Editing Zero Suit Samus (SSB4)
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| Latest revision | Your text | ||
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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}}) | |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}}) | ||
|neutral1dmg=1.5% | |neutral1dmg=1.5% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
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|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 | |fsmashname=Jet Boot Kick ({{ja|ジェットブーツキック|Jetto Būtsu Kikku}}) | ||
|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''. | ||
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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=Aerial | |zairname=Aerial Plasma Whip ({{ja|空中プラズマウィップ|Kūchū 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. | ||
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! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Zero Suit Samus Cheer | |[[File:Zero Suit Samus Cheer NTSC SSB4.ogg|center]]||[[File:Zero Suit Samus Cheer JP SSB4.ogg|center]]||{{NTSC}} [[File:Zero Suit Samus Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Zero Suit Samus Cheer Spanish PAL SSB4.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | * '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | ||
===[[Congratulations | ===[[Congratulations screen]]s=== | ||
<center> | <center> | ||
====3DS==== | ====3DS==== | ||