Super Smash Bros. 4

Zero Suit Samus (SSB4)

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This article is about Zero Suit Samus's appearance in Super Smash Bros. 4. For the character in other contexts, see Zero Suit Samus.
Zero Suit Samus
in Super Smash Bros. 4
Zero Suit Samus SSB4.png
MetroidSymbol.svg
Universe Metroid
Other playable appearances in Brawl
in Ultimate

Availability Starter
Final Smash Gunship
Tier A (6)
Zero Suit Samus (SSB4)
Zero Suit Samus Zeroes In!
—Introduction Tagline

Zero Suit Samus (ゼロスーツサムス, Zero Suit Samus) is a playable character in Super Smash Bros. 4. Her return to the series was announced during a Super Smash Bros. Direct on April 8th, 2014,[1] which coincided with the 10th anniversary of the European release of Metroid: Zero Mission. Like Sheik, Zero Suit Samus is now a standalone character, which means that she cannot activate or deactivate her Power Suit under any circumstances.

Rather than retaining Jessica Erin Martin and Ai Kobayashi, Samus' English and Japanese voice actors from Metroid: Other M, Alésia Glidewell reprises her role as Zero Suit Samus' voice actor, albeit via recycled voice clips from Super Smash Bros. Brawl.

Zero Suit Samus is currently ranked 6th out of 54 on the tier list. This is a slight improvement from her high-tier placement in Brawl, where she was ranked 9th out of 38 and is her best placement in the series. Zero Suit Samus's greatest strength is her dominant air game: her neutral and back aerials are safe and reliable set-up and KOing options, respectively, whereas her up aerial is an incredibly effective juggling option and combo tool that also boasts KO potential. In addition, her punishment potential is also one of the greatest among the cast, courtesy of her fast and nimble mobility, a paralyzing projectile in Paralyzer, and a potent combo game that can quickly rack up damage or even KO outright. Finally, she possesses a long-distanced and varied recovery, thanks to having two tether recoveries, a third jump in Flip Jump, and her new up special, Boost Kick. This makes her recovery hard to intercept as it's unpredictable and can be very deadly. The latter two specials also complement her air game, as both possess enough power to KO rather early.

Although she has outstanding strengths, Zero Suit Samus also has some noticeable weaknesses. Her ground game is unimpressive compared to her air game, which is most evident with her grab game: her grabs' long ranges are offset by their extreme amounts of start-up and ending lag, while her forward, back and up throws have very minimal utility outside of dealing damage. In addition, her ground moves also lack KO potential: her only ground move that truly has KO potential is her forward smash, which is one of the weakest smash attacks in the game, while the rest of her ground moves require very high percents or rely on edgeguarding to score a KO. By extension, many of Zero Suit Samus' attacks contain hitboxes that are positioned high above the ground, which can make it very difficult for her to fight against small characters. Finally, none of her aerials are effective combo breakers, which is further compounded by her susceptibility to combos. Altogether, these traits give Zero Suit Samus a weak neutral game.

Regardless of her flaws, Zero Suit Samus is widely considered to be a strong top tier in competitive play, with dedicated mains such as Choco, Marss, and Nairo proving her effectiveness in top-level competitive play.

Attributes

Zero Suit Samus is a tall lightweight who boasts overall excellent mobility, thanks to several of her attributes being among the top 10 of their respective categories. Her walking speed is tied with Sheik's for the fifth fastest, her dashing speed is the fifth fastest, her air speed is tied with the default Mii Brawler's for the sixth fastest, her traction is tied with Little Mac and Wario's for the third highest, her air acceleration is tied with Lucas and Bayonetta's for the eighth fastest, and her jump is the third highest. Unlike most lightweights, Zero Suit Samus has very quick falling speed, high gravity and, like in her home series, is able to crawl and wall jump.

Zero Suit Samus' greatest asset is her superb air game. In addition to her excellent aerial attributes, her short hop is tied with Bayonetta's for the second highest in the game, which collectively supplement her useful aerial attacks. Neutral aerial has long range, low landing lag and launches at 55°, all of which make it very useful for follow-ups. Forward aerial is quick and fairly powerful, making it useful as part of a combo at low percentages, and a dependable off-stage KOing option. Back aerial has long range and high power, making it her most reliable aerial KOing option. Up aerial is very quick, has very low base knockback, very high knockback scaling, and launches opponents vertically, all of which make it excellent at juggling and capable of KOing. Down aerial is able to meteor smash and possesses a strong landing hitbox, though it is dangerous to use off-stage due to being a stall-then-fall. Unlike in Brawl, she now has a grab aerial, which can be used for spacing, set-ups, or as a tether recovery.

Zero Suit Samus' special moves also possess considerable versatility. Paralyzer is quick, has decent range and paralyzes the opponent, granting it excellent follow-up potential. Plasma Whip has long range and, like her grab aerial, can be used for spacing or as a tether recovery. Boost Kick is decent for recovery, but thanks to it hitting on frame 4 and boasting impressive power, it is actually one of Zero Suit Samus' most viable KOing options, especially from out of shield. Lastly, Flip Jump functions like a third jump, but also grants intangibility at its start and allows her to move unpredictably. As such, it can enable her to avoid attacks or mix up her recovery, the latter of which is supplemented by its ability to automatically wall jump upon making contact with a wall. Like Boost Kick, it also boasts impressive offensive potential: its inputted kick is strong enough to KO easily and can meteor smash aerial opponents, whereas its footstool stomp is now capable of both burying grounded opponents and meteor smashing aerial ones.

Lastly, Zero Suit Samus possesses a few invaluable KO set-ups aside from Paralyzer. Down smash is one of the few smash attacks of its kind that only hits in one direction, but it has low ending lag and paralyzes an opponent like Paralyzer, allowing her to follow it up with a forward smash, back aerial, a grab, Boost Kick or Flip Jump, with the last KOing at very low percentages. In addition, down throw itself has guaranteed follow-ups at any percentage below 160%. Depending on the opponent's DI, it can combo into forward or up aerial, and sometimes back aerial and Boost Kick. This throw is also notorious for its ability to score very early KOs. Without proper DI, a series of up aerials leading into a Boost Kick can KO the majority of the cast at 50% while near the upper blast line. The latter's loop hits also have high base knockback and can KO if its last hit does not land due to SDI, even with perfect DI. Even with proper DI, this combo can also KO earlier if the opponent is near an edge. Due to its speed, neutral attack's first hit can also function as a surprisingly effective set-up into Boost Kick at medium to high percentages. Altogether, these traits make Zero Suit Samus' punishment potential one of the most potent in the game.

However, Zero Suit Samus has some noticeable weaknesses. She can be KO'd fairly early because of her status as a lightweight, but unlike the majority of her fellow lightweights, she is also burdened with a susceptibility to combos because of her tall frame, very quick falling speed, and high gravity. Aside from her pummel's speed and her down throw's excellent combo potential, the rest of Zero Suit Samus' grab game is poor. Her grabs' long ranges are offset by their overall lag: they are tied with Grapple Beam for the highest amount of start-up lag in the game, and their ending lag is the third highest in the game, surpassed only by Pac-Man's grabs and her Power Suit's Grapple Beam. Despite having respectable damage outputs, her forward, back and up throws have no guaranteed follow-ups; although back throw has some semblance of mix-up potential, its mix-ups are very situational and require hard reads.

By extension, the overwhelming majority of Zero Suit Samus' attacks have hitbox placements that are high above the ground, making it easy for short characters to avoid getting hit, especially while crouching. Despite Paralyzer's paralysis effect, its range is decent at best, and it does not stay out for very long. As a result, her approach against most defensive and zoning characters is limited to dodging their projectiles with her mobility, powershielding, and either coming in from above with an aerial, or fast falling and then immediately grabbing. All of these drawbacks also make Zero Suit Samus susceptible to momentum shifts, which in turn gives her a weak neutral game.

Zero Suit Samus' custom moves are among the most polarized in the game. New advantages are gained from using them, but each one has a noticeable disadvantage to go alongside them, to the point that some are inferior to her default specials because of their disadvantages outweighing their advantages. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's excellent utility. Plasma Dash has better offensive potential and Whip Lash has excellent set-up potential, but they both have distinct flaws: the former is less reliable at edge trumping and lacks recovery potential, whereas the latter requires precises spacing to be effective. Impact Kick is much stronger and Lateral Kick travels farther, but each has noticeable flaws: Impact Kick is much slower, which removes its status as a follow-up entirely and often makes it unable to connecting with itself, whereas Lateral Kick KOs much later, which hinders Zero Suit Samus' KO potential. Lastly, Shooting Star Flip Kick and Low Flip have much less utility overall: the former is difficult to hit with, whereas the latter is less reliable for both recovering and KOing.

Overall, Zero Suit Samus' very potent air and punishment games allow her to reliably set-up combos and KOs like in Brawl, while her KO potential has improved thanks to her newfound KOing options. However, she must nevertheless be wary of characters with strong neutral games, due to the poor quality of her own neutral game.

