Editing Zero Suit Samus (SSBB)

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|name = Zero Suit Samus
|name = Zero Suit Samus
|shareslot = {{SSBB|Samus}}
|shareslot = {{SSBB|Samus}}
|image = [[File:Zero Suit Samus SSBB.jpg|250px]]
|image = [[File:Zero Suit Samus SSBB.jpg]]
|game = SSBB
|game = SSBB
|ssbgame1 = SSB4
|ssbgame1 = SSB4
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'''Zero Suit Samus''' ({{ja|ゼロスーツサムス|Zero Sūtsu Samusu}}, ''Zero Suit Samus'') is a newcomer that appears in ''[[Super Smash Bros. Brawl]]''.
'''Zero Suit Samus''' ({{ja|ゼロスーツサムス|Zero Sūtsu Samusu}}, ''Zero Suit Samus'') is a newcomer that appears in ''[[Super Smash Bros. Brawl]]''.


Zero Suit Samus is voiced by {{s|wikipedia|Alésia Glidewell}} in all regions, with a mix of grunts and short bits of English dialogue. She got this role and the role of [[Knuckle Joe]] in English through voicing [[Krystal]] in ''Brawl''{{'}}s English version.<ref>[https://www.youtube.com/watch?v=i-5P0BwdlWg&t=220s "South Texas Gamer's Expo 2016 - Alesia Gladewell Q&A Panel (Pt.1)"]</ref> ''Brawl'' is the first game where [[Samus]] has accessible voiced dialogue; prior to this, she had grunts and cries of pain in some past games, extensive text dialogue and monologues in ''{{iw|metroidwiki|Metroid Fusion}}'', and an in-character monologue in ''Metroid Prime'' by Jennifer Hale (which went unused).
Zero Suit Samus is voiced by {{s|wikipedia|Alésia Glidewell}}, who also voices [[Krystal]] from ''Star Fox'' and the [[Assist Trophy]] [[Knuckle Joe]]; unlike those characters, Zero Suit Samus is always voiced in English regardless of region, like {{SSBB|Mario}}, {{SSBB|Luigi}}, {{SSBB|Peach}}, {{SSBB|Wario}} and {{SSBB|Lucas}}.


Zero Suit Samus can be played as by using Samus' {{b|Zero Laser|Samus}}, inputting Samus' up and down taunt rapidly, or by selecting Samus and holding the {{Button|WCC|L}} or {{Button|WCC|R}} button (Gamecube/Classic controller), {{Button|Wii|Z}} button (Nunchuk), or the {{Button|Wii|Minus}} button while transitioning to the stage select screen. In [[The Subspace Emissary]] she can be selected over Samus in [[The Great Maze]] and the post-game by hovering over Samus' slot and either tilting the {{Button|GCN|C-Stick}} (GameCube/Classic controller), {{Button|Wii|C}} (Nunchuk) or {{Button|Wii|Minus}} (sideways Wii Remote). She also can transform back by using her Final Smash, [[Power Suit Samus]].
Zero Suit Samus can be played as by using Samus' {{b|Zero Laser|Samus}}, inputting Samus' up and down taunt rapidly, or by holding the L/R button (Gamecube/Classic controller), Z button (Nunchuk), or the - button while selecting Samus. In [[The Subspace Emissary]] she can be selected over Samus in [[The Great Maze]] and the post-game by hovering over Samus' slot and either tilting the right stick (GameCube/Classic controller), C or -. She also can transform back by using her Final Smash, Power Suit Samus.


Zero Suit Samus ranks 9th on the ''Brawl'' [[tier list]], placing her in the B tier. She has an amazing aerial and [[juggle]] game, possessing very high jumps and low-lag aerial attacks that do good knockback and damage, with her up and back aerials being especially useful. She also has very fast mobility, noticeable especially in her jumps, and some of the game's most versatile [[recovery]] options, including her midair jump, side and up specials, and down special. Zero Suit Samus also has an effective spacing tool in her [[Plasma Whip]] (albeit not being very fast), powerful KO options, such as her forward, up and back aerials, Plasma Whip, and [[Flip Jump]], as well as a great [[combo]] starter and KO setup in her down smash. Her [[Power Suit Piece]]s, in addition, are among the most powerful items in the game, and at the beginning of a match are very effective at damaging and shutting down the opponent. However, she has a poor ground game, with her tilts and smashes doing below average damage and mediocre knockback (though some of her ground attacks are still effective for combos), and a [[grab]] that despite its range, is one of the laggiest in the game, even when used as a [[pivot grab]] (unlike some other tether grabs). Because of this, her [[out of shield]] and defensive game (outside of maneuverability) are poor, due to lacking safe options on [[shield]] (her grab is unreliable due to its heavy lag), making herself prone to heavy shield [[pressure]], and despite her good air game, she lacks reliable options for enemies below her; this can make her vulnerable to juggling from characters such as {{SSBB|Meta Knight}}. Zero Suit Samus is additionally reliant on tether recoveries that can be [[edgehog]]ged, although her high jumps and Flip Jump make her suffer less from this than other characters with tethers. Her advantages lead to rather above average [[matchup]]s across the board, but this also causes her to suffer against higher-tiered characters. Despite her flaws, Zero Suit Samus has achieved strong tournament results.
