Super Smash Bros. Brawl

Zero Suit Samus (SSBB)/Forward smash: Difference between revisions

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m (This barely gives more info than what is in the main table and does so with more words in an unencyclopedic fashion)
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[[File:ZeroSuitSamusFSmashSSBB.gif|thumb|500px|Hitbox visualization showing Zero Suit Samus's forward smash.]]
[[File:ZeroSuitSamusFSmashSSBB.gif|thumb|500px|Hitbox visualization showing Zero Suit Samus's forward smash.]]
==Overview==
==Overview==
Zero suit samus swings her plasma whip forwards, the move has a lot of range, covering an entire battlefield platform (altough the move does have a slight negative disjoint)it also hits behind her, it dosen't have a lot of range behind her, but it's cool that this move hits behind zero suit samus.
{{competitive expertise}}
 
 
 
However, this move has a bookfull of weaknesses that makeit arguably (if not obusly) the worst forward smash in brawl, as it comes out on frame 20 making the move very slow, while also having a lot of endlag (65 total frames) meaning that the move is very very unsafe on shield, the nearest hitbox is -47 on shield, which means that even ike's forward smash is a true punish, the far hitboxes are a little bit safer, but -40 on shield isn't "safe" and the late hit is -44 on shield, and the nearest hitbox is even punishable on hit by some characters.
 
 
 
That's already very bad, but it would be worth to go for if it had the power to back it up, but here is the thing, it's super weak, the move has a lot of hitboxes, but all of those hitboxes deal very low damage and knockback, the close hit deals 10%, the middle hit deals 11%, the hitbox whit the lowest priority deals 13%, the late hit of the close hit deals 9%, and the furthest hitbox and the late hits deal 6%, that's so low, and the knockback is bad, as the close hitbox dosen't even kill at 160%, whit absolutley no DI, and the close hitbox has a lot of hitlag, making it easy to DI, making it kill even later, even sheik's forward smash kills earlier, and that forward smash is known for being very weak, the 11% hitbox does kill at around 140%, but still, regular samus's forward smash kills earlier, and that's still a very weak f-smash, if u can actully land the 13% hitbox (which is very hard) it kills at 130%, but it is still weaker than meta knight's and sonic's forward smashes, which alzo have below average kill power, and even if you fully charge the move, it kills at 113%, which is still later than jiglypuff's uncharged forward smash, which guess what, has below average kill power.
Oh, as for the 6% hitbox, it dosen't even kill at 240%, this kill power is patetic for a forward smash, especialy one as slow and as laggy as this one.
 
 
 
 
And we are not even done, every hitbox aside from the close hit is treated as a projectyle, which means that n.1 they have very low priority, because zero suit samus won't go into a rebound animation, and considering how laggy this move is, that is not good, which means that opponents that clank whit the move will have over 30 frames to punish zero suit samus, and aireals can clank whit those hitboxes
N.2 those hitboxes don't even scale whit charging, yep, the 11%, 13% and 6% hitboxes still deal the same amount of damage and knockback even at max charge
 
 
 
 
 
Overall, this is easly the worst forward smash in the game, and also easly zero suit samus's worst move, and also the worst version of zero suit samus's forward smash, and considering that forward smash also sucks in future games, this tells you how bad this move is
 
==Hitboxes==
==Hitboxes==
===Gun===
===Gun===

Latest revision as of 13:15, December 25, 2024

Hitbox visualization showing Zero Suit Samus's forward smash.

Overview[edit]

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Hitboxes[edit]

Gun[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 10% 0 Sakurai angle 30 100 0 3.0 0 0.0 10.0 5.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock SpecialsDirect.png
1 0 10% 0 Sakurai angle 30 100 0 3.5 0 0.0 9.0 12.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock SpecialsDirect.png
Late hit
0 0 9% 0 Sakurai angle 30 100 0 3.0 42 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock SpecialsDirect.png

Whip[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 6% 0 Sakurai angle 35 100 0 3.0 9 0.0 0.0 0.0 1.0x 0.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Shock SpecialsIndirect.png
1 0 9% 0 Sakurai angle 35 100 0 4.0 7 0.0 0.0 0.0 1.0x 0.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock SpecialsIndirect.png
2 0 11% 0 Sakurai angle 35 100 0 4.0 5 0.0 0.0 0.0 1.0x 0.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock SpecialsIndirect.png
3 0 13% 0 Sakurai angle 35 100 0 4.0 3 0.0 0.0 0.0 1.0x 0.5x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Shock SpecialsIndirect.png
Late hit
0 0 6% 0 AngleIcon90.png 30 100 0 3.0 9 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock SpecialsIndirect.png
1 0 6% 0 AngleIcon90.png 30 100 0 4.0 7 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock SpecialsIndirect.png
2 0 6% 0 AngleIcon90.png 30 100 0 4.0 5 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock SpecialsIndirect.png
3 0 6% 0 AngleIcon90.png 30 100 0 4.0 3 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Whip (type) Electric (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Shock SpecialsIndirect.png

Timing[edit]

Charges between 12-13
Clean hit 20-21
Late hit 22-24
Animation length 65
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change