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{{Infobox Character | {{Infobox Character | ||
|name = Zero Suit Samus | |name = Zero Suit Samus | ||
|image | |image = [[File:Zero Suit Samus SSBU.png|250px]] | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
|ssbgame2 = SSB4 | |ssbgame2 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Zero Suit Samus''' ({{ja|ゼロスーツサムス|Zero Sūtsu Samusu}}, ''Zero Suit Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]'' | {{cquote|''Although not as powerful as Samus, her speed is exceptional! Her Paralyzer not only has the ability to stun opponents, but it can also turn into a whip. For her Final Smash, she dons her suit and fires a powerful laser!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | ||
'''Zero Suit Samus''' ({{ja|ゼロスーツサムス|Zero Sūtsu Samusu}}, ''Zero Suit Samus'') is a playable character in ''[[Super Smash Bros. Ultimate]]'', officially confirmed on June 12th, 2018. Once again, Zero Suit Samus is unconnected to the standard playable {{SSBU|Samus}}, although she temporarily transforms into the latter during her Final Smash. Zero Suit Samus is classified as fighter #29. | |||
As in ''[[Smash 4]]'', {{s|wikipedia|Alésia Glidewell}}'s portrayal of Zero Suit Samus from ''[[Brawl]]'' was repurposed for ''Ultimate''. | |||
==How to unlock== | ==How to unlock== | ||
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the 2nd character unlocked after {{SSBU|Captain Falcon}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the 2nd character unlocked after {{SSBU|Captain Falcon}}. | ||
*Have Zero Suit Samus join the player's party in [[World of Light]]. | *Have Zero Suit Samus join the player's party in [[World of Light]]. | ||
With the exception of the third method, Zero Suit Samus must then be defeated on [[Brinstar | With the exception of the third method, Zero Suit Samus must then be defeated on [[Brinstar]]. | ||
== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Although being considered a dominating top tier character throughout the lifetime of ''SSB4'', Zero Suit Samus has received a mix of buffs and nerfs in the transition to ''Ultimate'', making her the only ''SSB4'' top-tier character to not be unequivocally nerfed overall. Her most notable nerf was to her outstanding punish game, as her combo potential, while still potent, has been toned down overall. Her down throw can no longer combo as reliably as in the previous game past very low percentages, her up aerial's hitbox has been worsened and her down smash has less hitstun, worsening several of her setup moves and making it more difficult to capitalize on them. Furthermore, the changes to the knockback physics make it more difficult for her to string her moves into the other. Zero Suit Samus's recovery, previously one of the best in the game, was also nerfed, as [[Plasma Whip]] takes much longer to grab an edge and has reduced tether range. Lastly, nerfs to her forward smash's new sourspot, forward aerial's power, and back aerials and [[Boost Kick]]'s hitboxes and reduced knockback, make it harder for her to score KOs. | |||
However, Zero Suit Samus does benefit overall from the universal changes to gameplay mechanics. The faster movement speed further enhances her already excellent mobility (now possessing the fastest initial [[dash]] in the game and a usable [[dash-dance]]), improving her approach and as such, her "hit and run" playstyle. The reintroduction of directional [[air dodging]] improves her juggling capabilities, and the universally reduced landing lag allows her to retain some of her combo game while improving on her neutral game - one of her most notable weaknesses in ''Smash 4''. She has also directly received some useful buffs: her down tilt, arguably her worst move in ''SSB4'', has reduced lag that gives it newfound combo potential. Aside from her lost ability to string lengthy and devastating punishes off of a down throw, Zero Suit Samus' grab game has been improved as a whole; her grab, previously one of the laggiest in the game, has been sped up, making it less risky to use, and her up throw has increased knockback, granting her a new KO move. Finally, her entire special moveset has seen many improvements, as [[Paralyzer]] charges and fires shots faster, while Plasma Whip can now send opponents towards her for new setups if the button is held, and Plasma Whip has restored some of its lost KO power from ''Brawl'' and ''SSB4''{{'}}. | |||
In the end, Zero Suit Samus | In the end, Zero Suit Samus remains a high-risk, high-reward character whose learning curve is higher than in ''SSB4'', with a wider and more intricate array of neutral, combo and punish options, as opposed to her more polarized kit in ''SSB4'' that necessitated a more linear gameplan. Much like {{SSBU|Mario}} and {{SSBU|Fox}}, and in contrast to how other former ''SSB4'' top tier characters were nerfed much more heavily, Zero Suit Samus continues to be an effective character; while {{Sm|Juice}} and even moreso {{Sm|Marss}} have been highly successful with ZSS in the Western tournament scene, her perception is even more favorable in Japan, with multiple players including {{Sm|Choco}} finding notable tournament success with her. Due to Marss' dominance with the character, Zero Suit Samus is widely regarded as a top-tier or upper high-tier character once again, and has been one of the most successful fighters in ''Ultimate'' relative to her low representation. This is taken even further in Japan, where she is frequently regarded as the best character in the game, if not one of the best. | ||
== | ===Aesthetics=== | ||
Zero Suit Samus | *{{change|As with all [[veteran]]s returning from ''SSB4'', Zero Suit Samus's model mostly features a more subdued color scheme, though her eyes are a more vibrant green and less blue. Most of her suit is now a lighter shade of blue with a matte texture, which matches her in-game design in ''Metroid: Samus Returns''.}} | ||