Zero Suit Samus ranks 9th on the current ''Brawl'' [[tier list]], placing her in the B tier. She has an amazing aerial and [[juggle]] game, possessing very high jumps and low-lag aerial attacks that do good knockback and damage, with her up and back aerials being especially useful. She also has very fast mobility, noticeable especially in her jumps, and some of the game's most versatile [[recovery]] options, including her midair jump, side and up specials, and down special. Zero Suit Samus also has an effective spacing tool in her [[Plasma Whip]] (albeit not being very fast), powerful KO options, such as her forward, up and back aerials, Plasma Whip, and [[Flip Jump]], as well as a great [[combo]] starter and KO setup in her down smash. Her [[Power Suit Piece]]s, in addition, are among the most powerful items in the game, and at the beginning of a match are very effective at damaging and shutting down the opponent. However, she has a poor ground game, with her tilts and smashes doing below average damage and mediocre knockback (though some of her ground attacks are still effective for combos), and a [[grab]] that despite its range, is one of the laggiest in the game, even when used as a [[pivot grab]] (unlike some other tether grabs). Because of this, her [[out of shield]] and defensive game (outside of maneuverability) are poor, due to lacking safe options on [[shield]] (her grab is unreliable due to its heavy lag), making herself prone to heavy shield [[pressure]], and despite her good air game, she lacks reliable options for enemies below her; this can make her vulnerable to juggling from characters such as {{SSBB|Meta Knight}}. Zero Suit Samus is additionally reliant on tether recoveries that can be [[edgehog]]ged, although her high jumps and Flip Jump make her suffer less from this than other characters with tethers. Her advantages lead to rather above average [[matchup]]s across the board, but this also causes her to suffer against higher-tiered characters. Despite her flaws, Zero Suit Samus has achieved strong tournament results.


==Attributes==
==Attributes==
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==Moveset==
==Moveset==
''For a gallery of Zero Suit Samus' hitboxes, see [[Zero Suit Samus (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
|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}}) / Back Knuckle ({{ja|バックナックル|Bakku Nakkuru}})
|neutralname=&nbsp;
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=3%
|neutral3dmg=3%
|neutraldesc=Knifehand strike, pistol whip, elbow strike. First hit out on frame 1, being one of the fastest moves in the game. The third hit is easily powershielded, although the jab is inescapable against aerial opponents.
|neutraldesc=Knifehand strike, pistol whip, elbow strike. First hit out on frame 1, being one of the fastest moves in the game. The third hit is easily powershielded, although the jab is inescapable against aerial opponents.
|ftiltname=Spin Kick ({{ja|スピンキック|Supin Kikku}})
|ftiltname=&nbsp;
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=6%
|ftiltupdmg=6%
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|ftiltdowndmg=9%
|ftiltdowndmg=9%
|ftiltdesc=Does an around-the-body 45° kick. Can be angled. At low percentages, it can make opponents [[trip]] if tilted down. However, at mid-high percentages, angle upward or forward will cause tripping more often. Very low knockback. Has a start-up of 6 frames. Can lock, like the dash attack.
|ftiltdesc=Does an around-the-body 45° kick. Can be angled. At low percentages, it can make opponents [[trip]] if tilted down. However, at mid-high percentages, angle upward or forward will cause tripping more often. Very low knockback. Has a start-up of 6 frames. Can lock, like the dash attack.
|utiltname=Headstand Kick ({{ja|ヘッドスタンドキック|Heddosutando Kikku}})
|utiltname=&nbsp;
|utiltdmg=5% (hit 1), 6% (hit 2)
|utiltdmg=5% (hit 1), 6% (hit 2)
|utiltdesc=Does a handstand split while spinning in place, legs moving up vertically. Pretty good knockback at higher percentages, and at low percentages it sets up combos well. Has a start-up of 3 frames. Replaces her down smash as a semi-effective means of hitting opponents on both sides. Good [[OoS]], although it is situational.
|utiltdesc=Does a handstand split while spinning in place, legs moving up vertically. Pretty good knockback at higher percentages, and at low percentages it sets up combos well. Has a start-up of 3 frames. Replaces her down smash as a semi-effective means of hitting opponents on both sides. Good [[OoS]], although it is situational.
|dtiltname=Ground Sweep ({{ja|グラウンドスイープ|Guraundo Suīpu}})
|dtiltname=&nbsp;
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=Does a prone leg-sweep. Knocks upwards from afar, knocks diagonally at close range. Hits on frame 5. Can combo into other moves well at low and high percentages alike.
|dtiltdesc=Does a prone leg-sweep. Knocks upwards from afar, knocks diagonally at close range. Hits on frame 5. Can combo into other moves well at low and high percentages alike.
