Zero Suit Samus (SSBU)
Zero Suit Samus in Super Smash Bros. Ultimate | |
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Universe | Metroid |
Other playable appearances | in Brawl in SSB4 |
Availability | Unlockable |
Final Smash | Zero Laser |
Zero Suit Samus (ゼロスーツサムス, Zero Suit Samus) is a playable character in Super Smash Bros. Ultimate. She was officially revealed on June 12th, 2018 alongside Wii Fit Trainer and the rest of the returning roster. Once again, Zero Suit Samus is unconnected to the standard playable Samus, although she temporarily transforms into the latter during her Final Smash. Zero Suit Samus is classified as Fighter #29.
As in Smash 4, Alésia Glidewell's portrayal of Zero Suit Samus from Brawl was repurposed for Ultimate.
How to unlock
Complete one of the following:
- Play VS. matches, with Zero Suit Samus being the 19th character to be unlocked.
- Clear Classic Mode with Fox or any character in his unlock tree, being the 2nd character unlocked after Captain Falcon.
- Have Zero Suit Samus join the player's party in World of Light.
With the exception of the third method, Zero Suit Samus must then be defeated on Brinstar. In World of Light, she is fought on the Ω form of Brinstar Depths.
Attributes
Zero Suit Samus is a tall, lightweight character, similar to Zelda and Rosalina, which alongside her low weight (tied with Meta Knight for the seventh lowest) gives her poor endurance. However, much like other rushdown characters of her playstyle, her mobility is among the best in the game; she possesses the 2nd fastest initial dash in the game, the 7th fastest run speed, the 9th fastest air speed, the 15th fastest air acceleration, and the 3rd highest jump height overall. Altogether, this combination of traits gives her an excellent hit-and-run playstyle.
One of her biggest strengths is her outstanding air game, considered among the best in the cast. While her neutral aerial has noticeable start-up, it is decently disjointed and sends at an excellent angle for combos. This makes it one of her main tools in the neutral and is notable for having several KO confirms into some of her finishing moves. Her forward aerial is also a great combo starter due to its low lag and can be useful for edgeguarding, while it has some KO potential offstage. Her back aerial is fast and has good KO power and can be combo'd into from a neutral aerial at high percents, making it one of her main KO options. Her up aerial is one of her fastest aerials and can be combo'd into itself repeatedly, making it a great juggling tool, namely into Boost Kick. Her down aerial is a stall-then-fall aerial with a meteor smash hitbox; while it is her slowest aerial and easily her most unsafe to use offstage, it can nonetheless be used as a situational KO move. Finally, she is one of the only characters in the game with a grab aerial, which like most other grab aerials has long range and low lag overall, giving her a good approach against aerial foes, while also giving her a niche recovery option.
While her ground game isn't as powerful as her aerials, it still has decent utility. Her neutral attack is notable for coming out instantly on frame 1, making it a reliable anti-pressure tool despite its poor damage output and range. Her forward tilt has good range as well as low lag and can set up tech-chase situations and can trip at low percents when angled downwards, her up tilt is the fastest of its kind at 3 frames of startup and can be used as an anti-air, and her down tilt lowers her hurtbox and is useful as a ranged poking option while also being a decent combo starter. Her down smash has decently sized hitboxes with low ending lag and is an effective combo tool starting from lower percentages while at higher percentages, it can lead into KO moves such as Boost Kick or up smash; however, unlike most other down smashes, it only hits in front of her, meaning it can miss. Lastly, her up smash has impressive vertical range overall, deals high hitstun, has low enough ending lag for some combos at low percentages, and has decent KO power, easily making it one of the best up smashes in Ultimate.
Zero Suit Samus also has a decent grab game, as her grab has a very long range, while all of her throws deal at least 8% damage. Her forward throw can be used for tech chasing, while her back throw can force opponents into unfavorable offstage situations or even lead into her infamous Flip Jump meteor smash. Her up throw is a very strong KO throw (which KO's starting around 170%), and while her down throw is ironically unsuitable for combos unlike other down throws, it can still follow up at low percentages if she acts fast enough.
Finally, her special moveset has strong utility overall. Paralyzer, her neutral special, has a very fast charge time compared to other chargeable projectiles, and starting at mid percentages, will stun opponents long enough for her to be able to follow up. Plasma Whip, her side special, is a long-ranged attack with very strong utility: tapping the button will cause the move to become a multi-hitting KO option that KO's starting at 140% if fresh, while holding the button will cause the move to hit once and knock foes upward. While this version is less suited for offense and has more lag, it still has utility for setting up combos. Boost Kick, her up special, travels a short distance overall for a lightweight, but compensates with having many options that follow up into it (such as neutral and up aerials, Paralyzer and Flip Jump's burying sweetspot), while the last hit is strong enough to KO earlier than her forward smash. Finally, her down special, Flip Jump, is a 45 degree acrobatic jump that does not render her helpless in the air, while its followup kick can meteor smash foes in the air or bury them on the ground, and is fast enough that it will often leave slower characters (such as Ganondorf) in disadvantageous situations.
Zero Suit Samus is not without flaws, however. Perhaps her most infamous flaw lies in her defense: while her recovery is among the most effective in Ultimate due to her abundance of recovery options, her fast air speed and high jumps, her aforementioned weight and tall frame give her very poor endurance, while her recovery options (except for Flip Jump) give ironically short distance on their own, which can make her recovery predictable. This flaw is further stressed with her fast falling speed, as it is easy for characters with sufficiently fast combo attacks (including Mario and Pichu) to perform combos on her (although her frame 2 air dodges can somewhat alleviate this issue).
Her ground game, despite its strengths, is also flawed. While her tilts have passable range, and her up and down smashes are good for followups and KO confirms, her forward smash has high end lag for an attack of its kind and is not strong enough to KO reliably, making it arguably her worst move. Her dash attack is also slow and does not reliably combo unless the opponent DIs incorrectly due to its ending lag, and her down smash, despite its followup potential, is unsafe on hit at low percentages due to its low hitlag and knockback, meaning that the paralyzed opponent(s) can act before she can follow up.
Zero Suit Samus's out-of-shield game can also be rather problematic. While Boost Kick is very fast at frame 6 and can KO very early at the ledge, it lacks sufficient range in front of her and has a very hard time punishing cross-ups out of shield. While the aerial version has more range, it also costs 3 extra frames to start up (due to her jumpsquat) and makes it less reliable for punishing as such. Her up smash acts as a decent out of shield option as its first hit has decent horizontal range but is still frame 10, which while fast for an up smash, is only average startup for an out of shield option. Her rather high short hop also causes her aerials to be unviable out of shield outside of forward aerial on certain characters, and her grab by default is very slow. As such, ZSS's out of shield game suffers immensely if the opponent spaces against her shield well.