*{{change|While Zero Suit Samus retains some design elements from ''SSB4'', the material of her Zero Suit no longer looks homogeneous. Her physique has been altered as well, with her figure now being leaner and more muscular, as in ''Samus Returns'' concept art.}} | |||
*{{change|Zero Suit Samus has a new idle animation. She now holds the [[Paralyzer]] in a high ready position, similar to one of her idle poses and victory animations.}} | |||
*{{change|Zero Suit Samus's [[grab aerial]] now droops and lays on the ground during landing lag.}} | |||
*{{change|Zero Suit Samus's walking and running animations have been altered slightly; she now bobs with each step.}} | |||
*{{change|Zero Suit Samus propels herself forward using her jet boots when performing a forward roll.}} | |||
*{{change|Zero Suit Samus now strikes a pose during her down taunt animation.}} | |||
Zero Suit Samus | ===Attributes=== | ||
*{{change|The changes to [[powershield]]ing both help and hinder Zero Suit Samus. They make it easier for her to punish out of shield due to her quick attack speed, but also make her easier to be punished out of shield due to her reliance on landing aerials.}} | |||
*{{buff|Like all characters, Zero Suit Samus's [[jumpsquat]] animation now takes three frames to complete (down from 4).}} | |||
*{{buff|Zero Suit Samus [[run]]s significantly faster (2.1 → 2.31).}} | |||
**{{buff|Zero Suit Samus's initial [[dash]] is significantly faster (1.7 → 2.42), now being the fastest in ''Ultimate.''}} | |||
*{{buff|Zero Suit Samus [[walk]]s slightly faster (1.4 → 1.47).}} | |||
*{{buff|Zero Suit Samus' [[air speed]] is slightly faster (1.2 → 1.26).}} | |||
===Ground attacks=== | |||
*[[Neutral attack]]: | |||
**{{buff|The first hit can [[lock]], at least on an incline.}} | |||
**{{nerf|The entire move can no longer cross up shields, and its travel distance shortened.}} | |||
**{{nerf|Its first and last hits also have slightly more ending lag (FAF 21 (first hit)/32 (third hit) → 24/35).}} | |||
**{{change|The first two hits no longer have set knockback.}} | |||
**{{buff|The final hit has altered hitboxes (size: 4.2u/3u → 4u/3.5u, Z offset: 6/2 → 8/2), increasing its range overall.}} | |||
*[[Dash attack]]: | |||
**{{buff|The internal hitbox now extends downwards (Y offset: 10 → 5-10), and the late version is larger (4.1u → 4.5u), allowing it to hit downed opponents better.}} | |||
*[[Up tilt]]: | |||
**{{nerf|Up tilt no longer grants intangibility on her legs, and can rebound with other moves, reducing its safety, especially against aerial attacks. This makes it much less effective as an anti-air.}} | |||
*[[Down tilt]]: | |||
**{{buff|Down tilt has less ending lag (FAF 36 → 30).}} | |||
**{{buff|It sends at a more vertical angle (60° → 70°). Coupled with the above change, this gives the move combo potential.}} | |||
**{{change|It has a different animation: Zero Suit Samus uses her left leg for her down tilt instead of her right. It also moves her forward a much shorter distance and returns her to her original position. This hinders its range and makes its effect as a pseudo-crawl negligible but improves its spacing potential.}} | |||
*[[Forward smash]]: | |||
**{{buff|Forward smash's second hit can be angled, allowing her to both hit characters in the air more reliably when angled up, and hit smaller characters easier when angled down.}} | |||
**{{buff|It has slightly less startup lag (frame 14 → 13).}} | |||
**{{nerf|Its travel distance was shortened, making it harder to hit opponents from further away.}} | |||
**{{nerf|It has a sourspot when hit up close that has less knockback scaling (106/109 → 106/97).}} | |||
**{{nerf|It has slightly more ending lag (FAF 63 → 65).}} | |||
*[[Up smash]]: | |||
**{{buff|The last hit deals more knockback (70 base/145 scaling → 45/212), no longer being the weakest up smash in the game.}} | |||
*[[Down smash]]: | |||
**{{nerf|Down smash now applies [[freeze frame]]s to the user as well as the opponent.}} | |||
**{{nerf|It deals significantly less knockback (50/40 base/ 90/50 scaling → 0/ 90/85), which significantly reduces its stun time and as such, hinders its combo potential.}} | |||
===Aerial attacks=== | |||
*{{buff|All aerials have less landing lag (10 frames → 6 (neutral), 16 → 10 (forward), 11 → 10 (back), 9 → 5 (up), 30 → 24 (down)).}} | |||
*[[Forward aerial]]: | |||
**{{buff|Forward aerial's first hit has set-ups and KO confirms due to its lower landing lag.}} | |||
**{{buff|Forward aerial has an altered animation. The animation's positioning is also lower compared to ''SSB4'', allowing her to hit shorter characters when performed in a rising short hop.}} | |||
**{{buff|The first hit transition faster into the second (frame 16 → 13).}} | |||
***{{nerf|However, the move's duration was not compensated, effectively increasing the move's ending lag (by 3 frames), diminishing its combo potential when not landing with it.}} | |||
**{{nerf|The second hit has less knockback scaling (116 → 104). However, the move's increased ending lag still renders the move incapable of comboing effectively in the air, while also KOing later.}} | |||
*[[Back aerial]]: | |||
**{{change|Back aerial has a slightly altered animation. Zero Suit Samus is more upright while kicking and her left leg is more inward.}} | |||
**{{nerf|The sourspot is larger (2.5u → 3.5u) and now takes priority over the sweetspot, making the sweetspot harder to land overall.}} | |||
**{{buff|The sourspot was moved inwards (X offset: 1.5 → -1), which combined with its larger hitbox removes the move's blindspot.}} | |||
*[[Up aerial]]: | |||
