Zero Suit Samus (SSBB): Difference between revisions
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*Back Aerial - Backwards kick, similar in speed, appearance, and knockback to Samus's Back Aerial. | *Back Aerial - Backwards kick, similar in speed, appearance, and knockback to Samus's Back Aerial. | ||
*Up Aerial - Flip kicks both legs above her head, similar to Fox's Up Aerial. Knockback much lower than Fox's, making this a juggle attack, rather than a kill move. Fairly long window and large hitbox, however. | *Up Aerial - Flip kicks both legs above her head, similar to Fox's Up Aerial. Knockback much lower than Fox's, making this a juggle attack, rather than a kill move. Fairly long window and large hitbox, however. | ||
*Down Aerial - | *Down Aerial - Samus stalls momentarily in midair, and then shoots down diagonally (similar to Sonic or Sheik's Down Air). If it hits in midair, pulls down with the trajectory of the attack, into the second hit. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit (not enough to KO). Like most stall, then shoot down moves, this can be used to cancel vertical knockback if used while being knocked back vertically. This move can spike. | ||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*Down Throw: Slams opponent on ground and kicks them (similarly to [[Captain Falcon]]'s Up Tilt). | *Down Throw: Slams opponent on ground and kicks them (similarly to [[Captain Falcon]]'s Up Tilt). |
Revision as of 12:36, March 8, 2008
- This article is about Zero Suit Samus' appearance in Super Smash Bros. Brawl. For other uses, see Zero Suit Samus. Also, for information about the result of Zero Suit Samus using her Final Smash attack, see Samus Aran.
Zero Suit Samus | |
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Zero Suit Samus | |
Universe | Metroid |
Appears in | SSBB |
Availability | Starter |
Announced at E3 2006, Zero Suit Samus (ゼロスーツサムス, Zero Sūtsu Samusu), often abbreviated as ZSS, 0SS or Zamus, is a character that appears in Super Smash Bros. Brawl. Zero Suit Samus lacks power and stamina compared to Samus, but is faster. She uses a gun known as the Paralyzer, which can also be converted into a Plasma Whip. Her whip can be used to recover, similar to Samus' Grapple Beam or Link and Young Link's Hookshot.
The impact from Samus' Final Smash is enough to remove her Power Suit, transforming her into Zero Suit Samus. Zero Suit Samus is able to transform back into normal Samus by using her Final Smash which causes her to get her suit back while emitting some sort of energy. [1]
In order to select Zero Suit Samus as a character, the player must hold the shield button while on the character select screen before continuing. On normally configured controllers, this refers to the R button on the Gamecube and Classic controllers, the Z button for the Nunchuck/Remote configuration, and the Minus button for the Remote only configuration.
Samus can also switch to Zero Suit Samus while in battle by doing the up taunt, down taunt, and up taunt in quick succession. It appears to be rather difficult to achieve, as Dojo!! states, "It's not easy [...] Try it out next time you feel like showing off."[2]
Role in Subspace Emissary
Samus is first seen breaking into the base of the Subspace Army. Soon she comes across a 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 ROBs. Later she comes across her Power Suit, but is confronted by two Shadowbug clones mimicking the Power Suit.
Pros and Cons
Pros:
- Fast tilts and aerials with solid knockback, range, and damage
- Attacks chain together easily
- Forward smash and Forward B provide great horizontal range
- Ranged grab
- Up Smash and Up B provide great vertical range
- Neutral B and Down smash paralyze, which can guarantee more hits
- Down B acts as third jump, can provide a free wall-jump
- Can wall-jump
- Can Crawl
- Up-B and Side-B are both a Tether Recovery in addition, making her the best Tether-recovery dependant character
- Down B, Down Aerial, and Up B can all spike the opponent if used properly
- Very fast running speed
- Transformation, even at the start, drops three Power Suit Pieces, which are powerful projectiles
- Up B pulls an opponent above you down, which can lead to further combos
Cons:
- Tether recovery can be edgehogged
- All spikes are difficult to pull off, and can backfire badly and result in SDs
- Long ranged moves are slow
- Depdendant on being able to string together multiple attacks to rack up damage, as she lacks a low percent kill-move
Standard Moves
Ground Attacks
- Neutral A - Jabs several times and then kicks
- Dash A - Similar in appearance to Fox's dash attack. Leaps off of the ground, leg extended horizontally, travelling forward a bit
- Forward Tilt - Similar in appearance to Sheik's Forward tilt, an around-the-body kick 45 degrees from horizontal.
- Down Tilt - Similar in apperance to Sheik's down tilt, a prone leg-sweep. Knocks upwards.
- Up Tilt - Overhead flip kick
- Foward Smash - Slashes forward with the whip. Fairly long range, disjointed hitbox, good knockback
- Down Smash - Shoots paralyzer gun at the ground in front of Zamus. Only hits in front. Low damage, no knockback, but stuns the target in place for a short time (depending on how much it was charged).
- Up Smash - Samus Spins, extending the Plasma whip up above her head in a swirl. Hits multiple times, long horizontal (disjointed) range.
Aerial Attacks
- Neutral Aerial - Zamus spins the whip around her body in a similar trajectory to Marth's Neutral Air. Fairly long range.
- Forward Aerial - Several forward kicks, each slightly faster and only slightly weaker than Samus's Back Aerial.
- Back Aerial - Backwards kick, similar in speed, appearance, and knockback to Samus's Back Aerial.
- Up Aerial - Flip kicks both legs above her head, similar to Fox's Up Aerial. Knockback much lower than Fox's, making this a juggle attack, rather than a kill move. Fairly long window and large hitbox, however.
- Down Aerial - Samus stalls momentarily in midair, and then shoots down diagonally (similar to Sonic or Sheik's Down Air). If it hits in midair, pulls down with the trajectory of the attack, into the second hit. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit (not enough to KO). Like most stall, then shoot down moves, this can be used to cancel vertical knockback if used while being knocked back vertically. This move can spike.
Grabs and Throws
- Down Throw: Slams opponent on ground and kicks them (similarly to Captain Falcon's Up Tilt).
- Forward Throw: Hits opponent forward with gun.
- Back Throw:
- Up Throw:
Special moves
Special Movements
Up: Throws her Gun into the air and catches it, then says "Is that all?".
Side: Uses her whip, flicks it and says "Try me!
Down: Spins her whip around her and says "Mmm Hmm".
On-Screen Appearance: Her Power Suit falls apart and she stands up.
External links
Fighters in Super Smash Bros. Brawl | |
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Veterans | Bowser · Captain Falcon · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Jigglypuff · Kirby · Link · Luigi · Mario · Marth · Mr. Game & Watch · Ness · Peach · Pikachu · Samus · Yoshi · Zelda / Sheik |
Newcomers | Diddy Kong · Ike · King Dedede · Lucario · Lucas · Meta Knight · Olimar · Pit · Pokémon Trainer (Charizard · Ivysaur · Squirtle) · R.O.B. · Snake · Sonic · Toon Link · Wario · Wolf · (Zero Suit Samus) |