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

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==Overview==
==Overview==
Zero Suit Samus aims her [[Paralyzer]] at the ground in front of herself, creating a lightning effect that [[paralyze]]s anyone who it hits for a short amount of time. The paralyzing effect will not last longer if used multiple times. It does 11-15% damage and is one of the only three down smashes that only hit in the front. Since it leaves the opponent very vulnerable, it is an excellent [[combo]] starter, giving plenty of time to setup an attack - if done twice it can rack up damage (at least 22% fresh), then depending on the situation, can be quickly followed up by a move such as a {{mvsub|Zero Suit Samus|SSBB|forward aerial}} to rack up more damage and start an aerial combo, or a [[grab]]. At high percentages, it can be followed up with a [[Plasma Whip]], {{mvsub|Zero Suit Samus|SSBB|back aerial}}, or [[Flip Jump]] kick [[meteor smash]] offstage as a finisher. At low to mid percentages, the move can zero-death {{SSBB|Fox}}, and other [[fastfaller]]s to a lesser extent, by firing two more down smashes once the character is released from the "stun" effect. The move can set up ridiculous combos, including down smash to flip kick, which can KO at very low percentages. Many high damaging combos which include ZSS's n-air, f-air, b-air, u-air, and boost kick can KO as well. It has very little start and end lag and can be used for mind games. Unless fully charged it will stun less than her regular neutral-b paralyzer gun.
Zero Suit Samus aims her [[Paralyzer]] at the ground in front of herself, creating a lightning effect that [[paralyze]]s anyone who it hits for a short amount of time. The paralyzing effect will not last longer if used multiple times. It does 11-15% damage and is one of the only three down smashes that only hit in the front. Since it leaves the opponent very vulnerable, it is an excellent [[combo]] starter, giving plenty of time to setup an attack - if done twice it can rack up damage (at least 22% fresh), then depending on the situation, can be quickly followed up by a move such as a {{mvsub|Zero Suit Samus|SSBB|forward aerial}} to rack up more damage and start an aerial combo, or a [[grab]]. At high percentages, it can be followed up with a [[Plasma Whip]], {{mvsub|Zero Suit Samus|SSBB|back aerial}}, or [[Flip Jump]] kick [[meteor smash]] offstage as a finisher. At low to mid percentages, the move can zero-death {{SSBB|Fox}}, and other [[fastfaller]]s to a lesser extent, by firing two more down smashes once the character is released from the "stun" effect.  
{{competitive expertise}}
{{competitive expertise}}


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