**{{nerf|It has slightly more ending lag (FAF 34 → 35). This makes it more difficult to combo and juggle her opponents, severely hampering her ability to pull off her notoriously fatal Stairway to Heaven.}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial's lower landing lag, combined with Zero Suit Samus's faster jumpsquat, means the landing hit can combo into forward aerial at lower percentages.}} | |||
**{{buff|Down aerial's landing hitbox is larger (8u → 9u), extends further (Z offset: -1–1 → -1.5–1), and is positioned higher (Y offset: 6 → 7), improving its range, especially against opponents above or behind Zero Suit Samus.}} | |||
*[[Grab aerial]]: | |||
**{{change|Grab aerial deals consistent damage (3% early/6% clean → 5%). It deals less damage than the previous clean hit, but more damage than the early hit.}} | |||
**{{buff|It has less ending lag, make it more useful to start combos without being used on landing.}} | |||
**{{nerf|It bounces off of the first thing it hits, therefore it can only hit one thing before Zero Suit Samus uses the move again.}} | |||
**{{nerf|It has less tether range.}} | |||
===Throws/other attacks=== | |||
*{{buff|All [[grab]]s have less ending lag, especially her pivot grab (FAF 69 standing/72 dash/80 pivot → 59/67/62).}} | |||
*{{buff|The inability to pass through other fighters helps prevent dash grab from whiffing when used too close to the opponent.}} | |||
*[[Forward throw]]: | |||
**{{change|Zero Suit Samus has a new forward throw: a kick to the opponent's chest.}} | |||
**{{change|Forward throw's first hit deals more damage, with the second dealing less damage (2%/7% → 5%/4%).}} | |||
***{{buff|The second hit's base knockback has not been fully compensated (50 → 58). Combined with the more horizontal angle (45° → 33°), this allows it to set up tech chase situations.}} | |||
*[[Up throw]]: | |||
**{{buff|Up throw deals more knockback (80 base/60 scaling → 65/93), being able to KO before [[Sudden Death]] percents.}} | |||
*[[Down throw]]: | |||
**{{buff|Down throw deals more damage (2% (hit 1), 3% (throw) → 4% (both)).}} | |||
***{{nerf|Its knockback was not compensated, and it has more ending lag (FAF 46 → 52). This severely worsens its combo potential past very low percentages. It has gone from being one of her best moves, to arguably becoming her worst, and definitely her least useful throw.}} | |||
===Special moves=== | |||
*[[Paralyzer]]: | |||
**{{buff|Paralyzer charges more quickly.}} | |||
**{{change|Paralyzer's shots are more orange in color.}} | |||
*[[Plasma Whip]]: | |||
**{{buff|Plasma Whip's final hit deals slightly more damage (7.5% → 8%) and significantly more knockback (45 base/105 scaling → 47/138).}} | |||
**{{buff|Plasma Whip's final hit is larger (4.6u → 6u).}} | |||
**{{buff|If the special move button is held during the move, it sends the opponent up and towards her, giving an opportunity for followups, similar to her Whip Lash custom move from ''SSB4''. This version has more ending lag, but the hitbox lasts longer.}} | |||
**{{nerf|The move takes much longer to tether to the ledge, and its tether range was also reduced. This makes the move much worse for recovery.}} | |||
*[[Boost Kick]]: | |||
**{{bugfix|Boost Kick no longer has [[RCO lag]].}} | |||
***{{nerf|However, the aerial version has more landing lag (22 frames → 30), making it identical to the RCO lag variant despite the removal.}} | |||
**{{buff|Its hits connect more reliably.}} | |||
**{{nerf|The initial hit has lost its farthest hitbox, reducing its range to the point Zero Suit Samus has to be right next to the opponent in order for it to connect.}} | |||
**{{nerf|The aerial version has less knockback scaling (209 → 184).}} | |||
*[[Flip Jump]]: | |||
**{{buff|Flip Jump travels slightly faster and can be interrupted sooner (FAF 50 → 39).}} | |||
**{{buff|The manual kick can be inputted earlier (frame 19 → 14).}} | |||
**{{buff|The bounce from the footstool stomp is significantly shorter, granting it better followup potential.}} | |||
**{{nerf|It can no longer be edge-canceled.}} [https://youtu.be/IpbYx7JCqEM?t=47] | |||
**{{nerf|The kick has a shorter duration (frames 9-14 → 9-12).}} | |||
**{{nerf|It no longer grants intangibility on Zero Suit Samus's legs after the full body intangibility ends.}} | |||
**{{change|The bury deals altered knockback (60 base/100 scaling → 25/145), hindering its follow-up potential at lower percents, but improves it at higher percents.}} | |||
*[[Final Smash]]: | |||
**{{change|Zero Suit Samus has a new Final Smash, {{b|Zero Laser|Zero Suit Samus}}. She summons her gunship, but temporarily dons her Varia Suit (using the same model as [[Samus (SSBU)|the playable version]]) and fires a single, long-lasting laser from the top of the ship, similarly to [[Aura Storm]]. The players choose where to aim the laser with a targeting reticle.}} | |||
**{{buff|Zero Laser deals significantly increased damage compared to a single laser (0.8% loop hits/10% last/17.2% total → 1.2%/1.6% loop hits/20%/25% last/51.2-66.6% total), and the last hit has much higher knockback, making it more powerful.}} | |||
**{{nerf|Zero Laser only has a single use compared to [[Gunship]]'s maximum of five shots, making it deal less total damage if all hits connect (86% → 66.6%). The last hit also has a delay before being fired, meaning the Final Smash can miss. This makes it less versatile and consistent.}} | |||
==Update History== | |||
Zero Suit Samus has received a mix of buffs and nerfs but has been buffed overall via game updates. | |||
Patch 2.0.0 nerfed her forward smash by adding a sourspot at close range while her Flip Jump has reduced base knockback, hindering her ability to KO aerial opponents at an early percentage from a back throw. | |||
Patch 3.0.0 nerfed her Flip Jump further as it travels a less horizontal distance, hindering her recovery. | |||
Patch 3.0.0 nerfed her Flip Jump further as it travels a less horizontal distance, hindering her recovery. | |||