Changes from Super Smash Bros. Brawl

Despite being a high-tier character in Brawl, Zero Suit Samus has been buffed in the transition to SSB4 mostly due to Smash 4's altered mechanics combined with the nerfs other Brawl veterans received. Her KO potential has improved, most notably thanks to her new forward smash and her new up special, Boost Kick, the latter of which is especially potent from out of shield. Zero Suit Samus' combo game has also improved, mainly due to the changes to hitstun canceling combined with her altered down throw and up aerial. She also greatly benefits from the introduction of rage which can allow her combos to KO opponents at insanely low percents. Lastly, Plasma Whip tethers the ledge much sooner, improving her already strong recovery, and she now has a grab aerial, improving her spacing potential and giving her an additional recovery option.

However, Zero Suit Samus also received some nerfs. The most noticeable of these was that as she is no longer tied to Samus, she no longer has access to her Power Suit Pieces which significantly hinders her stage control and her item game combined with the removal of glide tossing. Although Plasma Whip has improved recovery potential, it has more ending lag and is significantly weaker, making it much easier to punish and far less reliable for KOing, eliminating one of her most useful KO moves. Her aerial prowess has also slightly worsened. Her jumps are lower (especially since she no longer has Plasma Wire) and her aerials except for down aerial are all weaker. She is significantly more vulnerable to combos due to the removal of hitstun canceling combined with her increased falling speed. Lastly, some of her ground attacks have been nerfed as well: down tilt has increased startup and much more ending lag along with a less favorable angle, removing all of its combo potential and making it arguably her worst move, her new dash attack has one more frame of startup along with much higher ending lag, making it much more punishable and removing its locking and follow-up potential, and her down smash is weaker, has smaller hitboxes, its stun duration was decreased, and it has increased ending lag, worsening its follow-up potential and making it less safe on shield.

Overall, Zero Suit Samus is an even larger threat in Smash 4 with her tournament results and representation being even higher although she is less effective than in earlier versions of the game as 1.1.4 added Bayonetta and it gave Zero Suit Samus some minor nerfs while 1.1.5 nerfed her further. Nevertheless, Zero Suit Samus remains one of the stronger characters in Smash 4.

Aesthetics

  • Change Zero Suit Samus' design is now a combination of her appearance in Metroid: Other M, and her official artwork for Metroid Fusion and Metroid: Zero Mission. Her bangs, beauty mark, shorter height, larger bust/waist/hip measurements and Zero Suit are from Other M. Additionally, her lean musculature is from Fusion and Zero Mission; her facial structure and greenish blue eyes are from Zero Mission;[2] and her flaxen blonde hair is from Fusion. Lastly, the aesthetic used in SSB4 has resulted in Zero Suit Samus' hair being of a significantly higher visual quality than in Brawl.
  • Change Zero Suit Samus has received three new alternate costumes, two of which are based on her Casual Outfits seen in the endings of Fusion and Zero Mission. One replaces her purple costume.
  • Change The Paralyzer's design is now from Other M. Its plasma-based attacks also have updated visual effects and are lower pitched.
  • Change The Zero Suit's segments are now navy blue instead of blue, and it is now equipped with a matching set of Jet Boots and metal bracelets. The Paralyzer also features magenta accents within its interior. These changes are unique to SSB4.
  • Change Zero Suit Samus is more expressive. She now winces with one eye closed when being hit or launched; winces with both eyes closed when screen KO'd; and frowns depressingly after tripping and being stunned.
  • Change Zero Suit Samus now speaks during her taunts, instead of at the end of their animations.
  • Change Zero Suit Samus' previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.
  • Change Forward jump's animation has slightly changed. Zero Suit Samus now somersaults twice, instead of once.
  • Change Dash's animation has slightly changed. Zero Suit Samus now keeps her right arm steady, instead of swinging both arms.
  • Change Due to no longer being a transformation of Samus, Zero Suit Samus is listed on the character selection screen

Attributes

  • Change Zero Suit Samus is slightly shorter. While this would shorten her hurtbox, this is largely mitigated by her Jet Boots elevating her. The Jet Boots have also translated to Zero Suit Samus' moveset, be it through a tweaked animation or a completely new move. However, her metal bracelets are merely aesthetic.
  • Buff Zero Suit Samus walks faster (1.33 → 1.4).
  • Buff Zero Suit Samus dashes faster (1.93 → 2.1).
  • Buff Zero Suit Samus' air speed is faster (1.034 → 1.2).
  • Nerf Zero Suit Samus' air acceleration is lower (0.1 → 0.095).
  • Nerf Zero Suit Samus falls faster (1.43 → 1.7). This makes her more susceptible to combos and while this would improve her vertical endurance, this is offset by her higher gravity, giving her slightly worse vertical endurance overall.
  • Buff Zero Suit Samus' fast falling speed is faster (2.002 → 2.72), making her less susceptible to juggling.
  • Change Zero Suit Samus' gravity is considerably higher (0.0884 → 0.12), going from the 13th highest out of 39 characters to the fifth highest out of 58. This improves her ability to land, but hinders her endurance, and increases her susceptibility to combos (the height of her jumps were compensated).
  • Nerf Zero Suit Samus' double jump is marginally lower (height multiplier: 1x → 0.9933x).
  • Nerf Zero Suit Samus is slightly lighter (81 → 80), hindering her endurance. While this would also make her less susceptible to combos, her faster falling speed, higher gravity, and the changes to hitstun canceling and Directional Influence collectively result in her being more susceptible to combos.
  • Buff Back roll has less ending lag (FAF 38 → 28) now matching her forward roll.
  • Nerf Back roll has a shorter duration (frames 4-19 → 4-15).
  • Buff Spot dodge has less ending lag (FAF 26 → 25), now being one of the fastest spot dodges in the game.
  • Nerf Spot dodge has a shorter duration (frames 2-20 → 2-15).
  • Buff Air dodge has less startup (frame 4 → 2) and ending lag (FAF 40 → 31).
    • Buff Additionally, she can now cancel her air dodge at any time with her new grab aerial.
  • Nerf Air dodge has a shorter duration (frames 4-29 → 2-25).
  • Nerf The removal of meteor canceling hinders Zero Suit Samus more than any other veteran as while it improves the reliability of her down aerial and Flip Jump, it drastically hinders her endurance against meteor smashes as she previously had one of the most lenient meteor cancel windows in Brawl.
  • Nerf Due to the limitations of the Nintendo 3DS' processing power,[3] Zero Suit Samus is no longer connected to Samus via Final Smash or character selection screen input. As a result, she no longer has access to her Power Suit Pieces which significantly hinders her stage control at the beginning of a match.
  • Nerf Zero Suit Samus' Item throw is weaker (1 → 0.9333333). Additionally, the removal of glide tossing significantly hinders her approach with items.