Finally, while her grab game has some utility, it is still with flaws. As her throws only deal passable damage at best, while her up throw is her only KO throw, they are only generally used to deal damage if other close-range moves stale. Her grab in general is also very laggy in startup and end lag, meaning that despite its long range, it is easy to punish from any sufficiently fast attack if it misses. Lastly, the nerfs to her down throw, which was easily her best throw from Smash 4, make her grab game more suited for direct offense instead of damage racking strings, giving it limited utility overall.
In the end, Zero Suit Samus retains much of her playstyle from Smash 4, being a hit-and-run character with a strong punishment game, while the transition from Smash 4 to Ultimate has improved her overall mobility and combo tools at the cost of KO power.
Changes from Super Smash Bros. 4
Although being considered a dominating top tier character throughout the lifetime of SSB4 (6th out of 55 characters), Zero Suit Samus has received a mix of buffs and nerfs in the transition to Ultimate, slightly nerfing her directly, but making her one of the few SSB4 top-tier character to be in a similar position overall thanks to the new mechanics.
She has received some significant direct and indirect nerfs, especially directly, and the most notable ones were to her outstanding combo and punish game, which while still potent, have been toned down overall. Her down throw has more knockback and more ending lag, and thus can no longer combo as reliably as in the previous game past very low percentages, losing almost all its combo potential, her up aerial has more ending lag and both her down smash and Flip Jump, especially the former, have less hitstun and knockback, worsening several of her setup moves and making it more difficult to capitalize on them and on KO confirms. Furthermore, the changes to the knockback physics make it more difficult for her to string her moves into the other. Zero Suit Samus's recovery, previously one of the best in the game, was also nerfed, as Plasma Whip takes much longer to grab an edge and has reduced tether range. Lastly, her forward smash's new sourspot and nerfs to forward aerial's power, and back aerials and Boost Kick's hitboxes and the latter's reduced knockback (unless started from the ground), make it harder for her to score KOs, reducing her KO ability.
However, Zero Suit Samus does significantly benefit overall from the universal changes to gameplay mechanics. The faster movement speed further enhances her already excellent mobility (now possessing the 2nd fastest initial dash in the game and a good dash-dance), improving her approach and as such, her "hit and run" playstyle. The reintroduction of directional air dodging improves her juggling capabilities, and the universally reduced landing lag and more limited out of shield options allow her to retain some of her combo game while improving on her mediocre neutral game - one of her most notable weaknesses in Smash 4.
She has also directly received some useful buffs: her down tilt, arguably her worst move in SSB4, has reduced ending lag that gives it combo potential, and her up smash has reduced base knockback with significantly increased knockback scaling, granting it combo potential and dramatically improving its KO power. Aside from her lost ability to string lengthy and devastating punishes off of a down throw, Zero Suit Samus' grab game has been improved as a whole; her grab, previously one of the laggiest in the game, has been sped up, making it less risky to use, and her up throw has increased knockback, granting her a new KO move, and forward throw sends opponents in a lower angle, granting it the ability to set up tech-chasing. Finally, her special moveset has seen many improvements, as Paralyzer charges and fires shots faster, while Plasma Whip can now send opponents towards her for new setups if the button is held, and has restored some of its lost KO power from Brawl. Despite the nerfs to Flip Jump, it has also received some improvements. It executes faster in the air, both the jump and footstool stomp have less ending lag, and the manual kick can be inputted faster which allows her to combo into it from her neutral aerial much more consistently and take stocks at very early percentages. Zero Suit Samus also indirectly benefits from a less threatening competitive environment, with most other top-tiers having been nerfed considerably allowing her to further keep her very high position relative to the cast.
In the end, Zero Suit Samus remains a high-risk, high-reward character whose learning curve is even higher than in SSB4, with a wider and more intricate array of neutral, combo and punish options, as opposed to her more polarized kit in SSB4 that necessitated a more linear gameplan. Much like Mario, Fox, and Sonic, and in contrast to how other former SSB4 top tier characters were nerfed much more dramatically, Zero Suit Samus continues to be an effective character; while Juice and even moreso Marss have been highly successful with ZSS in the Western tournament scene, her perception is even more favorable in Japan, with multiple players including Choco and Kuro finding notable tournament success with her. Due to Marss' dominance with the character, Zero Suit Samus is widely regarded as a top-tier or upper high-tier character once again, and has been one of the most successful fighters in Ultimate relative to her low representation. This is taken even further in Japan, where she is frequently regarded as one of the best characters in the game, if not the best.
Aesthetics
Due to the aesthetic used in Ultimate, Zero Suit Samus's model features a more vibrant color scheme. The material of her Zero Suit no longer looks homogeneous; her physique has been altered as well, with her figure now being leaner and more muscular and her bust being reduced. Most of her suit is now a lighter shade of blue with a matte texture, which matches her in-game design in Metroid: Samus Returns. Her eyes are a more vibrant green and less blue. Her skin is also paler.
Zero Suit Samus has a new idle animation. She now holds the Paralyzer in a high ready position, similar to one of her idle poses and victory animations, and no longer bounces in place.
Zero Suit Samus's walking and running animations have been altered slightly; she now bobs with each step.
Zero Suit Samus propels herself forward using her jet boots when performing a forward roll.
Zero Suit Samus now strikes a pose during her down taunt animation.
Attributes
Like all characters, Zero Suit Samus's jumpsquat takes 3 frames to complete (down from 4).
Zero Suit Samus runs faster (2.1 → 2.31).
Her initial dash is significantly faster (1.7 → 2.42), now being the 2nd fastest in the game.
Zero Suit Samus walks slightly faster (1.4 → 1.47).
Zero Suit Samus' air speed is slightly faster (1.2 → 1.26).
Zero Suit Samus' traction is higher (0.07 → 0.116).
Forward roll has less ending lag (FAF 28 → 27).
Forward roll grants less intangibility (frames 4-15 → 4-12).
Zero Suit Samus activates her Jet Boots during forward roll.
Back roll grants less intangibility (frames 4-15 → 4-14) and has more ending lag (FAF 28 → 33).
Spot dodge has less ending lag (FAF 25 → 24).
Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
Air dodge grants more intangibility (frames 2-25 → 2-26).
Air dodge has significantly more ending lag (FAF 31 → 46).
Ground attacks
- Neutral attack:
The first hit transitions faster into the second hit (frame 12 → 6), which transitions faster into the third hit (frame 10 → 6).