However, her buffs in patch 2.0.0 allow her to grab ledges earlier when using forward aerial and up aerial while patch 3.1.0 allows her Plasma Whip to connect more reliably. Her Flip Jump has been reverted to how it was before patch 3.0.0 | However, her buffs in patch 2.0.0 allow her to grab ledges earlier when using forward aerial and up aerial while patch 3.1.0 allows her Plasma Whip to connect more reliably. Her Flip Jump has been reverted to how it was before patch 3.0.0 improving her recovery. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{nerf|Forward smash now has a sourspot at close range.}} | ||
*{{change|Flip Jump has altered knockback (60(base)/100(scaling) → 25/145). This reduces the bury time at lower percents but increases it at higher percents.}} | |||
**{{nerf|Its reduced base knockback however, hinders the ability to KO aerial opponent at early percentage from a back throw.}} | |||
*{{buff|Zero Suit Samus can grab ledge earlier after using forward aerial (73 frames → 71).}} | |||
*{{buff|Zero Suit Samus can grab ledge earlier after using up aerial (75 frames → 59).}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{change|The animations for the [[Grapple Beam]] have been adjusted.}} | ||
*{{nerf|Flip Jump travels less horizontal distance (Horizontal control speed 0.7 → 0.5).}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
{{ | *{{buff|Plasma Whip's hits connect more reliably.}} | ||
*{{buff|Flip Jump travels more horizontal distance (Horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
{{ | *{{nerf|The universal changes made to stall-then-fall down aerial hinders its mixup potential.}} | ||
==Moveset== | ==Moveset== | ||
*Zero Suit Samus can [[crawl]] and [[wall jump]]. | *Zero Suit Samus can [[crawl]] and [[wall jump]]. | ||
*Zero Suit Samus possesses a [[tether]] attack and grab. | *Zero Suit Samus possesses a [[tether]] attack and grab. | ||
{{clr}} | |||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=1.5% | |neutral1dmg=1.5% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=3% | |neutral3dmg=3% | ||
|neutraldesc=A knifehand strike, followed by a [[wikipedia:Pistol-whipping|pistol-whip]] with her Paralyzer, followed by a | |neutraldesc=A knifehand strike, followed by a [[wikipedia:Pistol-whipping|pistol-whip]] with her Paralyzer, followed by a [[wikipedia:12-6 elbow|12-6 elbow]]. Is tied with Little Mac for the fastest jab, coming out instantly on frame 1. The first hit can [[lock]], but the height of the hitbox causes it to miss small or crouching opponents on non-slanted terrain. It also has a terrible damage output, only dealing a total of 6% if all three hits connect. | ||
|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. | |ftiltdesc=A roundhouse kick. Can be angled. The down-angled version may cause [[Tripping|tripping]] at low percentages. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=5% (hit 1), 7% (hit 2) | |utiltdmg=5% (hit 1), 7% (hit 2) | ||
|utiltdesc=A butterfly kick performed from a variation of the | |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, making it Zero Suit Samus' fastest tilt attack. It is also one of only two moves that hits in front of and behind her, with the other being neutral aerial, making it a good replacement to her down smash to hit both sides. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% (leg), 6% (foot) | |dtiltdmg=8% (leg), 6% (foot) | ||
|dtiltdesc=A legsweep. This lowers her hurtbox | |dtiltdesc=A legsweep. This lowers her hurtbox moreso than her crouch, allowing her to duck under most projectiles with proper timing. This move is great for setting up combos. | ||
|dashname= | |dashname= | ||
|dashdmg=8% (clean), 5% (late) | |dashdmg=8% (clean), 5% (late) | ||
|dashdesc=Activates her Jet Boots to perform a jet-propelled knee strike | |dashdesc=Activates her Jet Boots to perform a jet-propelled knee strike. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|11}} (hit 2) | |fsmashdmg={{ChargedSmashDmgSSBU|5}} (hit 1), {{ChargedSmashDmgSSBU|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; the only change is that it has slightly higher knockback scaling. Her side smash can be angled, but only the second kick changes in angle | |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; the only change is that it has slightly higher knockback scaling. Her side smash can be angled, but only the second kick changes in angle. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|0.8}} (hits 2-6), {{ChargedSmashDmgSSBU|3}} (hit 7) | |usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|0.8}} (hits 2-6), {{ChargedSmashDmgSSBU|3}} (hit 7) | ||
|usmashdesc= | |usmashdesc=Spins in place while twirling her Plasma Whip overhead. | ||
|dsmashname=Slant Paralyzer | |dsmashname=Slant Paralyzer | ||
|dsmashdmg={{ChargedSmashDmgSSBU|8}} (near), {{ChargedSmashDmgSSBU|6}} (far) | |dsmashdmg={{ChargedSmashDmgSSBU|8}} (near), {{ChargedSmashDmgSSBU|6}} (far) | ||
|dsmashdesc=Aims her Paralyzer downward in front of herself and fires a [[Paralyze|paralyzing]] energy blast at the ground. This move has poor KO potential, instead | |dsmashdesc=Aims her Paralyzer downward in front of herself and fires a [[Paralyze|paralyzing]] energy blast at the ground. This move has poor KO potential, instead being used to initiate combos. Opponents are paralyzed much longer at higher percentages. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|8}} | |nairdmg={{ShortHopDmgSSBU|8}} | ||
|nairdesc= | |nairdesc=Spins in midair, swinging her Plasma Whip laterally around herself. Has low ending lag, allowing for combo opportunities if used from a short-hopped fast fall. It does not autocancel in a short hop. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2) | |fairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2) | ||