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's first and second hits have higher set knockback (10 (both) → 23/45 (hit 1), 34/50 (hit 2)). These changes make its hits connect together better, and decreases the possibility of opponents powershielding the second and third hits. It also improves its jab canceling potential despite all three hits having higher ending lag. Its last hit also has more base knockback (45 → 60).
    • Nerf Neutral attack's first two hits deal less damage (2% → 1.5%) and all three hits have more ending lag (FAF 18 → 21 (hit 1), FAF 21 → 26 (hit 2), FAF 23 → 32 (hit 3)). The first hit also has a shorter duration (frames 1-3 → 1) and less range (3.5u/3.8u/4.8u/3.4u → 3u/3.8u). Lastly, the higher knockback of the first two hits can allow the last hit to whiff against floaty characters.
  • Forward tilt:
    • Buff Forward tilt has a new animation where Zero Suit Samus now takes a step forward before kicking, improving the move's range.
    • Buff Forward tilt has higher base knockback (8 (up/non-angled)/12 (down) → 30), improving its KO potential (outside of the down angled version's nearest hitbox).
      • Nerf However, this also hinders its locking potential, with the move no longer being able to reliably lock above 10%.
    • Nerf Forward tilt has smaller hitboxes (4u/4.5u/4u/3.5u) → 3.8u/4.2u/3.8u) and the back leg hitbox has been removed.
      • Nerf Additionally, the near leg hitbox is now attached to Zero Suit Samus knee, rather than her leg. The hitbox has not been moved back far enough to compensate (x offset: 0 → -5), giving it less range inside of Zero Suit Samus.
    • Nerf The non and down angled versions no longer have an extra trip chance (20% (non angled)/60% (down) → 0% (both)). When combined with the move's higher base knockback, this significantly hinders its tripping ability, especially the down angled version.
    • Buff The up angled version deals more damage (6% → 8% (far)/6.5% (near)).
    • Buff The non angled version deals more damage on Zero Suit Samus' foot and leg (6% → 7%).
    • Nerf The down angled version deals less damage (9% → 8% (far)/6.5% (near)), hindering the near hitbox's KO potential despite its higher base knockback.
    • Nerf Zero Suit Samus does not bend her leg quite as low for the down angled version, giving it less range below her.
  • Up tilt:
    • Buff Up tilt now grants intangibility to Zero Suit Samus's lower legs from when the first hit becomes active, until the second hit ends. This make up tilt a safer anti-air.
    • Nerf Up tilt has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
    • Buff The first hit launches opponents at different angles (120°/130°/80° → 150°/130°) and has lower knockback (55/80 (base), 70 (scaling) → (55/85)/(30/50)), making it connect more reliably into the second hit.
    • Buff The first hit has been positioned higher against aerial opponents (z offset: 11 → 14), giving it more range above Zero Suit Samus.
    • Nerf The first hit now has consistently sized hitboxes (3u/3u/4u/4u/3u → 3u/3u). As the larger hitboxes were positioned the furthest away from Zero Suit Samus, this gives the move less range against grounded opponents.
      • Nerf Additionally, the move does not extend as far horizontally against aerial opponents (z offset: 10/-10 → 8/z stretch: -8), giving it less horizontal range against them.
    • Nerf The second hit has more startup lag (frame 7 → 9).
      • Buff However, its total duration was unchanged, giving the move less ending lag.
    • Buff The second hit more damage (6% → 7%) and has higher knockback scaling (80 → 90), significantly improving its KO potential.
    • Buff The second hit has larger hitboxes (6u/5u → 7u/6u).
  • Down tilt:
    • Change Down tilt has a new animation, where Zero Suit Samus now moves forward when performing the legsweep.
      • Buff This new animation improves down tilt's range, as well as allowing it to be used as a pseudo-crawl.
      • Nerf However, this also significantly hinders its safety, as Zero Suit Samus moves towards her opponent.
    • Buff Down tilt deals more knockback (65 (base), 70 (scaling) → 60/85).
    • Buff The far hitbox deals more damage (6% → 8%).
    • Change Down tilt has a lower trip chance (40% → 20%), although it is still incapable of tripping under normal circumstances.
    • Nerf Down tilt has more startup with a shorter duration (frame 5-7 → 8-9).
    • Nerf Down tilt has more ending lag (FAF 26 → 36) and a much longer animation (36 frames → 69).
    • Nerf Down tilt launches opponents at a lower angle (70°/90°/80° → 60°). When combined with the move's higher ending lag and knockback, this significantly hinders down tilt's followup potential, even with the changes to hitstun canceling and DI.
    • Nerf Down tilt has smaller hitboxes (4u/4.7u/4u → 4.2u/3.8u) and the nearest hitbox has been removed. The move also does not extend as far (y offset: -7/-1 → x offset/stretch: 5.2/0), reducing its range relative to Zero Suit Samus, especially inside of her.
      • Nerf These changes along with its new animation also mean that the move will now flat out whiff if Zero Suit Samus uses it too close to her opponent.
  • Dash attack:
    • Change Zero Suit Samus has a new dash attack, a jet-propelled knee strike.
      • Buff With this new dash attack, Zero Suit Samus does not extend her body as far horizontally, making her harder to hit horizontally.
      • Nerf However, Zero Suit Samus extends her body more vertically, making dash attack worse at going under hitboxes.
    • Buff Dash attack covers considerably more distance, going from covering around 25% of Battlefield to now covering around 40%-45% of Battlefield.
    • Buff Dash attack has a longer duration overall (frames 6-15 → 7-19).
      • Nerf However, the clean hit has a shorter duration (frames 6-9 → 7-9).
    • Buff The clean hit deals more damage (7% → 8%).
    • Change Dash attack has more base knockback but less knockback scaling (30/20 (base), 80 (scaling) → (100/80)/40), in addition to now launching opponents vertically (361° → 70° (clean)/60° (late)). When combined with its greater distance, this improves its cross-up potential, but hinders its ability to set up edgeguards.
    • Nerf Dash attack has more startup lag (frame 6 → 7).
    • Nerf Dash attack has much more ending lag (FAF 32 → 52). This not only greatly hinders its safety, but this also removes its followup potential despite its altered knockback and the changes to hitstun canceling and DI.
    • Nerf Dash attack no longer deals any extra shield damage (1 → 0).
    • Nerf Dash attack has smaller hitboxes (3.5u/5u/6u → 3.5u/4.5u (clean), 2.5u/3.8u/3.5u → 3.1u/4.1u (late)) and the nearest hitbox has been removed. The move now uses static hitboxes which do not cover as much lateral distance, giving it less lateral range in comparison to Zero Suit Samus.
      • Nerf These changes along with the move's new animation also makes it more prone to whiffing when used at close range.
      • Buff However, the move now has a considerable disjoint despite its reduced lateral range, due to the move's new animation.
  • Forward smash:
    • Change Zero Suit Samus has a new forward smash, a mid-level side kick followed by a spinning side kick at a slightly higher angle.
    • Buff Unlike the previous forward smash, it consists of two hits instead of one (10%/11%/13%/6% (front)/6% (back) → 5% (hit 1)/11% (hit 2)), and its second hit deals more knockback (30/35 (base), 100 (scaling) → 28/(106/109)). These changes make it significantly more effective at KOing. It also has less start-up (frame 21 → 14) and ending lag (FAF 67 → 63).
    • Nerf Forward smash has less range compared to the previous forward smash. Unlike the previous forward smash, it also cannot hit opponents standing directly behind Zero Suit Samus.
    • Change Forward smash has a normal and flame effect, whereas the previous forward smash has an electric effect.
  • Up smash:
    • Change Up smash's loop hits deal 0.2% less damage (1% → 0.8%), but it has received an additional loop hitbox. This results in its overall damage output remaining unchanged.
    • Nerf Up smash has more startup lag (frame 8 → 10) and ending lag (FAF 47 → 49).
    • Buff The final hit has more knockback scaling (133 → 145). It also has larger hitboxes (6u (hit 1)/5u (hits 2-6)/5u, 6.5u, 8u (hit 7) → 6u/5.2u, 5.6u, 6.5u/6u, 7.5u, 9.6u).
    • Buff The weakening of SDI makes up smash significantly more difficult to escape from.
  • Down smash:
    • Nerf Down smash has more ending lag (FAF 36 → 42).
    • Nerf Down smash deals less damage (11% → 8% (near)/6% (far)). The far hit's knockback was not compensated which along with the changes to the paralysis formula, makes it stun opponents for less than half the amount of time.
    • Nerf Down smash has smaller hitboxes (9u/9u → 4u/7u), reducing its range, despite the hitboxes now being extended and with the near hitbox extending closer to Zero Suit Samus (z offset: 10 → z stretch: 8).
      • Nerf Additionally, the far hitbox can no longer hit aerial opponents, greatly reducing its range against them, despite the near hitbox being moved further away from Zero Suit Samus (z offset: 10 → 13).
    • Nerf The near hit deals more knockback (40 (base), 50 (scaling) → 50/90). This hinders Zero Suit Samus' ability to followup out of it (especially when combined with its higher ending lag) and while this would make the move stun opponents for longer, this is offset by the changes to the paralysis formula, causing it to stun opponents for a significantly shorter amount of time, despite its higher knockback.
      • Nerf Altogether, these changes significantly hinder down smash's followup potential, no longer being able to chain into itself multiple times against fast fallers to rack a huge amount of damage.
    • Nerf The changes to shields significantly hinder down smash's safety on shield, as the move no longer deals hitlag to shielding opponents. When combined with its lower damage and higher ending lag, this makes down smash go from being completely safe on shield against almost the entire cast to now being fairly punishable if the opponent is in range.