The first and second hits have altered angles (92°/61° → 361°/180° (hit 1), 45° → 361° (hit 2)) to keep opponents on the ground, akin to other neutral attacks, and the first hit has gained a hitstun modifier, which is higher for the hitboxes closer to Zero Suit Samus (0 → 10/6/2). This allows the move to jab lock and connect more reliably overall.
The first and second hits' hitboxes are placed lower (Y offset: 12u/11u → 10u (hit 1), 11u/10u → 9.5u/9.8u/10u (hit 2)), allowing them to hit opponents at low heights slightly more effectively.
All hits have a higher hitlag multiplier (1× → 1.8×), giving opponents more time to SDI each hit and DI the last hit.
The first two hits have a shorter hitbox duration (frames 1-2 → frame 1 (hit 1), 2-3 → 2 (hit 2)).
The first and third hits have more ending lag (FAF 21 → 24 (hit 1), 32 → 35 (hit 3)).
The first two hits no longer use set knockback (23/45 set/100 scaling → 20/15/10 base/50/33/20 scaling (hit 1), 34/50 set/100 scaling → 30/25/20 base/40/40/30 scaling (hit 2)), causing them to connect less reliably at high percents, without granting them jab cancel setups whatsoever.
The first hit has an altered animation where Zero Suit Samus jabs at a slightly lower height, matching its changed hitbox positions.
The first and second hit consist of three hitboxes instead of two, which are smaller (3u/3.8u → 2u/2.3u/2.5u (hit 1), 2.2u/2.8u/3.5u (hit 2)).
The third hit has altered hitbox sizes (4.2u/3u → 4u/3.5u) and a consistent horizontal placement throughout (Z offset: 6u/2u (frame 3), 8.1u/1.1u (frame 4) → 8u/2u (frames 3-4)) This increases its range on the first active frame, but reduces its disjoint on the second active frame.
- Up tilt:
The first hit deals less knockback (55/85 base/30/50 scaling → 40/57/30/40), and its aerial-only hitbox launches at a higher angle (150° → 138°), allowing it to connect better into the second hit.
It no longer grants intangibility on Zero Suit Samus' legs, making it less effective as an anti-air.
It no longer has anti-rebound properties. This prevents the second hit from hitting opponents after the first hit clangs, but can also prove beneficial by allowing Zero Suit Samus to escape subsequent attacks from opponents rather than remaining stuck in the move's ending lag.
- Down tilt:
Down tilt has less ending lag (FAF 36 → 30). In combination with the increased shieldstun for ground attacks, this makes it safer on shield.
It launches at a higher angle (60° → 70°). Coupled with the above change, this gives the move combo potential at low percents.
It moves Zero Suit Samus a much shorter, almost negligible distance forward. This reduces its range, but improves its utility for spacing in combination with its lower ending lag.
It has a different animation: Zero Suit Samus uses her left leg instead of her right.
- Dash attack:
The innermost hitbox stretches downward (Y offset: 10u → 10u-5u), with the late hit's also being larger (4.1u → 4.5u), allowing it to hit opponents lying down more effectively.
- Forward smash:
Forward smash's second hit can be angled, allowing her to both hit characters in the air more reliably when angled up, and hit smaller characters when angled down.
Forward smash's hitboxes now properly match its animation, giving it slightly less start-up (frame 14, 27 → 13, 26).
The first hit has different hitboxes for grounded and aerial opponents, with altered angles (45°/40°/38° → 60°/40°/38° (grounded)/45°/18°/16° (aerial)) and set knockback (50/68/72 → 35/68/72 (grounded)/38/60/67 (aerial)), allowing it to connect more reliably into the second hit.
It has more ending lag (FAF 63 → 65).
Zero Suit Samus doesn't move forward as much, especially during the second kick. This makes it harder to hit opponents from farther away.
The second hit's hitboxes on Zero Suit Samus's leg have less knockback scaling (109 → 97), hindering their KO potential, especially in comparison to the hitbox on her foot.
- Up smash:
The last hit has less base knockback (70 → 45), but much more knockback scaling (145 → 212). This greatly increases its KO power, no longer being one of the weakest up smashes in the game, and simultaneously improves its combo potential at low percents.
- Down smash:
Down smash applies hitlag to Zero Suit Samus, as well as to shielding opponents, reducing her advantage over paralyzed opponents and making the move easier to punish out of shield.
It has a lower hitlag multiplier (1× → 0.6×) and deals much less knockback (50/40 base/90/50 scaling → 0 base/90/85 scaling), significantly reducing its paralysis time. In combination with the aforementioned change, this greatly hinders its combo potential to the point it is unsafe on hit at low percents, with the sweetspot not leading into a jab until around 12%.
Aerial attacks
All aerials have less landing lag (10 frames → 8 (neutral), 16 → 10 (forward), 11 → 10 (back), 9 → 5 (up), 30 → 24 (down)).
- Forward aerial:
Zero Suit Samus kicks at a slightly lower height, allowing her to hit grounded characters more easily at the start of a short hop.
The first hit has different hitboxes against grounded opponents, which launch at a higher angle (361° → 50°) and have more base knockback (50 → 60), allowing it to connect better into the second hit.
The first hit transitions faster into the second (frame 16 → 13).
However, the move's total duration remains the same, increasing its ending lag.
The second hit has less knockback scaling (116 → 104), hindering its KO potential.
- Back aerial:
The sourspot is larger (2.5u → 3.5u), placed closer to Zero Suit Samus (X offset: 1.5u → -1u), and takes priority over the sweetspot. While this covers a blindspot on Zero Suit Samus' upper leg, it most notably makes the sweetspot harder to land, as the sourspot previously covered a very small space and was thus almost negligible.
The move has a slightly altered animation: Zero Suit Samus is more upright while kicking and her left leg is more inward.
- Up aerial:
Up aerial has slightly more ending lag (FAF 34 → 35). This hinders her ability to combo and juggle her opponents without landing, and makes successful ladder combos into Boost Kick much harder to pull off.
- Down aerial:
Down aerial has less knockback scaling against grounded opponents (90 → 60), allowing it to connect better into the landing hit.
The landing hitbox is larger (8u → 9u), extends farther horizontally (Z offset: -1u–1u → -1.5u–1u), and is positioned higher (Y offset: 6u → 7u). This improves its range, especially against opponents above or behind Zero Suit Samus, further helping it connect from the main hitboxes.
The landing hit can combo into a forward aerial at low percents due to its increased range and the move's lower landing lag.
- Grab aerial:
Grab aerial has less ending lag (FAF 60 → 50).
It has a lower hitlag multiplier (1× → 0.7×).
It causes the Plasma Whip to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
It has less tether range.
It deals consistent damage (3% early/6% clean → 5%). It is less than the previous clean hit, but more than the early hit.