|fairdesc=A hook kick followed by a roundhouse kick | |fairdesc=A hook kick, followed by a roundhouse kick. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|12}} (foot), {{ShortHopDmgSSBU|10}} (leg) | |bairdmg={{ShortHopDmgSSBU|12}} (foot), {{ShortHopDmgSSBU|10}} (leg) | ||
|bairdesc=A spinning hook kick | |bairdesc=A spinning hook kick behind herself. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|6.5}} | |uairdmg={{ShortHopDmgSSBU|6.5}} | ||
|uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback | |uairdesc=A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, and low landing lag, it boasts excellent juggling potential. | ||
|dairname=Slash Dive | |dairname=Slash Dive | ||
|dairdmg={{ShortHopDmgSSBU|6}}, 5.5% (landing) | |dairdmg={{ShortHopDmgSSBU|6}}, 5.5% (landing) | ||
|dairdesc=A diagonal flying kick, similar to {{SSBU|Sonic}} and {{SSBU|Sheik}}'s down aerials | |dairdesc=A diagonal flying kick, similar to {{SSBU|Sonic}} and {{SSBU|Sheik}}'s down aerials. The hitbox at the beginning can [[meteor smash]]. Has the slowest startup lag of all of her aerials. Due to this move being a [[stall-then-fall]], it is extremely risky to use off-stage, so it is rarely used as a meteor smash as most of times it can lead to a [[self-destruct]]. Even when she lands on the ground, there is high landing 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 | ||
|zairdmg=5% | |zairdmg=5% | ||
|zairdesc= | |zairdesc=Lashes in front of her with the Plasma Whip. | ||
|grabname= | |grabname=Plasma Whip | ||
|grabdesc=Performs a kneeling lunge to unfurl the Plasma Whip. A hitbox appears at her hand, allowing her to grab opponents with less lag. | |grabdesc=Performs a kneeling lunge to unfurl the Plasma Whip. A hitbox appears at her hand, allowing her to grab opponents with less lag. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike | |pummeldesc=A knee strike. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit), 4% (throw) | |fthrowdmg=5% (hit), 4% (throw) | ||
|fthrowdesc= | |fthrowdesc=Kicks the opponent away. It can tech-chase at low to mid percentages, and at high percents it can edgeguard. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=2% (hit), 6% (throw) | |bthrowdmg=2% (hit), 6% (throw) | ||
|bthrowdesc=A mid-level roundhouse kick | |bthrowdesc=A mid-level roundhouse kick. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=2% (hit), 8% (throw) | |uthrowdmg=2% (hit), 8% (throw) | ||
|uthrowdesc=A backflip kick. The most damaging out of all of her throws, as well as her strongest throw | |uthrowdesc=A backflip kick. The most damaging out of all of her throws, as well as her strongest throw. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% (hit), 4% (throw) | |dthrowdmg=4% (hit), 4% (throw) | ||
|dthrowdesc=Pins the opponent on the ground and performs an axe kick. | |dthrowdesc=Pins the opponent on the ground, and performs an axe kick. Its increased ending lag and knock back have caused it to lose all its combo potential outside of very low percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=A modified butterfly kick performed from a | |floorfdesc=A modified butterfly kick performed from a [[wikipedia:Windmill (b-boy move)|windmill]] (a breakdancing move). | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Same as her frontal floor attack. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
Line 179: | Line 248: | ||
|edgedesc=Performs a low-level roundhouse kick while climbing up. | |edgedesc=Performs a low-level roundhouse kick while climbing up. | ||
|nsname=Paralyzer | |nsname=Paralyzer | ||
|nsdmg=4 | |nsdmg=4~6% | ||
|nsdesc=Assumes a {{ | |nsdesc=Assumes a {{s|wikipedia|kneeling position}} to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output the duration of its paralysis, but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage. | ||
|ssname=Plasma Whip | |ssname=Plasma Whip | ||
|ssdmg=2% (arm), 3.2% (whip, base), 1.2% (whip, middle), 4% (whip, held tip), 8% (whip, pressed tip) | |ssdmg=2% (arm), 3.2% (whip, base), 1.2% (whip, middle), 4% (whip, held tip), 8% (whip, pressed tip) | ||
|ssdesc= | |ssdesc=Performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away, and can KO at high percentages. Alternatively, holding down the special move button will have the tip of the whip snap upwards, knocking opponents up and towards her. While the held version deals less damage, it gives Zero Suit Samus an opportunity for followups. | ||
|usname=Boost Kick | |usname=Boost Kick | ||
|usdmg=5% (hit 1), 1.2% (hits 2-6), 4% (hit 7) | |usdmg=5% (hit 1), 1.2% (hits 2 - 6), 4% (hit 7) | ||
|usdesc=Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. One of her best KO moves against a midair opponent. It can also be angled forward or backward, which allows it to catch an opponent's air dodge, rolls | |usdesc=Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. One of her best KO moves against a midair opponent. It can also be angled forward or backward, which allows it to catch an opponent's air dodge, rolls and edge get-up reactions. | ||
|dsname=Flip Jump | |dsname=Flip Jump | ||
|dsdmg=8% (stomp), 14% (kick) | |dsdmg=8% (stomp), 14% (kick) | ||
|dsdesc=A 720° Ce Kong Fan{{ref|a}}, a jumping technique used in contemporary Wushu. It functions as a third jump and grants intangibility on frames 3-12. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the attack button or special button during the jump. Upon contact, Zero Suit Samus performs a [[Footstool jump|footstool]] stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick, which is very powerful. The flying kick also has a sweetspot at her foot that can meteor smash aerial opponents but has slightly less knockback against aerial opponents | |dsdesc=A 720° Ce Kong Fan{{ref|a}}, a jumping technique used in contemporary Wushu. It functions as a third jump and grants intangibility on frames 3-12. It can deal damage in two ways: upon contact at the end of the jump, or by pressing either the attack button or special button during the jump. Upon contact, Zero Suit Samus performs a [[Footstool jump|footstool]] stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick, which is very powerful. The flying kick also has a sweetspot at her foot that can meteor smash aerial opponents, but has slightly less knockback against aerial opponents. | ||