Aerial attacks

  • Neutral aerial:
    • Buff The change to hitstun canceling and DI significantly improve neutral aerial's setup potential.
    • Buff The changes to shields significantly improve neutral aerial's safety on shield, with the move's high hitlag no longer hindering the move's safety on shield. The move is now no longer punishable by grabs with a perfectly timed landing.
    • Change Neutral aerial now launches opponents at a consistent angle (55°/52°/50°/47° → 55°).
    • Change Neutral aerial now uses two extended hitboxes instead of four normal hitboxes.
      • Buff The near hitbox is larger (5u → 5.7u (front)/5.6u (back), and the move has more slightly range in front of Zero Suit Samus.
      • Nerf However, the far hitbox is smaller (5u → 3u) and the move overall has less range above, below and behind Zero Suit Samus.
    • Change Neutral aerial is now properly affected by stale-move negation.
    • Nerf Neutral aerial deals less damage (10% → 8%), although its knockback was compensated (40 (base), 80 (scaling) → 38/96).
    • Nerf Neutral aerial has a shorter duration (frames 10-18 → 10-11/15-16).
    • Nerf Neutral aerial can no longer auto-cancel in a short hop due to Zero Suit Samus' higher falling speed/gravity.
  • Forward aerial:
    • Buff Forward aerial has less ending lag (FAF 48 → 47).
    • Buff Forward aerial has larger hitboxes (5.5u/4.8u/5u → 6.4u/5.5u).
    • Change Forward aerial now always launches opponents in front of Zero Suit Samus.
      • Buff This allows the first hit to connect more reliably into the second hit.
    • Change Forward aerial has a new animation where Zero Suit Samus performs slightly higher kicks.
      • Buff Zero Suit Samus stretches her leg out much further during the second hit, giving it more range.
      • Nerf However, Zero Suit Samus does not stretch her leg out as far for the first hit, giving it less range. Zero Suit Samus also moves hers leg inwards during the move's later active frames for both hits (rather than outwards).
      • Nerf This new animation is also longer (47 frames → 74), significantly increasing the time Zero Suit Samus cannot grab ledges after performing the move.
    • Nerf The thigh hitbox has been removed on both hits.
  • Hit 1:
    • Nerf The first hit has a shorter duration (frames 6-9 → 6-7).
    • Nerf The first hit deals less damage (6% → 5%).
    • Change The first hit has more base knockback but less knockback scaling (35 (base), 70 (scaling) → 50/50).
      • Buff This allows it to connect more reliably into the second hit at higher percents, especially when combined with Zero Suit Samus' greater aerial mobility.
      • Nerf However, this does also remove forward aerial's ability to lock and trip at lower percents.
  • Hit 2:
    • Nerf The second hit has a shorter duration, due to it no longer having a late hit (frames 16-17 (clean)/18-20 (late) → 16-17).
    • Nerf The second hit deals less damage compared to the previous clean hit (11%/10% (clean)/7% (late) → 7%), without full compensation on its knockback scaling (105 → 116), significantly hindering its KO potential.
  • Back aerial:
    • Buff The far hitbox is now connected to Zero Suit Samus' knee instead of her foot however, it has been moved further away from Zero Suit Samus (x offset: 0 → 6), giving it slightly more range overall.
    • Change As with most back aerials, back aerial now always launches opponents behind Zero Suit Samus.
    • Nerf Back aerial has a shorter duration (frames 8-10 → 8-9).
    • Nerf Back aerial has more ending lag (FAF 38 → 40) and a longer animation (37 frames → 50).
    • Nerf Back aerial has more landing lag (9 frames → 11).
    • Nerf Back aerial deals less damage (13% (foot)/12% (leg) → 12/10%) without full compensation on its knockback (33 (base), 100 (scaling) → 42/98) hindering its KO potential, especially the sourspot.
    • Nerf The leg hitbox is smaller (4.8u → 2.5u) and it has been moved further away from Zero Suit Samus (x offset: 0 → 1.5), while the thigh hitbox has been removed completely. This gives the move drastically less range inside of Zero Suit Samus, to the point where back aerial now has a blindspot on Zero Suit Samus' upper leg.
  • Up aerial:
    • Change Up aerial has a new animation where Zero Suit Samus now performs a bicycle kick. She performs a considerably slower somersault than she did previously.
      • Buff This makes the move cover more space overall, as Zero Suit Samus no longer sharply changes her angle.
      • Nerf However, this animation is much longer (35 frames → 73), significantly increasing the time Zero Suit Samus cannot grab ledges after performing the move.
    • Buff Up aerial has a longer duration (frames 4-6 (clean)/7-8 (late) → 6-12), with the move no longer having a weaker late hit.
    • Buff Up aerial auto-cancels earlier (frame 34 → 25).
    • Buff Up aerial has larger hitboxes (4.3u/4u (foot clean/late)/3u/3u (legs) → 4.6u/3.6u/3.6u).
      • Nerf However, the large, static hitbox which was active for a single frame has been removed.
    • Buff Up aerial overall has slightly more range in front and below Zero Suit Samus during the beginning of the move.
    • Change Up aerial now has a normal effect, instead of a slash effect.
    • Nerf Up aerial deals less damage (10% (clean)/7% (late) → 6.5%), without full compensation on its knockback compared to its previous clean hit (40 (base), 100 (scaling) → 30/125), hindering its KO potential.
      • Buff However, these changes improve its juggling and combo potential at higher percents, especially when combined with the changes to hitstun canceling and DI.
      • Change The move deals considerably higher knockback compared to the previous late hit (20 (base), 100 (scaling) → 30/125). This improves its KO potential but hinders its followup potential at higher percents.
    • Nerf Up aerial has more startup lag (frame 4 → 6) which along with Zero Suit Samus' higher falling speed/gravity, prevents it from being able to be performed twice in a short hop.
      • Buff However, its total duration was unchanged, giving it less ending lag.
    • Nerf Up aerial overall has less maximum range above and behind Zero Suit Samus, with the move also having much less downwards range from behind.
  • Down aerial:
    • Buff Down aerial has less landing lag (40 frames → 30).
    • Buff Down aerial deals more damage (5% (aerial)/4% (grounded) → 6%/5%), improving its KO potential.
      • Buff When combined with the removal of meteor canceling, this improves down aerial's edgeguarding potential.
    • Buff Down aerial has larger hitboxes (6u/5u → 6.3u/5.2u).
    • Change Zero Suit Samus descends faster while performing down aerial (horizontal/vertical momentum: 0.8/-4.3 → 1/-5).
    • Change Down aerial launches aerial opponents at a slightly more horizontal angle (275° → 278°), while grounded opponents are now launched vertically (361° → 80°).
    • Change Down aerial now has a stab effect.
    • Buff The landing hitbox deals more damage (5% → 5.5%) and has higher knockback scaling (90 → 110).
    • Buff The landing hit now has an extended hitbox, giving it more horizontal range (z offset: 0 → 1/z stretch: -1).
  • Grab aerial:
    • Buff Zero Suit Samus now has a grab aerial, granting her a new combo, spacing and recovery tool.

Throws/other attacks

  • Grabs:
    • Buff All grabs have less ending lag (FAF 85 (all) → 69 (standing)/72 (dash)/80 (pivot)).
    • Nerf All grabs have shorter durations, with pivot grab also having more startup lag (frames 16-29 → 16-25 (standing/dash)/17-25 (pivot)).
    • Buff Grabs overall have slightly more range.
    • Nerf The removal of chain grabbing hinders forward throw's and aerial grab release's damage racking potential. The general changes to aerial grab releases also significantly hinders its followup potential.
  • Forward throw:
    • Nerf Forward throw has more ending lag (FAF 23 → 26).
    • Buff The hitbox has less startup lag with a longer duration (frame 7 → 6-7).
  • Back throw:
    • Buff Back throw deals more damage (4% (throw)/6% (total) → 8%), with its knockback compensated (70 (base), 60 (scaling) → 72/45).
    • Buff The hitbox has a longer duration (frame 9 → 9-10).
    • Change Zero Suit Samus releases opponents from back throw one frame later (frame 10 → 11).
  • Up throw:
    • Buff Zero Suit Samus releases opponents slightly later from up throw (frame 4 → 5) and it has less ending lag (FAF 54 → 41).
    • Buff The hitbox has a longer duration (frame 3 → 3-4).
  • Down throw:
    • Nerf Down throw deals less damage (5% (throw)/7% (total) → 3%/5%) and it deals more knockback (100 (base), 25 (scaling) → 90/60), hindering its followup potential at higher percents while still not being a viable KO option.
    • Buff The hitbox has a longer duration (frame 26 → 26-27).
    • Buff Zero Suit Samus releases opponents from down throw slightly later (frame 27 → 28). When combined with the changes to hitstun canceling and DI, this transforms down throw from a solid mixup throw into an incredibly potent combo throw, even with its higher knockback.
  • Floor attacks:
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with their knockback scaling (50 → 48) and angles (361° → 48°) compensated.
    • Buff Floor attacks have less ending lag (FAF 50 → 46) and back floor attack has less startup lag (frame 15 (hit 1)/27 (hit 2) → 14/23).
    • Nerf Floor attacks have less intangibility (frames 1-30 (forward)/1-29 (back) → 1-22/1-24) and shorter durations (3 frames per hit → 2).
  • Edge attack:
    • Buff Edge attack no longer has set knockback (110 (set), 100 (scaling) → 90/20).
    • Buff Edge attack has less startup lag (frame 19 → 17).
    • Nerf Edge attack has less intangibility (frames 1-17 → 1-14) and deals less damage (8% → 7%).