|dashname=Jump Kick ({{ja|ジャンプキック|Janpu Kikku}})
|dashname=&nbsp;
|dashdmg=7% (clean), 5% (late)
|dashdmg=7% (clean), 5% (late)
|dashdesc=Does a sliding kick forward with her leg extended. Similar to Fox's dash attack. Hits on frame 6. Can easily be followed with tilts at low to mid percentages, and can [[lock]] if [[buffer]]ed properly. Has [[transcendent priority]].
|dashdesc=Does a sliding kick forward with her leg extended. Similar to Fox's dash attack. Hits on frame 6. Can easily be followed with tilts at low to mid percentages, and can [[lock]] if [[buffer]]ed properly. Has [[transcendent priority]].
|fsmashname=Smash Whip ({{ja|スマッシュウィップ|Sumasshu Wippu}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBB|10}} (gun), {{ChargedSmashDmgSSBB|9}} (late gun), 11% (whip), 6% (back, whip tip), 13% (whip base)
|fsmashdmg={{ChargedSmashDmgSSBB|10}} (gun), {{ChargedSmashDmgSSBB|9}} (late gun), 11% (whip), 6% (back, whip tip), 13% (whip base)
|fsmashdesc=Whips forward with her plasma whip. Great range, but has very poor knockback, especially at the tip and high startup lag and [[ending lag]], being easy to [[punish]] (especially with [[shield grab]]s). Hits on frame 20. This move also attacks enemies from behind her, but with minimal damage and vertical knockback. The sweetspot on the whip mostly overlaps the hitbox on the gun, which outprioritizes it, making the sweetspot very difficult to land. Additionally, none of the hitboxes on the whip scale in damage when charged.
|fsmashdesc=Whips forward with her plasma whip. Great range, but has very poor knockback, especially at the tip and high startup lag and [[ending lag]], being easy to [[punish]] (especially with [[shield grab]]s). Hits on frame 20. This move also attacks enemies from behind her, but with minimal damage and vertical knockback. The sweetspot on the whip mostly overlaps the hitbox on the gun, which outprioritizes it, making the sweetspot very difficult to land. Additionally, none of the hitboxes on the whip scale in damage when charged.
|usmashname=Shocker String ({{ja|ショッカーストリング|Shokkā Sutoringu}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBB|4}} (hit 1), {{ChargedSmashDmgSSBB|1}} (hits 2-5), {{ChargedSmashDmgSSBB|3}} (hit 6)
|usmashdmg={{ChargedSmashDmgSSBB|4}} (hit 1), {{ChargedSmashDmgSSBB|1}} (hits 2-5), {{ChargedSmashDmgSSBB|3}} (hit 6)
|usmashdesc=Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range. Has fast startup (8 frames). Only the tip of the plasma whip does knockback (which is very low). It's easy to [[SDI]] out of it before the last hit connect.
|usmashdesc=Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range. Has fast startup (8 frames). Only the tip of the plasma whip does knockback (which is very low). It's easy to [[SDI]] out of it before the last hit connect.
|dsmashname=Slant Paralyzer ({{ja|スラントパラライザー|Suranto Pararaizā}})
|dsmashname=Slant Paralyzer<!--name from SSBU tips-->
|dsmashdmg={{ChargedSmashDmgSSBB|11}}
|dsmashdmg={{ChargedSmashDmgSSBB|11}}
|dsmashdesc=Aims down and shoots paralyzer gun at the ground in front of her, creating a lightning effect. Only hits in front. Low damage and delayed knockback, but stuns the target in place for a short time depending on the damage that the opponent has. Unique attack that can be followed up by a [[side smash]], a grab or another move. Double down smash followed by up smash (or whatever is appropriate at the time, like an aerial) is an effective combo and can easily rack up damage. Also moves her forward a little. Can [[infinite]] {{SSBB|Fox}} at mid percentages and other [[fastfaller]]s to a lesser extent. Hits on frame 20, making it somewhat difficult to land, but has extremely low ending lag with only 12 frames of ending lag making it very safe on shield when combined with the move's range. Altogether, its excellent combo and KO setup potential combined with its extreme safety on shield have made it considered one of the best down smashes in the game if not the best.
|dsmashdesc=Aims down and shoots paralyzer gun at the ground in front of her, creating a lightning effect. Only hits in front. Low damage and delayed knockback, but stuns the target in place for a short time depending on the damage that the opponent has. Unique attack that can be followed up by a [[side smash]], a grab or another move. Double down smash followed by up smash (or whatever is appropriate at the time, like an aerial) is an effective combo and can easily rack up damage. Also moves her forward a little. Can [[infinite]] {{SSBB|Fox}} at mid percentages and other [[fastfaller]]s to a lesser extent. Hits on frame 20, making it somewhat difficult to land, but has extremely low ending lag with only 12 frames of ending lag making it very safe on shield when combined with the move's range. Altogether, its excellent combo and KO setup potential combined with its extreme safety on shield have made it considered one of the best down smashes in the game if not the best.