|fspage=Zero_Laser_(Zero_Suit_Samus) | |fspage=Zero_Laser_(Zero_Suit_Samus) | ||
|fsname=Zero Laser | |fsname=Zero Laser | ||
|fsdmg=1.2 | |fsdmg=1.2/1.6% (laser loop), 20/25% (final burst) | ||
|fsdesc=Zero Suit Samus leaps | |fsdesc=Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. Like the [[Zero Laser (Samus)|version]] used by her [[Samus (SSBU)|suited counterpart]], it hits multiple times. Opponents take more damage closer towards the center of the crosshair. At the end of the move, there is a brief pause, then one final burst is fired with enough power to launch opponents. Once the move concludes, Samus reverts to her Zero Suit and returns to her previous position. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
* Jumps out of her Gunship and uses her Jet Boots to briefly hover before landing. | * Jumps out of her Gunship and uses her Jet Boots to briefly hover before landing. | ||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
Line 235: | Line 273: | ||
*'''Down Taunt''': Holds her Paralyzer near her waist, and then performs a [[wikipedia:Turn (dance and gymnastics)#Pirouette|pirouette]] while twirling the Plasma Whip around her body and saying "You're mine." | *'''Down Taunt''': Holds her Paralyzer near her waist, and then performs a [[wikipedia:Turn (dance and gymnastics)#Pirouette|pirouette]] while twirling the Plasma Whip around her body and saying "You're mine." | ||
<gallery> | <gallery> | ||
SSBUZeroSuitSamusTaunt1.gif|Zero Suit Samus' up taunt. | SSBUZeroSuitSamusTaunt1.gif|Zero Suit Samus's up taunt. | ||
SSBUZeroSuitSamusTaunt2.gif|Zero Suit Samus' side taunt. | SSBUZeroSuitSamusTaunt2.gif|Zero Suit Samus's side taunt. | ||
SSBUZeroSuitSamusTaunt3.gif|Zero Suit Samus' down taunt. | SSBUZeroSuitSamusTaunt3.gif|Zero Suit Samus's down taunt. | ||
</gallery> | </gallery> | ||
===[[Idle | ===[[Idle poses]]=== | ||
*Stands up straight and looks around, holding her Paralyzer towards her face. | *Stands up straight and looks around, holding her Paralyzer towards her face. | ||
*Makes configurations to her Paralyzer. | *Makes configurations to her Paralyzer. | ||
<gallery> | <gallery> | ||
SSBUZeroSuitSamusIdle1.gif|Zero Suit Samus' first idle pose | SSBUZeroSuitSamusIdle1.gif|Zero Suit Samus's first idle pose | ||
SSBUZeroSuitSamusIdle2.gif|Zero Suit Samus' second idle pose | SSBUZeroSuitSamusIdle2.gif|Zero Suit Samus's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' | *'''Left:''' Slashes the air twice with her Plasma Whip and says "Be still." | ||
*'''Up:''' Uses [[Flip Jump]] and then performs a jet-propelled somersault while grunting. | *'''Up:''' Uses [[Flip Jump]] and then performs a jet-propelled somersault while grunting. | ||
*'''Right:''' Performs a stretch kick and then swings her leg into position to perform a modified [[wikipedia:Glossary of ballet#Passé|passé]] while grunting. Her leg motions and ending pose seems to "draw out" her [[series symbol]], with the stretch kick being the "circle" and the ending pose being the "S". | *'''Right:''' Performs a stretch kick and then swings her leg into position to perform a modified [[wikipedia:Glossary of ballet#Passé|passé]] while grunting. Her leg motions and ending pose seems to "draw out" her [[series symbol]], with the stretch kick being the "circle" and the ending pose being the "S". | ||
[[File:MetroidUniverseTheme.ogg|thumb|A flourished remix of the theme that would play when [[Samus Aran]] obtained a new power-up or addition to her {{ | [[File:MetroidUniverseTheme.ogg|thumb|A flourished remix of the theme that would play when [[Samus Aran]] obtained a new power-up or addition to her {{s|metroidwiki|Power Suit}}. It would also play when Samus defeated [[Ridley]] or [[Kraid]].]] | ||
<gallery> | <gallery> | ||
ZeroSuitSamusVictoryPose1SSBU.gif | ZeroSuitSamusVictoryPose1SSBU.gif | ||
Line 296: | Line 297: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
When the game got released, Zero Suit Samus was considered to be moderately nerfed from her last appearance, where she was a top tier character. Many players noted how many of her tools were watered down, most notably her combo potential. This resulted in her being a mid tier character at best while having low tournament representation in the West, although her representation and reputation in Japan were much higher to begin with. | |||
As the meta advanced, many dedicated players such as {{Sm|Marss}} and {{Sm|Choco}} have played well in tournaments and dominated with the character, which was helped by nerfs to her most difficult matchups such as {{SSBU|Pichu}}. As a result, Zero Suit Samus was given a considerably better reception, being an upper-high tier character as the general consensus, while other professionals such as {{Sm|ZeRo}} and {{Sm|Mew2King}} call her a top-tier character, noting the character’s success. Many top Japanese players have Zero Suit at the top of their tier lists as well. | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.'' | |||
*{{Sm|Choco|Japan}} - The best Zero Suit Samus player in Japan. Placed 2nd at {{Trn|Umebura SP}}, 5th at {{Trn|Umebura SP 4}}, and 9th at both {{Trn|Umebura SP 2}} and {{Trn|Umebura Japan Major 2019}}. | |||
*{{Sm|Juice|USA}} - The best Zero Suit Samus player in Philadelphia, and one of the best in the United States. Placed 9th at {{Trn|Suplex City Smash}}, 17th at both {{Trn|Glitch 6}} and {{Trn|Collision 2019}}. | |||