Special moves

  • Paralyzer:
    • Buff Paralyzer has a higher hitlag multiplier (1x → 2x) and it has higher set knockback, especially when charged (12 (uncharged)/38 (charged) → 18/65). This makes the move stun opponents for longer, improving the charged version's followup potential.
    • Buff Paralyzer now has extended hitboxes which overall gives it more horizontal range.
    • Buff Paralyzer now always launches opponents in the direction Zero Suit Samus is facing, making it more consistent.
    • Buff The charged version has a longer duration (43 frames → 46).
    • Change The charged version's angle has been altered (361° → 65° (aerial)/315° (grounded)). It also now has a -100% trip chance against grounded opponents to prevent them from tripping despite its higher knockback.
    • Nerf Paralyser has more startup lag when charged (frame 41 → 43).
    • Nerf Paralyser has more ending lag (FAF 40 (uncharged)/60 (charged) → 49/71). This hinders the uncharged version's followup potential (unless Zero Suit Samus lands after shooting) despite its longer stun duration, as well as hindering the safety of both versions.
    • Nerf Paralyzer has smaller hitboxes (1.9u (uncharged)/3u (charged) → 1.3u/2u).
  • Plasma Whip:
    • Buff Plasma Whip has less startup lag (frame 24 → 22).
    • Buff Zero Suit Samus now tethers to the ledge almost immediately when using Plasma Whip (frame 22 → 2). When combined with the removal of edge-hogging, this significantly improves its recovery potential.
    • Buff Instead of having one hit before the tip comes out, Plasma Whip now has four hitboxes which lead into each other. These hitboxes all have varying weight independent knockback, which allows the move to connect more reliably and removes its notoriously large dead zone (although opponents can still fall out of the move).
      • Buff This also gives the move a longer duration before the final hit (frames 24-25 → 22-23/24-25/26-27/28-29), as well as giving it gradually increasing range as each hit comes out.
    • Buff The final hit has less startup lag (frame 33 → 32).
    • Change The final hit launches opponents at a higher angle (50° → 60°). This improves its KO potential near the vertical blastzone and even from center stage however, this also hinders its KO potential near the horizontal blastzone as well as making it more susceptible to DI.
    • Nerf Plasma Whip has more ending lag (FAF 44 → 56).
    • Nerf The whip hitboxes deal less damage on their own (3% → 2% (hit 1 near)/1.2% (hit 1 far/hits 2-4).
      • Buff However, the whip is now capable of dealing more damage due to it now consisting of four hits (3% → 5.6%).
    • Nerf The final hit deals far less damage (16% → 7.5%) without full compensation on its knockback (60 (base), 75 (scaling) → 45/105), significantly hindering its KO potential.
    • Nerf The tip of the whip has a much smaller hitbox (7.6u → 4.6u). This significantly reduces its vertical and horizontal range (although the hitbox is now extended backwards to compensate for its backwards range).
  • Boost Kick:
    • Change Zero Suit Samus has a new up special, Boost Kick. It is a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick.
    • Buff Compared to Plasma Wire, Boost Kick deals overall more damage (4%-6% → 5% (hit 1)/1.3% (hits 2-7)/4% (hit 8)) and has different knockback (60 (base), 40 (scaling) → 50/209), making it significantly more effective at KOing. It also covers more horizontal distance than Plasma Wire. Like Plasma Wire, it has mindgame potential. Unlike Plasma Wire, it can punish rolls.
    • Nerf Compared to Plasma Wire, Boost Kick covers much less vertical distance, weakening her vertical recovery. Unlike Plasma Wire, it cannot meteor smash opponents, and renders her helpless. It also has more ending lag compared with Plasma Wire (FAF 44 → 80) and it cannot be used in conjunction with her jumps to gain extra height.
  • Flip Jump:
    • Change Flip Jump occurs much faster with Zero Suit Samus quickly descending after performing the flip.
      • Buff This makes flip jump a superior movement option.
      • Nerf However, this makes the kick significantly harder to land and overall makes it more risky if it doesn't connect.
    • Change Flip Jump now requires pressing the jump button upon contact with a wall in order to wall jump, instead of doing so automatically.
    • Change Flip Jump's visual effects have changed. Zero Suit Samus now produces afterimages during its arc.
    • Buff Flip Jump's kick deals more damage (12% (clean)/9% (late) → 14%) and the grounded-only hitbox has slightly higher knockback scaling (100 → 102) improving its KO potential despite its less favorable angle (361° → 48°).
    • Buff The kick has a longer duration compared to the previous clean hit (frames 9-11 → 9-14).
    • Change The kick no longer consistently meteor smashes aerial opponents and its meteor smash angle has changed (270° → 290°/361°). This improves the sourspot's KO potential and the sweetspot's edgeguarding potential on stage but hinders the sweetspot's KO potential and the move's overall edgeguarding potential.
    • Change Zero Suit Samus will now jump off opponents after landing the kick.
    • Buff Flip Jump's footstool stomp has received a hitbox that deals 8%; buries grounded opponents; and meteor smashes aerial opponents. Altogether, these changes significantly improve its utility. In addition, the footstool no longer has to be inputted with the jump button.
    • Buff Flip Jump has increased partial intangibility (frames 13-43 → 13-49).
    • Nerf Flip Jump has decreased full body intangibility (frames 1-12 → 3-12) and the kick has significantly increased ending lag due to the removal of its late hit (10 frames → 45), making it easier to punish and rendering it less effective as a combo breaker.
    • Nerf The kick has more landing lag (30 frames → 36).
    • Nerf The kick's aerial hit has less base knockback (60 → 30) hindering its KO and edge-guarding potential despite its higher damage.
    • Nerf The kick no longer has transcendent priority.
    • Nerf The footstool has more ending lag (FAF 81 → 85).
    • Bug fix The move's animation no longer gets cancelled when used on the ground while facing a 45° slope.
  • Gunship:
    • Buff Due to now being character separate from Samus, Zero Suit Samus has a new Final Smash, Gunship. She boards her Gunship and fires energy blasts from its cannons toward the stage, similarly to Grenade Launcher. Compared to Power Suit Samus, it has a significantly longer duration, which makes it significantly more effective at damage racking in spite of its overall lower damage output (25% (spin)/10% (discharge) → 0.8% (hits 1-9)/10% (hit 10)). Unlike Power Suit Samus, it can be used for stage control.

Update history

Zero Suit Samus was nerfed via game updates. Update 1.0.4 increased her air dodge's landing lag in order for it to match the rest of the cast's, while up smash and Paralyzer had their start-up and ending lag increased, respectively. Not only was Paralyzer's ending lag increased but the fully charged version's angle against grounded opponents was altered. Originally, the move lifted opponents off the ground. This made it easier to land aerial followups but more notably, it allowed Zero Suit Samus to re-stun opponents with another fully charged Paralyzer if they landed back on the ground during the paralyzer's hitstun. This gave Zero Suit Samus an infinite against fast fallers as she could jump closer to the opponent to continue the stun if they got too far away and she could even swap sides to continue the stun. The move was adjusted so that it kept opponents on the ground, preventing it from re-stunning opponents and completely removing the infinite.

While Zero Suit Samus did receive notable direct nerfs in 1.0.4, she did greatly benefit from the removal of LSI on moves with an angle between 65° to 115° which indirectly buffed her overall (with the lower blastzones in the Wii U version further complimenting this). Zero Suit Samus has an array of effective vertical launching moves for comboing, primarily with down throw, up aerial and Boost Kick which she can use for powerful ladder combos. In early 3DS versions however, those ladder combos were far less dangerous as the opponent could utilise LSI on all of her main followups (down throw/up aerial/boost kick) to escape a ladder combo. LSI up was mainly effective as it could get the opponent out of range of continuous up aerial followups or a boost kick ender although LSI down could be more helpful at lower percents to fall out of the ladder combo, mainly for fast fallers. In 1.0.4 however, it became impossible to LSI down throw, up aerial and boost kick which made her ladder combos much more devastating. In earlier 3DS versions, ladder combos could be avoided consistently and on flat ground especially, they should have never led to a KO against an experienced opponent but from 1.0.4, ladder combos could lead to guaranteed KOes at very low percents and all the opponent could do was hope that the Zero Suit Samus player failed to follow their DI or that they fall out of the Boost Kick ender and survive (although this could still lead to a KO depending on the scenario). Zero Suit Samus was by far one of the characters who benefitted the most from the altered LSI system as it gave her a far more consistent and devastating combo game, making her a more effective character in 1.0.4 despite her direct nerfs.

From 1.0.6 to 1.1.3, Zero Suit Samus remained largely unchanged. She did benefit from the changes to shields in 1.1.0 and 1.1.1 as they made her attacks considerably safer on shield (most notably, her aerials) and Zero Suit Samus still had an incredibly devastating frame 4 Out of Shield punish with Boost Kick which stood out even more relative to the cast with the higher shieldstun and lower shield pushback. These changes did make her grab a less applicable guaranteed out of shield punish although the reduced shield pushback did alleviate this to an extent.