It has a different hitbox size inbetween the previous early and clean hits (2u (early)/4u (clean) → 3u).
The Plasma Whip droops and lays on the ground during landing lag.
Throws and other attacks
- Grabs:
All grabs have less ending lag, especially pivot grab (FAF 69 → 59 (standing), 72 → 67 (dash), 80 → 62 (pivot)).
Standing grab has less startup (frame 16 → 15), and the hitbox on the Plasma Whip has a longer duration (frames 16-25 → 15-25).
The changes to jostle mechanics prevent dash grab from whiffing when initiated too close to the opponent.
Dash and pivot grab have more startup (frame 16 → 17 (dash), 17 → 18 (pivot)).
Standing and dash grab's hitboxes at close range have a shorter duration (frames 16-19 → 15-17 (standing), 16-18 (dash)).
- Pummel:
Pummel deals less damage (2% → 1.3%).
It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
- Forward throw:
Zero Suit Samus has a new forward throw: a kick to the opponent's chest.
It releases opponents at a lower angle (45° → 33°), allowing it to set up tech-chases.
It has more startup (frame 6 (hit 1), 8 (release) → 8, 9).
However, its total duration remains the same, giving it one frame less ending lag.
It deals less damage on release (7% → 4%), with the first hit dealing more damage instead (2% → 5%), and only base knockback slightly compensated on the former (50 → 58). This makes it less effective for getting opponents offstage, but allows it to set up tech-chases for longer.
It no longer uses an electric effect and SFX, instead using a neutral effect with kick SFX, but the first hit has a higher hitlag multiplier (1× → 1.5×).
- Back throw:
The first hit has a larger hitbox (4u → 5u) that is placed higher (Y offset: 12u → 16u) and farther horizontally (Z offset: -12u → -14u), allowing it to hit bystanders more effectively.
- Up throw:
Up throw deals much more knockback (80 base/60 scaling → 65/93), allowing it to KO under 170% without LSI.
The first hit's hitbox follows Zero Suit Samus' leg instead of remaining static in front of her, allowing it to hit bystanders above her more effectively.
- Down throw:
Down throw has less startup (frame 26 (hit 1), 28 (release) → 20, 22).
However, the hitbox now has 8 frames of hitlag when it connects. This makes Zero Suit Samus release the opponent slightly later despite the release occuring earlier in the animation.
It deals more damage (2% (hit 1), 3% (throw) → 4% (both); 5% total → 8%).
It has a longer total duration (FAF 46 → 52). When combined with its faster startup, this significantly increases its ending lag. This completely removes its guaranteed followups, no longer being Zero Suit Samus' most reliable combo starter, to the point it has gone from one of her best moves, to arguably becoming her worst, and is her least useful throw.
- Edge attack:
Edge attack deals more damage (7% → 9%).
Special moves
- Paralyzer:
Instead of only having an uncharged and fully charged variant, Paralyzer now functions like any other charge move. This means that Zero Suit Samus can now release the move at any time, with the shots scaling in damage, duration, knockback and paralysis time as they are charged further.
This also makes Paralyzer safer, as if Zero Suit Samus starts charging the move, she no longer has to commit to the fully charged version.
The shots have a longer duration (22 frames (uncharged)/46 frames (fully charged) → 24/48).
The shots have increased set knockback for both uncharged and fully charged blasts (18 (uncharged)/65 (fully charged) → 21/70).
The shots are more orange in color.
The shots have a lower hitlag multiplier, especially after their first active frame (2x → 1x (clean)/0.7x (late)). This results in the move paralyzing opponents for a shorter period of time despite the changes to the paralysis formula, especially outside of point blank range, hindering the move's setup potential.
- Plasma Whip:
Plasma Whip's second and last hits deal more damage (1.2% → 2% (hit 2), 7.5% → 8% (last hit)), and it deals an additional hit of 1.2% damage on the same frame as the second hit. This moderately increases its total damage (13.1% → 15.6%).
All hits have larger hitboxes (4u/2.5u (hit 1), 2.8u (hit 2), 3.2u (hit 3), 3.5u (hit 4), 4.6u (hit 5) → 4u/3.5u (hit 1), 4u (hit 2), 3.5u (hit 3), 3.7u (hit 4), 4u (hit 5), 6u (hit 6)).
The first five hits use different angles (30°/10° → 20°/10° (hit 1), 10° (hits 2-4) → 17° (hits 2-3), 15° (hits 4-5)) and set knockback (100/60 base/30/70 scaling → 50/80 set/100 scaling (hit 1), 60 base/65 scaling (hits 2-4) → 80 set/100 scaling (hit 2), 60/100 (hit 3), 65/100 (hit 4), 60/95 (hit 5)), allowing them to connect more reliably.
The last hit has less startup with a longer duration (frames 32-34 → 31-35).
The last hit launches at a lower angle (60° → 55°), and deals much more knockback (45 base/105 scaling → 47/138) on top of its increased damage. This significantly increases its power to the point it can KO at around 135% from the center of Final Destination if all hits connect (comparing to the previous version not KOing until around 195%), restoring most of its utility from Brawl and giving Zero Suit Samus another reliable finisher.
A different variation of the attack can be used by holding the special move button throughout it, which has Zero Suit Samus swing the Plasma Whip back and above her, instead of releasing a spark from its tip. This variation has more ending lag (FAF 56 → 63), and replaces the last hit with four hits (frames 31-35 → 31-32, 37-38, 42-43, 46-47) that use the electric effect and deal 4% each (though they cannot feasibly link into each other), launching opponents vertically (107°/95°/80°/75°) with different knockback (98 base/62 scaling) and a hitstun modifier of 4. This allows it to set up opponents for juggles, with the later hits having true combos into aerial attacks, and gives it anti-air properties.
Plasma Whip has reduced tether range and takes much longer to tether to the ledge (frame 2 → 20). This significantly reduces its utility as a recovery tool, although it can still be used as a recovery move with proper timing.
- Boost Kick:
The aerial version's first hit and both versions' subsequent hits have lower set knockback (150 → 130 (hit 1, aerial), 110 → 50 (hits 2-5), 16/12 (hit 7) → 12/10 (hit 6, grounded), 10/16 (hit 6, aerial)), and the second to fifth hits use the autolink angle (87° → 367°), allowing them to connect more reliably.
The last hit has less startup (frame 36 → 35).
It has more startup lag (frame 4 → 6).
It has more landing lag (23 frames → 30).
Samus' air speed is reduced by more after using the move (air speed multiplier: 0.5 → 0.4).
It hits seven times instead of eight, with the previous sixth hit being removed, dealing less total damage as a result (16.8% → 15.5%). The new sixth hit has more startup to compensate (frame 24 → 28).