|nairname=Whip Guard ({{ja|ウィップガード|Wippu Gādo}})
|nairname=&nbsp;
|nairdmg=10%
|nairdmg=10%
|nairdesc=Spins the Plasma Whip around herself. Fairly long range, but with below average knockback. Always deals 10% damage, regardless of [[stale-move negation]], and does not refresh stale-move negation on other moves, decent spacing option.
|nairdesc=Spins the Plasma Whip around herself. Fairly long range, but with below average knockback. Always deals 10% damage, regardless of [[stale-move negation]], and does not refresh stale-move negation on other moves, decent spacing option.
|fairname=Twice Kick ({{ja|トワイスキック|Towaisu Kikku}})
|fairname=&nbsp;
|fairdmg=6% (hit 1), 10-11% (hit 2 clean), 7% (hit 2 late)
|fairdmg=6% (hit 1), 10-11% (hit 2 clean), 7% (hit 2 late)
|fairdesc=Two forward kicks, with the second kick being stronger and slightly faster than the first. Because of the knockback of the first kick, it is difficult to hit with both kicks unless taking advantage of upward and forward momentum from a jump. Second kick can be landed without first kick, but it requires correct timing. First hit on frame 6, second hit on frame 16.
|fairdesc=Two forward kicks, with the second kick being stronger and slightly faster than the first. Because of the knockback of the first kick, it is difficult to hit with both kicks unless taking advantage of upward and forward momentum from a jump. Second kick can be landed without first kick, but it requires correct timing. First hit on frame 6, second hit on frame 16.
|bairname=Sobat ({{ja|ソバット|Sobatto}})
|bairname=&nbsp;
|bairdmg=13% (foot), 12% (leg)
|bairdmg=13% (foot), 12% (leg)
|bairdesc=A backward kick that has high knockback. Can [[bait]], combo at lower percentages, KO at high percentages, and can be [[buffer]]red or used twice in a [[short hop]]. Has a disjointed hitbox. Hitbox out on frame 8.
|bairdesc=A backward kick that has high knockback. Can [[bait]], combo at lower percentages, KO at high percentages, and can be [[buffer]]red or used twice in a [[short hop]]. Has a disjointed hitbox. Hitbox out on frame 8.
|uairname=Air Kick ({{ja|エアキック|Ea Kikku}})
|uairname=&nbsp;
|uairdmg=10% (clean), 7% (late)
|uairdmg=10% (clean), 7% (late)
|uairdesc=Flip kicks both legs above her head. Has good KO potential on lighter characters at around 90% if they are near the upper blast line. Sweetspot is directly in front of her. Hitbox out on frame 4. At low percentages, it can chain into itself, like {{SSBB|Meta Knight}}´s up aerial, being a very useful [[juggling]] move. Hits slightly behind her too with low knockback, good for setting up back aerials or up tilts on a grounded opponent.
|uairdesc=Flip kicks both legs above her head. Has good KO potential on lighter characters at around 90% if they are near the upper blast line. Sweetspot is directly in front of her. Hitbox out on frame 4. At low percentages, it can chain into itself, like {{SSBB|Meta Knight}}´s up aerial, being a very useful [[juggling]] move. Hits slightly behind her too with low knockback, good for setting up back aerials or up tilts on a grounded opponent.
|dairname=Slash Dive ({{ja|スラッシュダイブ|Surasshu Daibu}})
|dairname=Slash Dive<!--name from SSBU tips-->
|dairdmg=5% (aerial), 4% (grounded), 5% (landing)
|dairdmg=5% (aerial), 4% (grounded), 5% (landing)
|dairdesc=A [[stall-then-fall]]. Zero Suit Samus stalls momentarily in midair, and then shoots down diagonally. If it hits in midair, the move [[meteor smash]]es opponents but it is very weak and dangerous if she doesn't land onstage, as it will not stop until for some time, similar to {{SSBB|Toon Link}}'s down aerial, although, unlike Toon Link´s down aerial, it will always meteor smash. The move generally isn't used often due to being easy to [[SD]] with. It also has very high ending lag and [[landing lag]], like most stall-then-falls, and is easily punishable. However, its extremely fast vertical descent speed makes it an effective way to counter juggling, especially since her [[falling speed]] is below average. Start-up of 14 frames. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit.
|dairdesc=A [[stall-then-fall]]. Zero Suit Samus stalls momentarily in midair, and then shoots down diagonally. If it hits in midair, the move [[meteor smash]]es opponents but it is very weak and dangerous if she doesn't land onstage, as it will not stop until for some time, similar to {{SSBB|Toon Link}}'s down aerial, although, unlike Toon Link´s down aerial, it will always meteor smash. The move generally isn't used often due to being easy to [[SD]] with. It also has very high ending lag and [[landing lag]], like most stall-then-falls, and is easily punishable. However, its extremely fast vertical descent speed makes it an effective way to counter juggling, especially since her [[falling speed]] is below average. Start-up of 14 frames. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=&nbsp;
|grabdesc=&nbsp;
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Knees her victim. A fairly fast pummel.
|pummeldesc=Knees her victim. A fairly fast pummel.