Update 1.1.4 however did bring a couple of nerfs to Zero Suit Samus. She became slightly lighter but more notably, her Boost Kick's power was reduced, making it a worse KO option, especially near the upper blast zone, hindering her ladder combos. Her most substantial nerfs however came about in update 1.1.5. Zero Suit Samus received various reductions to her damage output with neutral aerial, up aerial and down throw all being affected. Down throw in particular was nerfed the most significantly as while its damage was reduced, its knockback was increased. This notably hindered Zero Suit Samus' ability to ladder combo at higher percents. She still had the ability to KO her opponents off of a grab at very low percents but the window to do so was reduced due to down throw's higher knockback, meaning that ZSS had to rely more on her other KO options at higher percents. Considering that down throw is a key part of Zero Suit Samus' grab game, this change was fairly substantial. Grabs also had their active frames reduced which made it harder for Zero Suit Samus to get the grab and start her down throw combos. While Zero Suit Samus did receive improvements to her back throw and Plasma Whip, these changes were far from enough to make up for the nerfs to Zero Suit Samus' key tools for her main game plan.

Overall, while Zero Suit Samus greatly benefitted from the universal changes in 1.0.4, she ultimately ended getting considerably nerfed by the end of the game's life. 1.0.4 gave Zero Suit Samus an incredibly effective combo game but her nerfs noticeably reduced the effectiveness of her most devastating combo tools. Down throw had its damage reduced and its knockback increased, up aerial had its damage decreased and Boost Kick had its knockback reduced, with Zero Suit Samus' main combo starter, extender and ender all being nerfed. Despite this, Zero Suit Samus still remained a highly effective character. While her ladder combos are not as devastating as they used to be, they can still be absolutely devastating, still being able to lead into a very early KO at low percents, especially with rage. Zero Suit Samus' main game plan was nerfed but it was not removed, still making her a very strong character.

While Zero Suit Samus' tier placement in the vanilla version of the game is hard to determine due to its unoptimized nature and different mechanics which significantly affected her, she was one of the absolute strongest characters in the game in earlier Wii U versions. Things were initially positive for Zero Suit Samus with her staying the same while other top tiers were nerfed, with Zero Suit Samus being as high as a top 2 character at her peak. By 1.1.4 however, Zero Suit Samus started to get nerfed and new, powerful DLC characters were added which did reduce her strength in the meta. 1.1.5 was ultimately the final nail in the coffin, giving her more notable nerfs. By the end of the game, Zero Suit Samus was typically seen as a character in the lower half of the top 10. While she still remained a very strong character, she was not as powerful as she used to be and she had more competition at the top of the tier list.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Air dodge has more landing lag (14 frames → 21), now matching the rest of the cast.
  • Nerf Up smash has more startup lag (frame 8 → 10).
  • Buff Up smash's first hit has a longer duration (frame 8 → 10-11).
  • Change Up smash's loop hits all start 3 frames later.
  • Nerf Paralyzer has more ending lag (FAF 25 (from release) → 29).
  • Nerf Fully charged Paralyzer launches grounded opponents at a lower angle (60° → 315°), now keeping them on the ground. This not only makes it harder for Zero Suit Samus to get aerial followups out of the move (along with its higher ending lag) but it also notably prevents her from re-stunning fast fallers with another fully charged paralyzer, removing the move's ability to potentially infinite fast fallers.
  • Change Fully charged paralyzer now has a negative trip chance against grounded opponents (0% → -100%). This prevents the move from tripping grounded opponents despite its adjusted angle.


Super Smash Bros. 4 1.1.1

  • Buff Down throw's hitbox has been extended horiontally (x/y stretch: N/A → -2.5/4), giving it more range.

Super Smash Bros. 4 1.1.4

  • Nerf Zero Suit Samus is slightly lighter (81 → 80).
  • Nerf Boost Kick's final hit has less knockback scaling (220 → 209), hindering its KO potential.
  • Change Boost Kick's final hit launches opponents at a slightly lower angle launch angle (50° → 48°). This hinders its KO potential near the upper blastzone and while this does improve its KO potential near the horizontal blastzone, this is offset by the move's lower knockback, make it KO later horizontally regardless.


Super Smash Bros. 4 1.1.5

  • Nerf Neutral aerial deals less damage: 10% → 8%, though with its knockback compensated (40 base/80 scaling → 38/96). Additionally, some of its hitboxes have less range (hitbox 1 front: 6u → 5.7u, hitbox 1 back: 6u → 5.6u).
  • Change Neutral aerial has modified stretch positioning (hitbox 1 front X-axis: 11 → 10, hitbox 2 front X/Y-axis: 20/7.5 → 19/7, hitbox 1 back X/Y-axis: 9/14.6 → 6.6/13.8, hitbox 2 back X/Y-axis: 16/17 → 15/16.5). This gives it less horizontal range, but it can now hit small characters on the ground.
  • Nerf Up aerial deals less damage: 8% → 6.5%, though with its knockback scaling compensated (110 → 125).
  • Nerf The last active frames for all of her grabs are 4 frames shorter without its ending lag compensated: frame 29 → 25. This makes it more difficult to grab opponents out of their rolls or sidesteps with all of her grabs.
  • Buff Back throw's second hit deals more damage (4% → 6%). It also has altered knockback (70 base/60 scaling → 72/45).
  • Nerf Down throw's second hit deals less damage (5%/7% total → 3%/5% total), though its knockback was also slightly increased (100 base/25 scaling → 90/60), making it somewhat more difficult to combo opponents at high percents.
  • Buff Plasma Whip has been improved: the first hit has more base knockback (80 → 100), the loops hits deal slightly more damage (.8% → 1.2%), the final hit deals more damage (6% → 7.5%), and various adjustments have been made to allow all of its hits to connect better. It also has less ending lag (27 → 24 frames).


Moveset

For a gallery of Zero Suit Samus's hitboxes, see here.