*{{Sm|king_chris|Canada}} - The best Zero Suit Samus player in Canada. Placed 7th at {{Trn|VORTEX}}, and 33rd at both {{Trn|Get On My Level 2019}} and {{Trn|CEO 2019}}. | |||
*{{Sm|Marss|USA}} (#3) - The best Zero Suit Samus player in the world. Placed 1st at {{Trn|Collision 2019}}, {{Trn|Full Bloom 5}}, and {{Trn|Smash Factor 8}}, 2nd at {{Trn|Heart of Battle}}, 3rd at {{Trn|Pound 2019}}, 13th at {{Trn|EVO 2019}}, and 25th at {{Trn|GENESIS 6}}. | |||
*{{Sm|Nairo|USA}} (#8) - Uses Zero Suit Samus as a secondary. Placed 4th at both {{Trn|Let's Make Moves}} and {{Trn|2GG: Prime Saga}}, as well as 5th at {{Trn|MomoCon 2019}} using Zero Suit Samus as one of his characters. | |||
*{{Sm|quiK|Germany}} - Uses Zero Suit Samus as a secondary and is considered the best Zero Suit Samus player in Europe. Placed 7th at {{Trn|Elysium: Yggdrasil}}, 9th at {{Trn|2GG: Prime Saga Kickoff}}, and 17th at {{Trn|2GG: Prime Saga}}. | |||
*{{Sm|shky|Japan}} - One of the best Zero Suit Samus players in Japan. Placed 9th at {{Trn|Umebura SP 4}}, 17th at {{Trn|Umebura Japan Major 2019}}, and 33rd at both {{Trn|Umebura SP 2}} and {{Trn|Umebura SP 3}}. | |||
*{{Sm|Shoe|USA}} - The best Zero Suit Samus player in Colorado. Placed 5th at {{Trn|Crown}}, 33rd at {{Trn|2GG: Prime Saga}}, 49th at {{Trn|Low Tier City 7}}, and 97th at {{Trn|EVO 2019}}. | |||
=={{SSBU|Classic Mode}}: Grapplers! Whips! Claws!== | =={{SSBU|Classic Mode}}: Grapplers! Whips! Claws!== | ||
[[File:SSBU Congratulations Zero Suit Samus.png|thumb|Zero Suit Samus' congratulations screen.]] | [[File:SSBU Congratulations Zero Suit Samus.png|thumb|Zero Suit Samus' congratulations screen.]] | ||
Zero Suit Samus's opponents are largely characters who use tether grabs or recoveries. The only exception is Little Mac, who represents the theme of "wires" by using his wireframe outfit. | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px}} and {{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px}}||[[Skyloft]]||''{{SSBUMusicLink|The Legend of Zelda|Dark World (for 3DS / Wii U)}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Ivysaur}} {{Head|Ivysaur|g=SSBU|s=20px}}||[[Spear Pillar]]||''{{SSBUMusicLink|Pokémon|Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue}}''|| | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px}}||[[Brinstar Depths]]||''{{SSBUMusicLink|Metroid|Theme of Samus Aran, Space Warrior}}''|| | ||
|- | |- | ||
|4||{{ | |4||{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px}}||[[Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Super Mario World Medley}}''|| | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Simon}} {{Head|Simon|g=SSBU|s=20px}} and {{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Castlevania|Simon Belmont Theme (The Arcade)}}''|| | ||
|- | |- | ||
|6||{{Head|Little Mac|g=SSBU|s=20px|cl=Wire}} ( | |6||{{SSBU|Little Mac}} {{Head|Little Mac|g=SSBU|s=20px|cl=Wire}}(x3) {{Head|Little Mac|g=SSBU|s=20px|cl=Green}}(x3)||[[75m]] ([[Battlefield form]])||''{{SSBUMusicLink|Other|Tunnel Scene - X}}''||Items do not appear. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
Line 349: | Line 346: | ||
Although Zero Suit Samus does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light. Zero Suit Samus' awakening battle is separate from that of {{SSBU|Samus}}, who is vaporized in the opening cutscene. | Although Zero Suit Samus does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light. Zero Suit Samus' awakening battle is separate from that of {{SSBU|Samus}}, who is vaporized in the opening cutscene. | ||
Zero Suit Samus can be found and awakened in the upper-right volcanic area in the World of Light after defeating the | Zero Suit Samus can be found and awakened in the upper-right volcanic area in the World of Light after defeating the [[Metroid (creature)|Metroid]] spirit. | ||
{{clrl}} | {{clrl}} | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|29 | | 29 | ||
|[[File:Zero Suit Samus SSBU.png|center| | | [[File:Zero Suit Samus SSBU.png|center|108x108px]] | ||
|Zero Suit Samus | | {{SSBU|Zero Suit Samus}} | ||
| | | {{color|#17ba17|Grab}} | ||
|7,500 | | 7,500 | ||
|[[Brinstar Depths]] ([[Ω form]]) | | [[Brinstar Depths]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Metroid|Theme of Samus Aran, Space Warrior}}'' | | ''{{SSBUMusicLink|Metroid|Theme of Samus Aran, Space Warrior}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]s== | ||
Zero Suit Samus' | Zero Suit Samus's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Zero Suit Samus in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. While {{SSBU|Samus}} herself appears in a number of Spirits, including an unarmored "Young Samus" spirit portrayed by a Zero Suit Samus puppet fighter, the Zero Suit itself only appears in Zero Suit Samus' Fighter Spirit. | ||
While {{SSBU|Samus}} herself appears in a number of | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
Zero Suit Samus Spirit.png|266. '''''Zero Suit Samus''''' | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As | ===As a minion=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 678: | Line 401: | ||
|- | |- | ||
|238 | |238 | ||
|{{ | |[[File:Botwzelda.png|center|64x64px]] | ||
|''The Legend of Zelda'' | |{{anchor|Zelda (Breath of the Wild)}}Zelda (Breath of the Wild) | ||
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} | |''The Legend of Zelda series'' | ||
| | |•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|9,200 | |9,200 | ||
|[[Great Plateau Tower]] | |[[Great Plateau Tower]] | ||
Line 690: | Line 414: | ||
|- | |- | ||
|288 | |288 | ||
|{{ | |[[File:Adam malkovich.png|center|64x64px]] | ||
|''Metroid'' | |{{anchor|Adam Malkovich}}Adam Malkovich | ||
|''Metroid series'' | |||
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|1,600 | |1,600 | ||
|[[Shadow Moses Island]] | |[[Shadow Moses Island]] | ||