|fthrowname=Stun Gun ({{ja|スタンガン|Sutan Gan}})
|fthrowname=&nbsp;
|fthrowdmg=2% (hit 1), 7% (throw)
|fthrowdmg=2% (hit 1), 7% (throw)
|fthrowdesc=Hits opponent forward with her gun. Can [[chaingrab]] most characters at lower percentages.
|fthrowdesc=Hits opponent forward with her gun. Can [[chaingrab]] most characters at lower percentages.
|bthrowname=Kick Throw ({{ja|キックスルー|Kikku Surū}})
|bthrowname=&nbsp;
|bthrowdmg=2% (hit 1), 4% (throw)
|bthrowdmg=2% (hit 1), 4% (throw)
|bthrowdesc=Kicks opponent behind herself. Extremely low knockback, rarely used due to there usually being better options available.
|bthrowdesc=Kicks opponent behind herself. Extremely low knockback, rarely used due to there usually being better options available.
|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=Flips into the air and kicks the opponent upward. This is her most powerful throw knockback wise, being the only one capable of guaranteed a KO in [[Sudden Death]]. However, it has somewhat high ending lag, with a down throw being the preferred way to get opponents into the air for combos.
|uthrowdesc=Flips into the air and kicks the opponent upward. This is her most powerful throw knockback wise, being the only one capable of guaranteed a KO in [[Sudden Death]]. However, it has somewhat high ending lag, with a down throw being the preferred way to get opponents into the air for combos.
|dthrowname=Knee Stamp ({{ja|ニースタンプ|Nī Sutanpu}})
|dthrowname=&nbsp;
|dthrowdmg=2% (hit 1), 5% (throw)
|dthrowdmg=2% (hit 1), 5% (throw)
|dthrowdesc=Slams opponent on ground and then axe kicks them. Ideal for combos, knocking opponents in a great position to followup with an up aerial or, depending on the opponent's [[DI]], a forward or back aerial.
|dthrowdesc=Slams opponent on ground and then axe kicks them. Ideal for combos, knocking opponents in a great position to followup with an up aerial or, depending on the opponent's [[DI]], a forward or back aerial.
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|dsname=Flip Jump
|dsname=Flip Jump
|dsdmg=12% (kick clean), 9% (kick late)
|dsdmg=12% (kick clean), 9% (kick late)
|dsdesc=Zero Suit Samus does a small flip jump. It functions as a third jump and grants full body intangibility on frames 1-12. If the attack button is pressed after the jump she will stick out her foot in a 45 degree angle, which has [[sex kick]] properties and functions as a powerful meteor smash on aerial opponents that can be confirmed into from her down smash with proper timing.
|dsdesc=Zero Suit Samus does a small flip jump, if the attack button is pressed after the jump she will stick out her foot in a 45 degree angle, which has [[sex kick]] properties.
|fsname=Power Suit Samus
|fsname=Power Suit Samus
|fsdmg=25% (spin), 10% (shock)
|fsdmg=25% (spin), 10% (shock)
|fsdesc=Zero Suit Samus radiates energy, dragging in items and enemies towards her, then somehow regains her Power Suit.
|fsdesc=Zero Suit Samus radiates energy, dragging in items and enemies towards her, then somehow regains her Power Suit.
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 81
|rweight    = 32
|dash      = 1.7
|rdash      = 8-11
|run        = 1.93
|rrun      = 4
|walk      = 1.33
|rwalk      = 4
|trac      = 0.07
|rtrac      = 3-6
|airfric    = 0.008
|rairfric  = 24-26
|air        = 1.034
|rair      = 11-13
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.09
|raddaccel  = 4-7
|gravity    = 0.0884
|rgravity  = 13
|fall      = 1.43
|rfall      = 15-16
|ff        = 2.002
|rff        = 14-15
|jumpsquat  = 4
|rjumpsquat = 1-10
|jumpheight = 44.2109595
|rjumpheight= 2
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|zerosuitsamus=yes}}
Zero Suit Samus is [[soft counter]]ed by six characters, has eight even matchups, soft counters thirteen characters, [[counter (matchup)|counter]]s six characters, and [[hard counter]]s three characters. Against other top/high tier characters, she has six disadvantageous matchups, two even matchups, and one advantageous matchup. According to [[character matchup (SSBB)|the current SmashBoards matchup chart]], her matchup spread has the eleventh highest unweighted rank, tenth highest total, and the eleventh highest weighted total. Her matchup spread is very good overall. Zero Suit Samus tends to do well against characters who she can [[juggle]] and beat in the air easily, as well as characters who lack considerable [[range]] and ability to counter her great movement speed. However, she has trouble against characters with good [[projectile]]s, especially if they have a [[reflect]]or to counter her [[Power Suit Piece]]s. This is perhaps most noticeable with {{SSBB|Falco}}, who has both a [[Blaster#Falco|very useful projectile]] and a [[Reflector#Falco|ranged reflector]]. Zero Suit Samus also has a bit of trouble against characters who can [[space]] against her easily, such as {{SSBB|Marth}} who can do so on the ground and in the air alike. She is one of only four characters (along with {{SSBB|Meta Knight}}, {{SSBB|Toon Link}}, and {{SSBB|Peach}}) to have an advantage against the {{SSBB|Ice Climbers}}, as she can outspace them with her Plasma Whip to avoid getting [[grab]]bed as easily.