  Name Damage Description
Neutral attack   1.5% A knifehand strike, followed by a pistol-whip, followed by a 12-6 elbow. Despite its unimpressive damage output, it hits on frame 1, which ties it with Little Mac's neutral attack for the lowest amount of start-up lag of any neutral attack in the game. This gives it a useful amount of utility, as it can interrupt attacks, act as an out of shield option, or use its first hit to jab cancel into Boost Kick, which is a viable KO combo even at high percentages.
1.5%
3%
Forward tilt   8% (leg), 6.5% (body) A roundhouse kick. It is useful for spacing and can be angled, with its downward angle being capable of trip opponents at low percentages.
7% (leg), 6% (body)
8% (leg), 6.5% (body)
Up tilt   5% (hit 1), 7% (hit 2) A butterfly kick-styled scissor kick performed from a variation of the 2000, a breakdancing move. It hits on frame 3, which is the lowest amount of start-up lag out of Zero Suit Samus' tilt attacks. It is also one of only two moves that hits in front of and behind her, with the other being neutral aerial. Its first hit grants intangibility to Zero Suit Samus' legs, while both hits have anti-rebounding priority. It is primarily used to set up juggles, but its second hit's high knockback scaling enables it to function as a situational KOing option. Its second hit KOs aerial middleweights at 161% from anywhere on Final Destination in Super Smash Bros. for Nintendo 3DS, and at 154% in Super Smash Bros. for Wii U. However, it has high ending lag and cannot hit grounded short characters, such as Kirby.
Down tilt   8% (leg), 6% (foot) A legsweep. It slightly moves Zero Suit Samus forward and can be used for edge-guarding. When timed precisely, it can even allow her to dodge projectiles and other attacks. Unlike in Brawl, however, it has almost nonexistent combo potential because of its high ending lag. As a result, it is Zero Suit Samus' least effective tilt attack.
Dash attack   8% (clean), 5% (late) Activates her Jet Boots to perform a jet-propelled knee strike. It can lead into a successful cross-up against opponents who try to grab her after powershielding. Although it is fast, it does not have much range and has high ending lag.
Forward smash   5% (hit 1), 11% (hit 2) 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, fiery blast at the tip of her foot. Unlike typical sweetspots, it has the same damage output as the sourspot and only very slightly higher knockback scaling, which makes either one reliable for KOing. As a result, it is her strongest smash attack and one of her most reliable KOing options. Its second hit KOs middleweights at 122% while near the edge of Final Destination in the 3DS version, and at 110% in the Wii U version. An oddity with this move is that the hitboxes become active 1 frame after ZSS sticks her foot out for both kicks. This was fixed in Ultimate.
Up smash   4% (hit 1), 0.8% (hits 2-6), 3% (hit 7) Spins in place while twirling a whip of plasma overhead. It hits multiple times, has very minimal start-up lag, very long vertical range, and decent horizontal range near the tip of the whip. Altogether, these traits make it a useful anti-air attack. It can also act as a follow-up from down throw at low percentages. Although its last hit has very high knockback scaling, this is offset by said hit's very low damage output. As a result, its last hit does not KO aerial middleweights until 165% from anywhere on Final Destination in the 3DS version, and at 154% in the Wii U version.
Down smash Slant Paralyzer (スラントパラライザー) 8% (near), 6% (far) Aims her Paralyzer downward in front of herself and fires a paralyzing energy blast at the ground. When spaced correctly, it is safe on shield. It is a useful set-up option thanks to it briefly paralyzing the opponent, with notable follow-ups including forward smash, a grab, or Boost Kick. With precise timing off-stage, it can also be used as a set-up into Flip Jump in order to meteor smash an opponent. At 60%-150%, two consecutive uncharged down smashes can lead into forward aerial, reverse aerial rushed back aerial, up aerial, Flip Jump, and Boost Kick. However, these particular follow-ups require precise timing and for Zero Suit Samus to be very close to the opponent. It also lacks KO potential and, like Mewtwo and Ryu's down smashes, only hits on one side. The blast can be absorbed, but not reflected. Enemies knocked upward by down smash, cannot be paralyzed again by moves such as neutral special until they make contact with the stage again.
Neutral aerial   8% (both hits) Spins around to swing a whip of plasma from her Paralyzer laterally around herself. It has long range, low landing lag and launches at 55°, which allow it to function as a useful set-up option when SHFF'd, particularly into other aerials. However, it can be easily be punished against shielding opponents if it is not spaced properly.
Forward aerial   5% (hit 1), 7% (hit 2) A hook kick followed by a roundhouse kick. Its first hit can function as a set-up when SHFF'd, thanks to it launching the opponent into their reeling animation. In comparison, its second hit is slightly faster and has very high knockback scaling. Its second hit can also be used independently of its first hit, but requires precise timing to do so. It is a very useful follow-up from down throw if the opponent's DI has been read properly. Its second hit KOs middleweights at 115% while near the left/right blast line of Final Destination in the 3DS version, and at 95% in the Wii U version. However, it is difficult to land both hits without taking advantage of upward and forward momentum from a jump.
Back aerial   12% (foot), 10% (leg) A spinning hook kick. It hits on frame 8 and has long range, high knockback scaling and a sweetspot located at her foot. Altogether, these traits make it one of Zero Suit Samus' most viable KOing options. Its sweetspot KOs middleweights at 112% while near the edge of Final Destination in the 3DS version, and at 101% in the Wii U version. Although its sourspot KOs later because of its slightly lower damage output, it is still reliable for KOing regardless. It is also good for shield pressuring when well spaced.
Up aerial   6.5% A bicycle kick. Thanks to its minimal start-up and ending lag, very low base knockback and very high knockback scaling, it boasts excellent juggling potential. It can combo into itself at low percentages and, with sufficient rage, it can combo into Boost Kick after a second one has been landed, leading to a KO. By extension, its very knockback scaling also grants it KO potential in spite of its low damage output. It KOs middleweights at 144% while near the upper blast line of Final Destination in the 3DS version, and at 136% in the Wii U version. However, its very low base knockback makes it unsafe on hit against characters that have a fast aerial attack to counter with.
Down aerial Slash Dive (スラッシュダイブ) 6% (aerial), 5% (grounded), 5.5% (landing) A diagonal flying kick, similar to Sonic and Sheik's down aerials. It is a meteor smash if her foot hits the opponent. However, it has the highest start-up lag out of her aerials. It is also a stall-then-fall, which makes it extremely risky to use off-stage. Because of this, it is rarely used as a meteor smash and most of times, leads to a SD. Even when she lands on the ground, there is extremely high ending 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.
Grab aerial Plasma Whip (プラズマウィップ) 3% (early), 6% (clean) Lunges in order to unleash a whip of plasma forward. It is the longest grab aerial in the game, making it excellent for spacing, recovering, edge-guarding and follow-ups. However, it has high ending lag in the air, and only the tip of the whip has a hitbox.
Grab Plasma Whip (プラズマウィップ) Performs a kneeling lunge to unfurl a whip of plasma. The tip has more vertical range, which makes it useful even against small characters, who can otherwise crouch under the rest of the whip. Thanks to its duration, it can even grab opponents out of their rolls and sidesteps when timed precisely. Although Zero Suit Samus' grabs have long horizontal ranges, they are tied with Grapple Beam for having the highest amount of start-up lag in the game, and have the third highest amount of ending lag in the game even though it's not as long ranged as Samus'.
Pummel   2% A knee strike. A fairly fast pummel.
Forward throw   2% (hit 1), 7% (throw) A point-blank energy blast. At medium percentages and depending on the opponent's DI and reaction, it can act as a set-up into Flip Jump, which can lead into an early KO if its meteor smash hitbox connects. Outside of this, its only other purpose is to deal damage.
Back throw   2% (hit 1), 6% (throw) A mid-level roundhouse kick. At low percent, it can set up tech chase depending on opponent's DI and reaction. It is an infamous set-up for Flip Jump while near the edge because of Flip Jump's meteor smash hitbox. It can also be used as a set-up into back aerial until around 90%-110% as a DI mix-up against opponents attempting to DI away. However, these follow-ups are not guaranteed and require hard reads.
Up throw   2% (hit 1), 8% (throw) A bicycle kick. It is her most damaging throw, but lacks KO potential because of its below average knockback scaling. Although its knockback values and launching angle are nearly identical to down throw's, it has almost nonexistent combo potential because of its fairly high ending lag.
Down throw   2% (hit 1), 3% (throw) Pins the opponent to the ground and then performs an axe kick. It is one of her best combo starters, with follow-ups including a dashing up smash, forward, back (if the opponent's DI is read properly) and up aerials, and Boost Kick, with the latter combo KOing at high percentages. At low percent depending on characters's weight and fall speed along with DI, she can set up an up smash or down smash against opponents attempting to air dodge. At high percentages and depending on rage, it can also set up a semi-guaranteed KO combo with up aerial against opponents attempting to jump out or air dodge, or Boost Kick, bair, or Flip Jump against opponents attempting to air dodge.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% A modified butterfly kick performed from the windmill, a breakdancing move.
Floor attack (back)
Floor getups (back)
  7% A modified butterfly kick performed from the windmill.
Floor attack (trip)
Floor getups (trip)
  5% Spins around to perform a low-level roundhouse kick.
Edge attack
Edge getups
  7% Performs a low-angle, one-legged dropkick while climbing up.
Neutral special Default Paralyzer 4% (uncharged), 6% (charged) Assumes a kneeling position to fire a paralyzing energy blast. 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.
Custom 1 Blast Shot 2% (uncharged), 3.5% (charged) The energy blast is faster and has more range, but deals less damage and does not inflict paralysis.
Custom 2 Electromagnetic Net 0.8% (uncharged most), 1% (uncharged end), 1% (charged most), 2% (charged end) The energy blast explodes in an ever-increasing range. However, it has minimal range prior to exploding.
Side special Default Plasma Whip 2% (whip near hits 1-4), 1.2% (whip far hits 1-4), 7.5% (tip) Performs a kneeling lunge to unleash a whip of plasma forward in a swirling motion. The whip hits repeatedly, while its sweetspot is located at the whip's tip. It is useful for spacing and can function as a tether recovery like her grab aerial.
Custom 1 Plasma Dash 2% (hit 1), 1% (hits 2-5), 4% (hit 6) A dashing pistol-whip, similar to Bayonetta's dash attack. Due to not emitting a whip of plasma, it cannot be used as a tether recovery, although her grab aerial still functions the same.
Custom 2 Whip Lash — (whip), 6% (tip) The whip's tip launches the opponent toward Zero Suit Samus instead of away, similarly to Plasma Wire. This grants it set-up potential even up to high percentages. However, only the whip's tip deals damage.
Up special Default Boost Kick 5% (hit 1), 1.3% (hits 2-7), 4% (hit 8) Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. It is one of Zero Suit Samus' best KOing options, especially from out of shield, thanks to it hitting multiple times and its last hit's extremely high knockback scaling. Its last hit KOs aerial middleweights at 111% while near the edge of Final Destination in the 3DS version, and at 103% in the Wii U version. It can also be angled forward or backward, which allows it to catch an opponent's air dodge, rolls and edge get-up reactions.
Custom 1 Impact Kick 6% (hit 1), 14% (hit 2) The hits deal more damage and have higher knockback. However, the first kick does not consist of loop hits, which decreases its reliability of connecting with the second kick.
Custom 2 Lateral Kick 5% (hit 1), 1.3% (hits 2-6), 5% (hit 7) The last hit deals slightly more damage, is a semi-spike and grants significantly more horizontal distance. However, the first hit covers much less vertical distance.
Down special Default Flip Jump 8% (stomp), 14% (kick) A 720° Ce Kong Fan, 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 stomp, which buries grounded opponents and meteor smashes aerial opponents. Zero Suit Samus will bounce off teammates with this move, even if Team Attack is off. 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. Flip Jump's kick KOs middleweights at 98% while near the edge of Final Destination in the 3DS version, and at 88% in the Wii U version. However, the move has high ending lag overall.
Custom 1 Shooting Star Flip Kick 8% (stomp), 17% (clean kick), 14% (late kick) The flying kick's sweetspot deals more damage and it functions similarly to down aerial, albeit propelling Zero Suit Samus at a more horizontal angle. However, the jump covers less horizontal distance.
Custom 2 Low Flip 4% (stomp), 8% (clean kick), 6% (late kick) The jump grants much more horizontal distance and jumping while flipping helps Zero Suit Samus land faster. However, the jump covers much less vertical distance and grants no intangibility, while the stomp and kick both deal less damage.
Final Smash Gunship 0.8% (hits 1-9), 10% (hit 10) Summons her Gunship from the background, and jumps into it as it flies off-screen. While Zero Suit Samus is piloting it, crosshairs appear on-screen, allowing her to fire a maximum of five energy blasts from her Gunship's cannons at any spot she chooses. When 15 seconds have passed, or when she has fired five shots, Zero Suit Samus will eject from her Gunship and descend from the sky.

