suit Samus remained largely unchanged. She did benefit from the changes to shields in [[1.1.0]] and [[1.1.1]] as they made her attacks considerably safer on shield (most notably, her aerials) and Zero Suit Samus still had an incredibly devastating frame 4 Out of Shield punish with Boost Kick which stood out even more relative to the cast with the higher shieldstun and lower shield pushback. These changes did make her grab a less applicable guaranteed out of shield punish although the reduced shield pushback did alleviate this to an extent. | ||
Update [[1.1.4]] | Update [[1.1.4]] however did bring a couple of nerfs to Zero Suit Samus. She became slightly lighter but more notably, her Boost Kick's power was reduced, making it a worse KO option, especially near the upper blast zone, hindering her ladder combos. Her most substantial nerfs however came about in update [[1.1.5]]. Zero Suit Samus received various reductions to her damage output with neutral aerial, up aerial and down throw all being affected. Down throw in particular was nerfed the most significantly as while its damage was reduced, its knockback was increased. This notably hindered Zero Suit Samus' ability to ladder combo at higher percents. She still had the ability to KO her opponents off of a grab at very low percents but the window to do so was reduced due to down throw's higher knockback, meaning that ZSS had to rely more on her other KO options at higher percents. Considering that down throw is a key part of Zero Suit Samus' grab game, this change was fairly substantial. Grabs also had their active frames reduced which made it harder for Zero Suit Samus to get the grab and start her down throw combos. While Zero Suit Samus did receive improvements to her back throw and Plasma Whip, these changes were far from enough to make up for the nerfs to Zero Suit Samus' key tools for her main game plan. | ||
Overall, while Zero Suit Samus greatly benefitted from the universal changes in | Overall, while Zero Suit Samus greatly benefitted from the universal changes in 1.0.4, she ultimately ended getting considerably nerfed by the end of the game's life. 1.0.4 gave Zero Suit Samus an incredibly effective combo game but her nerfs noticeably reduced the effectiveness of her most devastating combo tools. Down throw had its damage reduced and its knockback increased, up aerial had its damage decreased and Boost Kick had its knockback reduced, with Zero Suit Samus' main combo starter, extender and ender all being nerfed. Despite this, Zero Suit Samus still remained a highly effective character. While her ladder combos are not as devastating as they used to be, they can still be absolutely devastating, still being able to lead into a very early KO at low percents, especially with [[rage]]. Zero Suit Samus' main game plan was nerfed but it was not removed, still making her a very strong character. | ||
While Zero Suit Samus' tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature and different mechanics | While Zero Suit Samus' tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature and different mechanics which significantly affected her, she was one of the absolute strongest characters in the game in earlier Wii U versions. Things were initially positive for Zero Suit Samus with her staying the same while other top tiers were nerfed, with Zero Suit Samus being as high as a top 2 character at her peak. By 1.1.4 however, Zero Suit Samus started to get nerfed and new, powerful DLC characters were added which did reduce her strength in the meta. 1.1.5 was ultimately the final nail in the coffin, giving her more notable nerfs. By the end of the game, Zero Suit Samus was typically seen as a character in the lower half of the top 10. While she still remained a very strong character, she was not as powerful as she used to be and she had more competition at the top of the tier list. | ||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=1.5% | |neutral1dmg=1.5% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
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|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= | |ftiltname= | ||
|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]] | |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= | |utiltname= | ||
|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= | |dtiltname= | ||
|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= | |dashname= | ||
|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= | |fsmashname= | ||
|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= | |usmashname= | ||
|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. | ||
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|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= | |nairname= | ||
|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= | |fairname= | ||
|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= | |bairname= | ||
|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= | |uairname= | ||
|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. | ||
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|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= | |zairname=[[Plasma Whip]] ({{ja|プラズマウィップ|Purazuma Wippu}}) | ||
|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= | |grabname=Plasma Whip ({{ja|プラズマウィップ|Purazuma Wippu}}) | ||
|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= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=A knee strike. A fairly fast pummel. | |pummeldesc=A knee strike. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|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= | |bthrowname= | ||
|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= | |uthrowname= | ||
|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= | |dthrowname= | ||
|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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''See also: [[:Category:Zero Suit Samus players (SSB4)]]'' | ''See also: [[:Category:Zero Suit Samus players (SSB4)]]'' | ||
*{{Sm|ANTi|USA}} - Although better known for | *{{Sm|ANTi|USA}} - Although better known for his {{SSB4|Mario}}, ANTi has also used Zero Suit Samus as a common secondary in tournament, 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. | ||
*{{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|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|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|Marss|USA}} - The second-best Zero Suit | *{{Sm|Marss|USA}} - The second-best Zero Suit Smaus player of all-time, ranked 16th on the [[PGR 100]], who dominated [[New England]] competitive play. He notably won {{Trn|Midwest Mayhem 12}} and has came 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|Nairo|USA}} - The best Zero Suit Samus player of all-time | *{{Sm|Nairo|USA}} - The best Zero Suit Samus player of all-time and one of the 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|quiK|Germany}} - The best Zero Suit Samus player in Europe and one of Europe's best players | *{{Sm|quiK|Germany}} - The best Zero Suit Samus player in Europe and one of Europe's best players, 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|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|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]]. | ||
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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 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, this downturn of events was reversed following the release of the third tier list, as Zero Suit Samus saw | However, this downturn of events was reversed following the release of the third tier list, as Zero Suit Samus saw 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. | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Zero Suit Samus | |name=Zero Suit Samus | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
* '''[[A Situation of some Gravity]]''': Zero Suit Samus must defeat {{SSB4|Rosalina & Luma}} while she is affected by high gravity. | |||
* '''[[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. | |||
* '''[[Identity Crisis]]''': As {{SSB4|Zelda}} and {{SSB4|Sheik}}, the player must defeat Zero Suit Samus and {{SSB4|Samus}}. | |||
===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. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
==[[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 | *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. |