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Zero Suit Samus players (SSBB)]]''
:''See also: [[:Category:Zero Suit Samus players (SSBB)]]''
*{{Sm|Apollo|Australia}}
*{{Sm|Apollo|Australia}}
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===Tier placement and history===
===Tier placement and history===
Zero Suit Samus was originally a mid tier character, ranked 21st on the first tier list (September 2008). However, as Zero Suit Samus mains showed her effective aerial game and combo abilities she rose to 16th place on the second tier list (January 2009), then stayed at 15th until the fifth tier list (September 2010), where she rose to 13th place. She rose again to 12th in the sixth tier list (July 2011), and 10th in the seventh list (April 2012). After {{Sm|Salem}} won [[Apex 2013]] using only Zero Suit Samus, she rose to 9th place in the eighth and current tier list, as of April 2013. Some people even believe that she belongs in the bottom of the top tiers; whether her current position is accurate or should be higher remains disputed, but her combination of mobility, powerful low lag aerials, strong recovery, and excellent stage control with her [[Power Suit Piece]]s makes her much better than initially thought.
Zero Suit Samus was originally a mid tier character, ranked 21st on the first tier list (September 2008). However, as Zero Suit Samus mains showed her effective aerial game and combo abilities she rose to 16th place on the second tier list (January 2009), then stayed at 15th until the fifth tier list (September 2010), where she rose to 13th place. She rose again to 12th in the sixth tier list (July 2011), and 10th in the seventh list (April 2012). After {{Sm|Salem}} won [[Apex 2013]] using only Zero Suit Samus, she rose to 9th place in the eighth and current tier list, as of April 2013. Some people even believe that she belongs in the bottom of the top tiers; whether her current position is accurate or should be higher remains disputed, but her combination of mobility, powerful low lag aerials, strong recovery, and excellent stage control with her [[Power Suit Piece]]s makes her much better than initially thought.
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, {{SSBB|Samus}}/Zero Suit Samus can appear as an opponent in Stage 6 on [[Norfair]] or [[Frigate Orpheon]]. Samus/Zero Suit Samus can also appear as an opponent in Stage 11, but only if she hasn't appeared in Stage 6.
===[[All-Star Mode]]===
In All-Star Mode, {{SSBB|Samus}}/Zero Suit Samus is fought in Stage 7 on [[Norfair]] or [[Frigate Orpheon]].
===[[Event Match]]es===
====Solo Events====
*'''[[Event 16: Power Suit ON!]]''': The player plays as Zero Suit Samus and must turn into {{SSBB|Samus}} by obtaining a [[Smash Ball]]. Two other Zero Suit Samuses are also featured in this event, who will attempt to stop the player.
*'''[[Event 20: All-Star Battle x1]]''': Zero Suit Samus is one of the eight opponents fought in this event along with {{SSBB|Wario}}, {{SSBB|Meta Knight}}, {{SSBB|Pit}}, {{SSBB|Olimar}}, {{SSBB|Lucas}}, {{SSBB|Diddy Kong}}, and the {{SSBB|Pokémon Trainer}}.
*'''[[Event 23: Molten Norfair]]''': Samus must survive the lava wave on Norfair by getting inside the safety capsule while fending off against both {{SSBB|Fox}} and {{SSBB|Captain Falcon}}. It's possible for the player to turn into Zero Suit Samus by quickly inputting her up and down taunts in rapid sucession.
====Co-Op Events====
*'''[[Co-Op Event 6: Unwanted Suitors]]''': As {{SSBB|Zelda}} and Zero Suit Samus, both players must defeat an invisible {{SSBB|Captain Falcon}} and an invisible {{SSBB|Luigi}} on [[Port Town Aero Dive]].
*'''[[Co-Op Event 7: Battle of the Dark Sides]]''': {{SSBB|Link}} and {{SSBB|Samus}}, must defeat Dark Link and Dark Samus in a 200 HP Stamina match on [[Bridge of Eldin]]. It's possible for Samus to turn into Zero Suit Samus if the player wishes.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. Note that Zero Suit Samus may take Samus's spot in the lineup.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
Samus Congratulations Screen Classic Mode Brawl.png|Classic Mode
Samus Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace zerosuit samus.PNG|thumb|250px|Zero Suit Samus in ''[[SSE]]''.]]
[[File:Subspace zerosuit samus.PNG|thumb|250px|Zero Suit Samus in the ''[[Subspace Emissary]]''.]]
Zero Suit Samus is first seen breaking into the base of the [[Subspace Army]]. Soon she comes across {{SSBB|Pikachu}} being drained of its electrical power. Samus uses her whip to break the container the Pikachu is being held in, summoning a security force of [[R.O.B.]]s. Later, she comes across her Power Suit, but is confronted by two [[Shadow Bug]] clones mimicking the Power Suit.