The grounded version's first hit has lost its farthest hitbox, reducing its range to the point Zero Suit Samus has to be right next to the opponent in order for it to connect. This worsens its effectiveness as an out of shield option.
The aerial version's last hit has less knockback scaling (209 → 184), causing it to KO roughly 25% later than the grounded version unless it is used close to the top blast line.
The move no longer experiences RCO lag.
- Flip Jump:
Flip Jump travels slightly faster and has less ending lag (FAF 50 → 39).
The manual kick can be inputted earlier (frame 19 → 14). Combined with the jump's faster animation, reduced ending lag, and her neutral aerial's reduced landing lag, this significantly improves its utility as a finisher as her neutral aerial can combo into the kick much more consistently.
The footstool stomp has much less ending lag in the air (FAF 85 → 60), and bounces Zero Suit Samus a shorter distance upward, allowing her to reach opponents sooner after they are buried.
It can no longer be ledge canceled.
The flip no longer grants intangibility on Zero Suit Samus's head, legs and feet for its entire duration after the full intangibility on frames 3-12 ends.
The kick has a shorter duration (frames 9-14 → 9-12).
The footstool stomp's burying hitbox deals much less knockback (60 base/100 scaling → 10/90), significantly hindering its followup potential, no longer possessing KO setups until very high percents if the opponent mashes fast enough.
The kick uses the "small" kick sound effect on hit rather than the "large" one.
- Final Smash:
Zero Suit Samus has a new Final Smash, Zero Laser. She summons her gunship, but temporarily dons her Varia Suit (using the same model as the playable version) and fires a single, long-lasting laser from the top of the ship, similarly to Aura Storm. The players choose where to aim the laser with a targeting reticle.
Zero Laser deals significantly increased damage compared to a single laser (0.8% loop hits/10% last/17.2% total → 1.2%/1.6% loop hits/20%/25% last/51.2%-66.6% total), and the last hit has much higher knockback, making it more powerful.
Zero Laser only has a single use compared to Gunship's maximum of five shots, making it deal less total damage if all hits connect (86% → 66.6%). The last hit also has a delay before being fired, meaning the Final Smash can miss. This makes it less versatile and consistent.
Update history
Zero Suit Samus has received a mix of buffs and nerfs via game updates, but has been nerfed slightly overall. Patch 2.0.0 nerfed her forward smash by adding a sourspot at close range while her Flip Jump has reduced base knockback, hindering her ability to KO aerial opponents at an early percentage from a back throw. Patch 3.0.0 nerfed her Flip Jump further as it travels a less horizontal distance, hindering her recovery.
However, her buffs in patch 2.0.0 allow her to grab ledges earlier when using forward aerial and up aerial while patch 3.1.0 allows her Plasma Whip to connect more reliably. Her Flip Jump has been reverted to how it was before patch 3.0.0, improving her recovery. Patch 7.0.0 would then reduce Flip Jump's knockback scaling on the burying hit, nerfing its confirm into Boost Kick, to the point where sufficient mashing will result in it being very difficult to get the followup at high percents although still possible if the player acts fast enough. Patch 11.0.0 increased the landing lag of Neutral Aerial and increased the startup time for Boost Kick. This reduces her safety on shield, and it weakens Boost Kick as an out of shield option and makes ladder combo kills using the second hit of Boost Kick significantly harder. The increased lag on both moves make her combos have a tighter window but are still doable and she remains a highly viable character.
Forward smash now has a sourspot at close range that has less knockback scaling (109 → 97).
Flip Jump has altered knockback (60/100 → 25/145). This reduces the bury time at lower percents but increases it at higher percents.
Zero Suit Samus can grab earlier after using forward aerial (73 frames → 71).
Zero Suit Samus can grab earlier after using up aerial (75 frames → 59).
The animations for the Grapple Beam have been adjusted.
Flip Jump travels less horizontal distance (horizontal control speed 0.7 → 0.5).
Plasma Whip's hits connect more reliably.
Flip Jump travels more horizontal distance (horizontal control speed 0.5 → 0.7), reverting to its pre-3.0.0 behavior.
Down aerial no longer has its downward movement disabled when used out of hitstun, though Zero Suit Samus still falls slower when using the move out of hitstun due to her vertical air friction not being disabled.
Flip Jump's burying hitbox is no longer active during landing lag if Zero Suit Samus lands before the hitbox is deleted.
Overall shield size has been increased.
Flip Jump's burying hitbox has much less knockback (25 base/145 scaling → 10/90), significantly reducing its bury duration, to the point opponents can mash out and escape KO setups into Boost Kick even at high percents.
Zero Laser's final hit lasts three additional frames.
Neutral aerial has more landing lag (6 frames → 8).
Boost Kick has more startup lag (frame 4 → 6).