Stats

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 80 1.7 – Initial dash
2.1 – Run
1.4 0.07 0.008 1.2 0.01 – Base
0.085 – Additional
0.12 1.7 – Base
2.72Fast-fall
4 44.5 - Base
21.354742 - Short hop
44.199909

Announcer call

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On-screen appearance

  • Jumps out of her Gunship and uses her Jet Boots to briefly hover before landing.
ZeroSuitSamusOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Tosses her Paralyzer into the air, spins once, and catches it behind herself while saying "Is that all?"
  • Side taunt: Swings a whip of plasma in a circular motion while saying "Try me."
  • Down taunt: Holds her Paralyzer near her waist, and then performs a pirouette while twirling a whip of plasma around herself and saying "You're mine!"
Up taunt Side taunt Down taunt
ZSSUpTauntSSB4.gif ZSSSideTauntSSB4.gif ZSSDownTauntSSB4.gif

Idle poses

  • Configures her Paralyzer.
  • Stands up straight and looks around, holding her Paralyzer up to her face.
ZeroSuitSamusIdlePose2WiiU.jpg ZeroSuitSamusIdlePose1WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Ze-ro Suit! Ze-ro Suit! Samus!
Pitch Group chant Group chant

Victory poses

A flourished remix based on the Item Obtainment Jingle, which plays when Samus Aran obtains an upgrade to her Power Suit, or when a Metroid game is resumed from a Save Station.
  • Uses Flip Jump and then performs a jet-propelled somersault while grunting.
  • Swings a whip of plasma from her Paralyzer before saying "Be still."
  • Performs a stretch kick and then swings her leg into position to perform a modified passé while grunting.
ZeroSuitSamusPose1WiiU.gif ZeroSuitSamusPose2WiiU.gif ZeroSuitSamusPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Zero Suit Samus (SSB4) Zero Suit Samus 1311 1312 1112 2311 2111
2312 2112 1211 1332 1132

Most historically significant players

See also: Category:Zero Suit Samus players (SSB4)

Tier placement and history

Zero Suit Samus was widely viewed as a top-tier character ever since SSB4 was released. She became infamous for her highly rewarding grab combos that could lead into early KOs; varied methods of setting up KOs with her back and down throws, down smash, and Paralyzer; her ability to escape pressure with her aerial mobility and down special; and the incredible safety of her electric attacks like her neutral aerial, which she received in update 1.1.1. However, she also has a few weaknesses, such as her laggy grab and lackluster ground game. Although players would often point out both her weaknesses and her representation only being above average for a perceived top-tier character, Zero Suit Samus' weaknesses were also perceived as negligible. Additionally, her top-tier status was supplemented by the efforts of many dedicated professionals, who dominated their respective regions with her and whose tournament results were sufficient enough to position her as the second best character in the game in the eyes of most players.

Among these dedicated professionals was Nairo, who quickly established himself as one of the best players in the world after regularly achieving top 8 placings at major tournaments, winning several of them, and becoming the first person to eliminate ZeRo, the undisputed best player in the world at the time, from a tournament. Several other Zero Suit Samus players also made strong impacts on the metagame, including Marss and NickRiddle. Thanks to these very strong tournament results, Zero Suit Samus was ranked 2nd on the first tier list.

However, Zero Suit Samus received nerfs from game updates, with update 1.1.5 providing her most significant ones by exacerbating her grab game's lag issues and somewhat toning down her immense strengths. These nerfs ultimately affected her results, with some of her main players eventually being outperformed by other characters, such as Cloud, which in turn saw her playerbase slightly shrink. Zero Suit Samus' downturn was reflected in her next few tier placements, as she lost her top 3 status by being ranked 8th on the second tier list, and then lost her top 10 status by being ranked 11th on the third tier list.

However, this downturn of events was reversed following the release of the third tier list, as Zero Suit Samus saw spike in results thanks to Nairo and Marss' continued success at majors and Choco's strong performances in the Japanese scene. In addition, the nerfs did little to hinder her threatening ladder combos, which remained a core part of her playstyle. As such, many Smashers believed she had been severely underrated on the third tier list, especially when her results were more impressive than some characters ranked above her, including Sheik and Mario. Although a few top players remained adamant that Zero Suit Samus was not as strong as many perceived, she ultimately rose back into the top 10 on the fourth and final tier list, ranking 6th. This placement remained mostly agreed upon for the rest of competitive Smash 4, especially with continued success from her best players and the rise of shky in the game's final year.

Trophies

3DS Classic Mode trophy
Wii U Classic Mode trophy
Zero Suit Samus
NTSC Samus is far from helpless when her Power Suit is deactivated. Sure, she loses a lot of the moves and weapons she had access to before, but her Jet Boots pick up the slack! She also has the Paralyzer, a versatile weapon that can shock her rivals or change into a Plasma Whip to grab edges and enemies.
GB Advance: Metroid: Zero Mission (02/2004)
Wii: Metroid: Other M (08/2010)
PAL Without her Power Suit, Samus Aran may not have her usual strength, special moves or over-powered arm cannon, but her Jet Boots definitely kick things up a notch in their own way. The Paralyzer, her gun, does just what you'd expect it to, but it can also turn into a whip for attacking and grabbing onto edges while falling.
GB Advance: Metroid: Zero Mission (04/2004)
Wii: Metroid: Other M (09/2010)
3DS All-Star Mode trophy
Wii U alternate trophy
Zero Suit Samus (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS Zero Suit Samus's up special Boost Kick involves a series of fast kicks that end with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.
NTSCSuper Smash Bros. for Wii U Zero Suit Samus's up special Boost Kick involves a series of fast kicks that ends with a swift, sideways-launching one. A perfectly executed attack will hit eight times! Her down special Flip Jump can bury a grounded fighter in the dirt. She can kick midflip by pressing the special button.
GB Advance: Metroid: Zero Mission (02/2004)
Wii: Metroid: Other M (08/2010)
PAL Zero Suit Samus's Boost Kick up special finishes with a swift sideways kick. If you start the move close to an opponent, you can hit them up to eight times and launch them sideways! Her main down special, Flip Jump, buries opponents if you land on them at the end of it. Alternatively, press the button again mid-flip for a drop kick.
GB Advance: Metroid: Zero Mission (04/2004)
Wii: Metroid: Other M (09/2010)
Gunship (Zero Suit Samus) trophy
Gunship (Zero Suit Samus)
NTSC Samus's spaceship carries her through space and serves as her base of operations during her missions. Zero Suit Samus will call down and board her Gunship with her Final Smash. Once she's in the pilot's seat, she has a short time to unleash up to five powerful shots from the ship's weapons. Foes aren't safe even hiding off-screen!
PAL Samus's Gunship is her way of travelling through space and her base of operations when exploring hostile planets. In Zero Suit Samus's Final Smash, she can use her Gunship to fire powerful beams at other fighters, hitting them multiple times, even if they're hiding off-screen! At least they can be thankful it doesn't go on forever.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Zero Suit Samus Palette (SSB4).png
Zero Suit Samus (SSB4) Zero Suit Samus (SSB4) Zero Suit Samus (SSB4) Zero Suit Samus (SSB4) Zero Suit Samus (SSB4) Zero Suit Samus (SSB4) Zero Suit Samus (SSB4) Zero Suit Samus (SSB4)

Gallery

Trivia

  • Zero Suit Samus is the only character who has more than one method of accessing her tether recovery.
  • Although Zelda and Sheik have alternate costumes that correspond to their costumes' respective orders, Samus and Zero Suit Samus do not follow this trend. Zero Suit Samus lacks a purple alternate costume to match Samus' Gravity Suit, while her last two alternate costumes consist of her Casual Outfits instead of variations of the Zero Suit.
  • SSB4 marks the first time Zero Suit Samus is listed in the character selection screen.
  • Zero Suit Samus' entry in Nintendo of Europe's official Twitter account states she did crawl back in Metroid: Zero Mission, making fun of her ability to crawl with the infamous "Y can't Metroid crawl?" meme.
  • As of Super Smash Bros. Ultimate, Smash 4 is the only game which Zero Suit Samus is playable, but is not the lightest female character, with that title being held by Rosalina instead.

References