Zero Suit Samus is first seen breaking into the base of the [[Subspace Army]]. Soon she comes across {{SSBB|Pikachu}} being drained of its electrical power. Samus uses her whip to break the container the Pikachu is being held in, summoning a security force of [[R.O.B.]]s. Later, she comes across her Power Suit, but is confronted by two [[Shadow Bug]] clones mimicking the Power Suit.


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===Playable appearances===
===Playable appearances===
After Zero Suit Samus reclaims her Power Suit, players have the option to use her Zero Suit form in other levels.
After Zero Suit Samus reclaims the Samus suit, the players have the option to use her Zero Suit form in other levels.


*[[The Research Facility (Part I)]]
*[[The Research Facility (Part I)]]
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===Exclusive [[stickers]]===
===Exclusive [[stickers]]===
These stickers can only be used by Samus and Zero Suit Samus.
Since Samus and Zero Suit Samus share the same trophy base, there are some cases in which certain stickers will not affect one of them. Since Smash Balls don't appear in Adventure Mode, if one transforms into Zero Suit Samus, they will be unable to change back until the end of the level (or, in [[The Great Maze]], a save point). Aside from use of items, only [[Leg]], [[Weapon]], and [[Energy]] stickers will affect both characters. That said, all of Zero Suit Samus's moves consist of Leg or Weapon attacks barring the first hit of the jab, Forward Throw and Down Smash.
*Dark Samus: [Normal] Resistance +11
*Energy Tank: [Energy] Attack +12
*Gravity Suit Samus: [Weapon] Attack +11
*Metroid: [Electric] Attack +20
*Morph Ball: [Weapon] Attack +5
*Running Zero Suit Samus: [Weapon] Attack +25
*Samus (Metroid): [Specials: Indirect] Attack +15
*Samus (Metroid Fusion): [Electric] Resistance +16
*Special Token: [Arm] Attack +6
*Starship: [Weapon] Attack +9
*Zero Suit Samus: [Leg] Attack +9


===Using stickers===
==In [[Event Matches]]==
Since Samus and Zero Suit Samus share the same trophy base, there are some cases in which certain stickers will not affect one of them. Since Smash Balls don't appear in Adventure Mode, if one transforms into Zero Suit Samus, they will be unable to change back until the end of the level (or, in [[The Great Maze]], a save point). Aside from use of items, only [[Leg]], [[Weapon]], and [[Energy]] stickers will affect both characters. That said, all of Zero Suit Samus's moves consist of Leg or Weapon attacks barring the first hit of the jab, Forward Throw and Down Smash.
===Solo Events===
*'''[[Event 16: Power Suit ON!]]''': The player plays as Zero Suit Samus and must turn into {{SSBB|Samus}} by obtaining a [[Smash Ball]]. Two other Zero Suit Samuses are also featured in this event, who will attempt to stop the player.
*'''[[Event 20: All-Star Battle x1]]''': Zero Suit Samus is one of the eight opponents fought in this event along with {{SSBB|Wario}}, {{SSBB|Meta Knight}}, {{SSBB|Pit}}, {{SSBB|Olimar}}, {{SSBB|Lucas}}, {{SSBB|Diddy Kong}}, and the {{SSBB|Pokémon Trainer}}.
*'''[[Event 23: Molten Norfair]]''': Samus must survive the lava wave on Norfair by getting inside the safety capsule while fending off against both {{SSBB|Fox}} and {{SSBB|Captain Falcon}}. It's possible for the player to turn into Zero Suit Samus by quickly inputting her up and down taunts in rapid sucession.
 
===Co-op Events===
*'''[[Co-Op Event 6: Unwanted Suitors]]''': As {{SSBB|Zelda}} and Zero Suit Samus, both players must defeat an invisible {{SSBB|Captain Falcon}} and an invisible {{SSBB|Luigi}} on [[Port Town Aero Dive]].
*'''[[Co-Op Event 7: Battle of the Dark Sides]]''': {{SSBB|Link}} and {{SSBB|Samus}}, must defeat Dark Link and Dark Samus in a 200 HP Stamina match on [[Bridge of Eldin]]. It's possible for Samus to turn into Zero Suit Samus if the player wishes.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]]. Note that Zero Suit Samus may take Samus's spot in the lineup.


==[[Trophies]]==
==[[Trophies]]==
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|{{Head|Zero Suit Samus|g=SSBB|s=25px|cl=Green}}
|{{Head|Zero Suit Samus|g=SSBB|s=25px|cl=Green}}
|}
|}
==[[List of Super Smash Bros. Brawl trailers#E3 Video|Reveal trailer]]==
{{#widget:YouTube|id=EnpHmvGeE9o}}


==Gallery==
==Gallery==
<gallery>
<gallery>
Zero Suit Samus Beta.jpeg|Zero Suit Samus's original artwork.
Zero Suit Samus Beta.jpeg|Zero Suit Samus's original artwork.
Zero Laser Brawl 3.png|Once Samus finishes her [[Zero Laser]], her Power suit pieces fall off of her.