Moveset
For a gallery of Zero Suit Samus' hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 1.5% | A knifehand strike, followed by a pistol-whip with her Paralyzer, followed by a 12-6 elbow. It is tied with Little Mac for the fastest jab, coming out instantly on frame 1. The first hit can lock, but the height of the hitbox causes it to miss small or crouching opponents on non-slanted terrain. It also has a poor damage output, only doing a total of 6% if all three hits connect. Its main purpose is to disrupt grounded approaches or combos, as well as finish a combo on its own due to its instantaneous startup. | ||
1.5% | ||||
3% | ||||
Forward tilt | ↗ | 8% (leg), 6.5% (body) | A roundhouse kick. It can be angled. The down-angled version may cause tripping at low percentages. Its main usage is for spacing, due to its overall low lag and average knockback. | |
→ | 7% (leg), 6% (body) | |||
↘ | 8% (leg), 6.5% (body) | |||
Up tilt | 5% (hit 1), 7% (hit 2) | A butterfly kick performed from a variation of the 2000 (a breakdancing move) followed by an upward scissor kick. It hits on frame 3, making it Zero Suit Samus' fastest tilt attack. It is also one of only two moves that hit in front of and behind her, with the other being neutral aerial, making it a good replacement to her down smash to hit both sides. | ||
Down tilt | 8% (leg), 6% (foot) | A legsweep. This lowers her hurtbox more than her crouch, allowing her to duck under most projectiles with proper timing. It works as a decent combo starter, being able to combo into forward aerial, up aerial, and a dashing up smash at low percentages. | ||
Dash attack | 8% (clean), 5% (late) | Activates her Jet Boots to perform a jet-propelled knee strike. It functions very well as a burst option and a whiff punish, due to it coming out on frame 7. However, it does not have much of a function otherwise, as it lacks KO potential, and has too much ending lag to be able to be used for combos. | ||
Forward smash | 5% (hit 1), 11% (hit 2) | A mid-level sidekick followed by a spinning sidekick 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; the only change is that it has slightly higher knockback scaling. Her side smash can be angled, but only the second kick changes in angle. It is often considered one of the worst forward smashes among the cast, because, despite its moderate startup, it is extremely weak, and it has very high ending lag despite this, making it a high-risk move with low reward. | ||
Up smash | 4% (hit 1), 0.8% (hits 2-6), 3% (hit 7) | Spins in place while twirling her Plasma Whip overhead. It possesses surprisingly high hitstun with low ending lag, making it a solid combo starter at low to mid percents, while still possessing decent kill power. It's also a very strong anti-air, as the attack has a huge disjoint above Samus's head. All of this, combined with its long-lasting, disjointed hitbox, make it commonly considered among the best up smashes in the game. | ||
Down smash | Slant Paralyzer | 8% (near), 6% (far) | Aims her Paralyzer downward in front of herself and fires a paralyzing energy blast at the ground. This move has poor KO potential, instead, it is used to initiate combos. The move has slow startup as it comes out on frame 20, but has very low ending lag with only 17 frames of cooldown which makes it excellent for leading into other moves such as Boost Kick for a potential KO at high percents. Opponents are paralyzed much longer at higher percentages. It can 2-frame punish opponents, giving her true followups if it is timed correctly. Based on the ability to shoot her Paralyzer downward in Metroid: Zero Mission. | |
Neutral aerial | 8% | Spins in midair, swinging her Plasma Whip laterally around herself. It is often considered her best aerial and one of the best neutral aerials in the game for a multitude of reasons; the most notable of which is its combo potential. It can combo into all of her aerials in a very wide range of percentages, starting at 0%, and at high percentages (around 80%), it has a KO confirm into back aerial. At lower percentages (around 40-60%), it has a notorious KO setup into Flip Kick, although it is sometimes inconsistent because of the sweetspot's small hitbox. Another reason it's so versatile is that it's extremely difficult to punish when landing with the move; against shield, its electric properties and disjointed range make it difficult to punish, even on whiff or out of a parry. On shield, it is -4 at best, making it safe against out-of-shield options that can even be as fast as frame 5. Combining all of this together, it adds up to be one of Zero Suit Samus's best moves overall. | ||
Forward aerial | 5% (hit 1), 7% (hit 2) | A hook kick followed by a roundhouse kick. At very high percents, the first hit has trouble connecting into the second hit; however, this, in return, makes it a good combo starter on landing. At low percentages, it can combo into up smash, another forward aerial, and forward tilt. At high percentages, it has KO confirms into back aerial, Boost Kick and Flip Kick. The attack by itself is decently strong, KOing offstage at around 100%. Because of ZSS's ability to go very far offstage and still be able to recover, it can KO even earlier. | ||
Back aerial | 12% (foot), 10% (leg) | A spinning hook kick. Very high knockback for an attack of its type, being able to KO opponents earlier than all her uncharged smash attacks. It works very well as a combo finisher and KO confirm, being able to combo out of her landing neutral aerial, the first hit of her forward aerial, and her up aerial. | ||
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, and low landing lag, it boasts excellent juggling potential. | ||
Down aerial | Slash Dive | 6%, 5.5% (landing) | A diagonal flying kick, similar to Sonic and Sheik's down aerials, though unlike most moves of its kind, it meteor smashes throughout its entire duration. Has the slowest startup lag of all of her aerials. Due to this move being a stall-then-fall, it is extremely risky to use off-stage, leading to a self-destruct in most cases, though its aforementioned properties make it effective as a quick and unexpected sacrificial KO, as the opponent will be KO'd first if hit below the ledge. Even when she lands on the ground, there is a high landing lag, making it easy to punish. Despite this, its extremely fast descent speed can enable it to counter a juggle if there is sufficient distance between Zero Suit Samus and the opponent. | |
Grab aerial | Plasma Whip | 5% | Lashes in front of her with the Plasma Whip. It shares most of the same combos and KO confirms that her neutral aerial has, such as her back aerial and Flip Kick at high percentages; however, due to its lower knockback, it has an additional KO setup into Boost Kick. | |
Grab | Plasma Whip | — | Performs a kneeling lunge to unfurl the Plasma Whip. A hitbox appears at her hand, allowing her to grab opponents with less lag. | |
Pummel | 1.3% | A knee strike. | ||
Forward throw | 5% (hit), 4% (throw) | Kicks the opponent away. It is arguably her most useful throw, as it is essential to her excellent tech-chasing capabilities due to its very low launch angle. It can even combo into dash attack against some characters, although the window for it to be true is rather tight. | ||
Back throw | 2% (hit), 6% (throw) | A mid-level roundhouse kick. It can get opponents offstage, and, if the opponent's reaction is read, it can combo into Flip Kick; however, this combo is extremely risky, as Zero Suit Samus has a very good chance to self-destruct if the Flip Kick misses due to its high ending lag. | ||
Up throw | 2% (hit), 8% (throw) | A backflip kick. The most damaging out of all of her throws, as well as her strongest throw; however, it doesn't KO middleweights until around 165%. To make up for this, however, it has an extremely fast startup, making it impossible to react to with DI. | ||
Down throw | 4% (hit), 4% (throw) | Pins the opponent on the ground, and performs an ax kick. Its high ending lag and average knockback make it a poor combo starter; the only way it can combo into attacks is to read the opponent's reaction. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | A modified butterfly kick performed from a windmill (a breakdancing move). | ||
Floor attack (back) Floor getups (back) |
7% | Same as her frontal floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | Performs a spinning low-level roundhouse kick. | ||
Edge attack Edge getups |
9% | Performs a low-level roundhouse kick while climbing up. | ||
Neutral special | Paralyzer | 4~6% | Assumes a kneeling position to fire a paralyzing energy blast from her weapon. It can be charged, which increases its damage output the duration of its paralysis but at the cost of lowered speed. Targets hit by paralysis cannot be paralyzed again until making contact with the stage. | |
Side special | Plasma Whip | 2% (arm), 3.2% (whip, base), 1.2% (whip, middle), 4% (whip, held tip), 8% (whip, pressed tip) | Performs a kneeling lunge to unleash the Plasma Whip forward in a swirling motion. The whip hits repeatedly, while its sweetspot, which is located at the whip's tip, launches opponents away, and can KO at high percentages. Alternatively, holding down the special move button will have the tip of the whip snap upwards, knocking opponents up and towards her. While the held version deals less damage, it gives Zero Suit Samus an opportunity for followups. | |
Up special | Boost Kick | 5% (hit 1), 1.2% (hits 2 - 6), 4% (hit 7) | Activates her Jet Boots to perform a jet-propelled diagonal split-legged flying kick, followed by a spinning hook kick. One of her best KO moves against a midair opponent. It can also be angled forward or backward, which allows it to catch an opponent's air dodge, rolls, and edge get-up reactions. The move is also a great out of shield option as it is very fast at frame 6 and is a potential KO option at high percents, although the hitbox is directly in front of Zero Suit Samus and is very small, limiting its utility as an OoS option to very close range as it will very likely lead to a punish if it is whiffed. | |
Down special | Flip Jump | 8% (stomp), 14% (kick) | A 720° Ce Kong Fanfootstool stomp, which buries grounded opponents and meteor smashes aerial opponents. Pressing the attack or special buttons makes her perform a diagonal flying kick, which is very powerful. The flying kick also has a sweetspot at her foot that can meteor smash aerial opponents but has slightly less knockback against aerial opponents. Overall, due to its sheer versatility as a combo finisher, recovery option, and an excellent tool for breaking out of disadvantage, it is commonly considered one of the best moves in the game and is arguably Zero Suit Samus’ best move. | , 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|
Final Smash | Zero Laser | 1.2/1.6% (laser loop), 20/25% (final burst) | Zero Suit Samus leaps up, rising into the air, then appears atop her Gunship in the background, wearing her Power Suit. A player-controlled crosshair then appears, and after a short amount of time (or when the attack button is pressed), the now-suited Samus begins firing her Zero Laser with an area roughly equal to that of the crosshair. Like the version used by her suited counterpart, it hits multiple times. Opponents take more damage closer to the center of the crosshair. At the end of the move, there is a brief pause, then one final burst is fired with enough power to launch opponents. Once the move concludes, Samus reverts to her Zero Suit and returns to her previous position. |
On-screen appearance
- Jumps out of her Gunship and uses her Jet Boots to briefly hover before landing.