Line 702: | Line 427: | ||
|- | |- | ||
|1,306 | |1,306 | ||
| | |[[File:Phantom Thieves Spirit.png|center|64x64px]] | ||
|''Persona'' | |Phantom Thieves of Hearts | ||
|•{{SSBU|Joker}} {{ | |''Persona series'' | ||
| | |•{{SSBU|Joker}} {{head|Joker|g=SSBU|s=20x20px}}<br>•{{SSBU|Pikachu}} {{Head|Pikachu|g=SSBU|s=20px|cl=Libre}}<br>•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Chrom}} {{Head|Chrom|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Black}} | ||
|[[File:SpiritTypeGrab.png|20px|center|Grab]] | |||
|13,300 | |13,300 | ||
|[[Mementos]] | |[[Mementos]] | ||
|•Sudden Final Smash<br>•Item: [[Daybreak]] Parts | |•Sudden Final Smash<br>•Item: [[Daybreak]] Parts | ||
|•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•Reinforcements will appear during the battle | |•The enemy will suddenly have a Final Smash when the enemy's at high damage<br>•Reinforcements will appear during the battle | ||
|{{SSBUMusicLink|Persona|Wake Up, Get Up, Get Out There}} | |{{SSBUMusicLink|Persona|Wake Up, Get Up, Get Out There}} | ||
|[https://megamitensei.fandom.com/wiki/Ann_Takamaki Ann Takamaki | |[https://megamitensei.fandom.com/wiki/Ann_Takamaki Ann Takamaki] | ||
|- | |- | ||
|1,328 | |1,328 | ||
| | |[[File:Hero's Comrades Spirit.png|center|64x64px]] | ||
|''DRAGON QUEST'' | |Hero's Comrades | ||
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}} | |''DRAGON QUEST series'' | ||
| | |•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|13,300 | |13,300 | ||
|[[Yggdrasil's Altar]] | |[[Yggdrasil's Altar]] | ||
|N/A | |N/A | ||
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br> | |•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•Stamina battle | ||
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}} | |{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}} | ||
|Jade | |{{s|dragonquestwiki|Jade}} | ||
|} | |} | ||
Line 744: | Line 471: | ||
<gallery> | <gallery> | ||
SSBU Zero Suit Samus Number.png|Zero Suit Samus' fighter card. | SSBU Zero Suit Samus Number.png|Zero Suit Samus' fighter card. | ||
SSBUWebsiteZeroSuitSamus1.jpg|Zero Suit Samus on [[Wrecking Crew]]. | |||
SSBUWebsiteZeroSuitSamus1.jpg|Zero Suit Samus on [[Wrecking Crew]]. | |||
SSBUWebsiteZeroSuitSamus2.jpg|Performing her [[down tilt]] on [[Coliseum]]. | SSBUWebsiteZeroSuitSamus2.jpg|Performing her [[down tilt]] on [[Coliseum]]. | ||
SSBUWebsiteZeroSuitSamus3.jpg|Performing [[down smash]] on [[Frigate Orpheon]]. | SSBUWebsiteZeroSuitSamus3.jpg|Performing [[down smash]] on [[Frigate Orpheon]]. | ||
SSBUWebsiteZeroSuitSamus4.jpg| | SSBUWebsiteZeroSuitSamus4.jpg|With {{SSBU|Samus}} on [[Gaur Plain]]. | ||
SSBUWebsiteZeroSuitSamus5.jpg|[[Crawling]] with {{SSBU|Snake}} on [[Shadow Moses Island]]. | SSBUWebsiteZeroSuitSamus5.jpg|[[Crawling]] with {{SSBU|Snake}} on [[Shadow Moses Island]]. | ||
SSBUWebsiteZeroSuitSamus6.jpg|Using her [[back aerial]] on {{SSBU|Sheik}} on [[Luigi's Mansion]]. | SSBUWebsiteZeroSuitSamus6.jpg|Using her [[back aerial]] on {{SSBU|Sheik}} on [[Luigi's Mansion]]. | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=Y4PTxiq11Fk}} | {{#widget:YouTube|id=Y4PTxiq11Fk}} | ||
==Trivia== | ==Trivia== | ||
* | *{{SSBU|Ridley}}'s reveal trailer marks Zero Suit Samus' first appearance in a cinematic CGI ''Smash'' trailer since ''[[Super Smash Bros. Brawl]]''. | ||
* | *Despite no longer being linked by in-battle transformation, Zero Suit Samus temporarily dons the Varia Suit during [[Zero Laser (Zero Suit Samus)|her Final Smash]]. | ||
* | ** This makes Zero Suit Samus the only playable alter-ego of [[Samus (SSBU)|a different character]] to make a limited appearance as said character during her Final Smash only. | ||
*Zero Suit Samus' character showcase video, unlock battles | *Zero Suit Samus is the only alternate incarnation or alter-ego of a [[starter character]] to not be in that character's Classic Mode character unlock sequence, as she is in {{SSBU|Fox}}'s rather than Samus'. This may be due to her unique moveset, as {{SSBU|Dr. Mario}}, {{SSBU|Young Link}}, {{SSBU|Toon Link}} and {{SSBU|Pichu}} are all clones or semi-clones. | ||
* | *For unknown reasons, Zero Suit Samus's taunt voice clips aren't present in the Sound Test. | ||
*Zero Suit Samus is one of four characters to have appeared since ''Brawl'' to have a different Final Smash across every installment; the other three are [[Pit]], [[King Dedede]], and [[R.O.B.]]. | |||
* | *In the Japanese version of ''Ultimate'', characters' voice actors and actresses are credited by name. In the case of Zero Suit Samus, Alésia Glidewell's name was cut short, resulting in "Alesia Glidew". This has since been fixed. | ||
* | *Zero Suit Samus' character showcase video, unlock battles and Classic Mode credits use "Theme of Samus Aran, Space Warrior" from ''[[Super Metroid]]'', a game where the Zero Suit did not yet exist. This may be a reference to how Samus would appear in various states of undress during the game's ending sequence, as "Theme of Samus Aran, Space Warrior" serves as the end credits theme for that game. | ||
* | *Zero Suit Samus being unlocked in Fox's unlock column is a reference to Round 4 of the latter's Classic Mode route, as she serves as a CPU ally for Fox when fighting a Giant Dark Samus. | ||
**Unlocking Zero Suit Samus using/immediately after {{SSBU|Captain Falcon}} may be a reference to how the two have been depicted as "rival" bounty hunters in Event Matches in ''Brawl'' and ''for Wii U'' (along with [[Samus (SSBM)|Samus' suited self]] in ''Melee''). | |||
*This is the first game where Zero Suit Samus's default head icon depicts her hair tie as its natural red, as both previous depictions have matched the Zero Suit's cyan. | |||
*Zero Suit Samus is the only ''Metroid'' character to not travel to [[Norfair]] in her Classic Mode route. | |||
==Notes== | ==Notes== |