Zero Laser Brawl 3.png|Once Samus finishes her [[Zero Laser]] , her Power suit pieces fall off of her.
Zero Laser Brawl 4.png|The pieces then become throwable items.
Zero Laser Brawl 4.png|The pieces then become throwable items.
Zero Suit Samus Brawl BOE.jpg|Zero Suit Samus posing while holding her Paralyzer.
Zero Suit Samus Brawl BOE.jpg|Zero Suit Samus posing while holding her Paralyzer.
SSBBDojoZeroSuitSamus1.jpg|Posing on [[Delfino Plaza]].
Zero Suit NAIR.jpg|Zero Suit Samus using her Neutral Aerial.
SSBBDojoZeroSuitSamus3.jpg|Using her [[back aerial]] on {{SSBB|Pit}} on [[Castle Siege]].
Paralyzer.jpg|{{SSBB|Pit}} being temporarily paralyzed by the Paralyzer.
Zero Suit NAIR.jpg|Zero Suit Samus using her [[neutral aerial]].
Paralyzer.jpg|Pit being temporarily paralyzed by the Paralyzer.
Zerosuit samus plasmawhip.jpg|Pit getting hit by the Plasma Whip.
Zerosuit samus plasmawhip.jpg|Pit getting hit by the Plasma Whip.
Plasmawire.jpg|Zero Suit Samus attacking Pit with the Plasma Wire.
Plasmawire.jpg|Zero Suit Samus attacking {{SSBB|Pit}} with the Plasma Wire.
Whip.jpg|Zero Suit Samus using her Plasma Wire as a [[tether recovery]].
Whip.jpg|Zero Suit Samus using her Plasma Wire as a [[tether recovery]].
Flip Jump 3.jpg|Start of the Flip Jump.
Flip Jump 3.jpg|Start of the Flip Jump.
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Flip Jump 2.jpg|Zero Suit Samus will kick if the special button or attack button is pressed while she is in mid-air.
Flip Jump 2.jpg|Zero Suit Samus will kick if the special button or attack button is pressed while she is in mid-air.
Zerosuit samus FS.jpg|Zero Suit Samus using her Final Smash.
Zerosuit samus FS.jpg|Zero Suit Samus using her Final Smash.
Zamus home run.jpg|Zero Suit Samus using the Home-Run Bat against the {{SSBB|Ice Climbers}}.
</gallery>
</gallery>


==Trivia==
==Trivia==
[[File:Zaro Suit Samus.png|thumb|"Zaro Suit Samus"]]
[[File:Zaro Suit Samus.png|thumb|"Zaro Suit Samus"]]
*Zero Suit Samus's grab, while a [[tether grab]], is not a [[tether recovery]], although it becomes one in ''[[Super Smash Bros. 4]]''. She shares this disability with {{SSBB|Yoshi}} and {{SSBB|Olimar}}. In ''Ultimate'', this trait is also shared with {{SSBU|Luigi}}.
*Zero Suit Samus's grab, while a [[tether grab]], is not a [[tether recovery]], although it becomes one in ''[[Super Smash Bros. 4]]''. She shares this disability with {{SSBB|Yoshi}}, {{SSBB|Ivysaur}}, and {{SSBB|Olimar}}. In ''Ultimate'', this trait is also shared with {{SSBU|Luigi}}.
*''Brawl'' is the first instance of [[Samus]] having spoken dialogue performed by a voice actress; her only voice prior to ''Brawl'' was in the form of grunts and cries of pain in the ''Metroid Prime'' series, which were performed by Jennifer Hale. However, Hale recorded a monologue in-character as Samus for the original ''Metroid Prime'', which ultimately went unused. ''{{iw|metroidwiki|Metroid: Other M}}'' and ''{{iw|metroidwiki|Metroid Dread}}'' later gave Samus spoken dialogue, to a much greater extent in the former than the latter.
*Zero Suit Samus's original artwork from her reveal differs from her final in-game artwork; in this case, the shading is heavier and her pose is slightly different. She shares this trait with {{SSBB|Pit}} and {{SSBB|Snake}}, though the differences in her artwork are not as drastic as theirs.
*Zero Suit Samus's original artwork from her reveal differs from her final in-game artwork; in this case, the shading is heavier and her pose is slightly different. She shares this trait with {{SSBB|Pit}} and {{SSBB|Snake}}, though the differences in her artwork are not as drastic as theirs.
*Zero Suit Samus, {{SSBB|Falco}}, {{SSBB|Peach}}, {{SSBB|Pikachu}} and {{SSBB|Meta Knight}} are the only five characters who have speaking parts in all three of their taunts.
*Zero Suit Samus, {{SSBB|Falco}}, {{SSBB|Peach}}, {{SSBB|Pikachu}} and {{SSBB|Meta Knight}} are the only five characters who have speaking parts in all three of their taunts.
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*Zero Suit Samus is the only female newcomer introduced in ''Brawl''.
*Zero Suit Samus is the only female newcomer introduced in ''Brawl''.
{{clr}}
{{clr}}
==References==
{{Reflist}}


==External links==
==External links==

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