Taunts
- Up Taunt: Tosses her Paralyzer into the air, spins once, and catches it behind herself while saying "Is that all?"
- Side Taunt: Swings the Plasma Whip in a circular motion while saying "Try me."
- Down Taunt: Holds her Paralyzer near her waist, and then performs a pirouette while twirling the Plasma Whip around her body and saying "You're mine."
Idle poses
- Stands up straight and looks around, holding her Paralyzer towards her face.
- Makes configurations to her Paralyzer.
Crowd cheer
Victory poses
- Left: Slashes the air twice with her Plasma Whip and says "Be still."
- Up: Uses Flip Jump and then performs a jet-propelled somersault while grunting.
- Right: Performs a stretch kick and then swings her leg into position to perform a modified passé while grunting. Her leg motions and ending pose seems to "draw out" her series symbol, with the stretch kick being the "circle" and the ending pose being the "S".
In competitive play
When Ultimate was released, Zero Suit Samus was considered to be moderately nerfed from her last appearance, where she was a top-tier character. Many of her tools were watered down, most notably her throw combos and ladder setups. This resulted in her being viewed as a mid-tier character at best while having low tournament representation in the West, although her representation and reputation in Japan were much higher to begin with.
As the meta advanced, many dedicated players such as Kuro, Choco, Juice, and Marss have achieved outstanding tournament results with her, which was helped by nerfs to her most difficult matchups such as Pichu and Olimar. Particularly, Marss has dominated with the character, defeating players such as MkLeo, Samsora, Nairo, Dabuz, Light, ESAM, and Maister, while also being able to consistently make it to Top 8 at premier tournaments, even winning GENESIS 7. As a result, Zero Suit Samus' reception has been considerably better, being a top-tier character in the general consensus, as stated by professionals such as ZeRo, Mew2King and Dabuz. Maister even claims she is the best character in the game. Zero Suit Samus' representation is very strong in Japan, so a large number of top Japanese players consider her to be the best as well.
However, this is debatable as Zero Suit Samus had received nerfs. These nerfs include more landing lag to her neutral air, more start-up lag to boost kick, and a shorter bury duration to flip kick. Some players such as Dabuz, ESAM and even Marss and shky claim that these nerfs are substantial enough for her to no longer be top 10. Currently, her tier placement is debatable, but it is still widely agreed that she is at least top-tier.
Most historically significant players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
See also: Category:Zero Suit Samus professionals (SSBU)
Choco (#26) - One of the best Zero Suit Samus players in Japan. Placed 3rd at Umebura SP 5, 5th at Umebura SP 4, and 9th at Umebura SP 2, Umebura SP 7 and Umebura Japan Major 2019 with wins over players such as Gackt, Shuton, and Tea.
Es - Placed 7th at TSC 11, 17th at both Umebura SP 3 and Umebura SP 6, and 49th at Umebura SP 5 with wins over players such as shky, Songn, and Nanchan. Currently ranked 58th on the Japan Player Rankings.
Exodia - One of the best Zero Suit Samus players in Canada. Placed 1st at both Animethon 26 and Salt Flats 2020, 2nd at Smash at The Comic Strip: Punching Up, 3rd at SKL: Prairie Pummel, and 5th at Battle of BC 3 with wins over players such as Big D, Ouch!?, and Alphicans. Currently ranked 18th on the Smash Canada Rankings Ultimate.
Lights - One of the best Zero Suit Samus players in Canada. Placed 7th at VORTEX, 13th at Play With Heart, 17th at The Big House 9, and 33rd at both CEO 2019 and Frostbite 2020 with wins over players such as MVD, MuteAce, and Lui$. Currently ranked 12th on the Smash Canada Rankings Ultimate. He was also considered the best player online during the first two seasons of the Wi-Fi Warrior Rank and continues to be a strong force, placing 13th at both The Quarantine Series: Major Tournament 1 and Get On My Line 2020 as well as 25th at Soaked Series Invitational. Currently ranked 32nd on the Wi-Fi Warrior Rank v6.
Kuro (#18) - One of the best Zero Suit Samus players in the world. Placed 1st at Umebura SP 6, 7th at both EGS Cup 2 and Umebura SP 7, 9th at EGS Cup, and 17th at both Umebura SP 3 and Umebura SP 4.
Marss (#5) - The best Zero Suit Samus player in the world. Placed 1st at GENESIS 7, 3rd at Pound 2019, MomoCon 2019, and Mainstage, and 4th at Super Smash Con 2019.
Nairo (#4) - Used Zero Suit Samus as a secondary alongside Palutena, and was considered one of the best Zero Suit Samus players in the world but has since become inactive. Placed 1st at Let's Make Big Moves, 4th at both Let's Make Moves and 2GG: Prime Saga, and 5th at MomoCon 2019.
shky - One of the best Zero Suit Samus players in Japan. Placed 2nd at Maesuma TOP 1, 4th at Kagaribi, 7th at EVO Japan 2020, 9th at Umebura SP 4, and 17th at both Umebura Japan Major 2019 with wins over players such as Gackt, Kameme, and Kuro. Currently ranked 18th on the Japan Player Rankings.
sirjon - The best Zero Suit Samus player in Europe. Placed 2nd at Unismash 7: Ultimate Birthday, 3rd at Calyptus Cup X: Powwer Up, 4th at Calyptus Cup X: Purple Age, 25th at Albion 4, and 33rd at Syndicate 2019 with wins over players such as Light, Space, and Flow. Currently ranked 21st on the European Smash Rankings.
Yamanyon - Placed 7th at EGS Cup, 13th at Umebura SP 2, 17th at Umebura SP 3, and 25th at Umebura Japan Major 2019, Umebura SP 5, and Umebura SP 6 with wins over players such as Lea, Kuro, and Raito. Currently ranked 62nd on the Japan Player Rankings.
Classic Mode: Grapplers! Whips! Claws!
Zero Suit Samus's opponents are largely characters who use tether grabs or recoveries. The only exception is Little Mac, who represents the theme of "wires" by using his wireframe outfit.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | ![]() ![]() |
Skyloft | Dark World (for 3DS / Wii U) | |
2 | ![]() |
Spear Pillar | Pokémon Gym/Evolution - Pokémon Red / Pokémon Blue | Ivysaur's Pokémon Trainer is absent. |
3 | ![]() |
Brinstar Depths | Theme of Samus Aran, Space Warrior | |
4 | ![]() |
Peach's Castle | Super Mario World Medley | |
5 | ![]() ![]() |
Dracula's Castle | Simon Belmont Theme (The Arcade) | |
6 | ![]() ![]() |
75m (Battlefield form) | Tunnel Scene - X | Horde Battle. Items do not appear. |
Bonus Stage | ||||
Final | Master Hand | Final Destination | Master Hand (Less than 7.0 intensity) Master Hand / Crazy Hand (Intensity 7.0 or higher) |
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand. |
Credits roll after completing Classic Mode. Completing it as Zero Suit Samus has Theme of Samus Aran, Space Warrior accompany the credits.
Role in World of Light
Although Zero Suit Samus does not appear in the World of Light opening cutscene, she was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light. Zero Suit Samus' awakening battle is separate from that of Samus, who is vaporized in the opening cutscene.
Zero Suit Samus can be found and awakened in the upper-right volcanic area in the World of Light after defeating the Metroid spirit.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
29 | Zero Suit Samus | ![]() |
7,500 | Brinstar Depths (Ω form) | Theme of Samus Aran, Space Warrior |
Spirit
Zero Suit Samus's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Zero Suit Samus has been unlocked. Unlocking Zero Suit Samus in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Her fighter spirit has an alternate version that replaces it with her artwork in Ultimate.
While Samus herself appears in a number of spirits, including an unarmored "Young Samus" spirit portrayed by a Zero Suit Samus puppet fighter, the Zero Suit itself only appears in Zero Suit Samus' fighter spirit.
In Spirit battles
As the main opponent
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
242 | Urbosa | The Legend of Zelda Series | •Zero Suit Samus ![]() |
![]() |
4,400 | Gerudo Valley (Battlefield form) | •Item: Lightning •Hazard: Zap Floor |
•The floor is electrified •Stamina battle •The enemy starts the battle with a Killing Edge |
Main Theme - The Legend of Zelda: Breath of the Wild | ||
274 | Young Samus | Metroid Series | •Zero Suit Samus ![]() •Snake ![]() |
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3,400 | Frigate Orpheon | N/A | •The enemy falls slowly | Theme of Samus Aran, Space Warrior | ||
595 | Jody Summer | F-Zero Series | •Zero Suit Samus ![]() •Captain Falcon ![]() |
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9,400 | Big Blue | N/A | •The enemy has increased move speed and reduced weight | White Land (Remix) | ||
645 | Lyn | Fire Emblem Series | •Zero Suit Samus ![]() |
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9,400 | Gaur Plain (Battlefield form) | •Attack Power ↑ •Assist Trophy Enemies (Lyn) |
•Hostile assist trophies will appear •The enemy has increased attack power when the enemy's at high damage •The enemy starts the battle with a Killing Edge |
Attack - Fire Emblem | ||
728 | Mimicutie | Kid Icarus Series | •Zero Suit Samus ![]() |
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1,700 | Skyworld | •Item Tidal Wave | •The enemy's kicks and knee strikes have increased power •The enemy favors side smash attacks •Certain items will appear in large numbers after a little while |
In the Space-Pirate Ship | ||
754 | Meryl Silverburgh | Metal Gear Solid Series | •Zero Suit Samus ![]() |
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1,700 | Shadow Moses Island | •Sudden Damage | •All fighters occasionally take sudden damage after a little while | Encounter | ||
757 | Rosemary | Metal Gear Solid Series | •Zero Suit Samus ![]() |
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1,600 | Living Room | •Defense ↓ •Item: Food |
•All fighters have reduced defense after a little while | MGS4 ~Theme of Love~ | ||
760 | The Boss | Metal Gear Solid Series | •Zero Suit Samus ![]() |
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13,900 | Garden of Hope (Ω form) | •Defense ↑ •Hazard: Poison Floor |
•The floor is poisonous •Timed stamina battle (2:00) •The enemy has increased defense when the enemy's at high damage |
Snake Eater | ||
761 | EVA | Metal Gear Solid Series | •Zero Suit Samus ![]() •Snake ![]() |
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3,600 | Garden of Hope | •Item: Food | •Defeat the main fighter to win •The enemy becomes more powerful after eating |
Snake Eater | ||
918 | Mega Man Zero | Mega Man Zero Series | •Zero Suit Samus ![]() |
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9,400 | Midgar (hazards off) | •Assist Trophy Enemies (Zero) | •Stamina battle •Hostile assist trophies will appear •The enemy starts the battle with a Beam Sword |
Zero (Theme of ZERO (from Mega Man X)) | ||
955 | Sharla | Xenoblade Chronicles Series | •Zero Suit Samus ![]() |
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3,700 | Gaur Plain | •Item: Ray Gun | •The enemy's shooting items have increased power •The enemy starts the battle with a Ray Gun |
Gaur Plain | ||
971 | Poppi α | Xenoblade Chronicles Series | •Zero Suit Samus ![]() •Daisy ![]() •Mii Gunner ![]() |
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3,800 | Midgar (hazards off) | •Assist Trophy Enemies (Jeff) | •Hostile assist trophies will appear after a little while •Reinforcements will appear after an enemy is KO'd •The enemy starts the battle with a Beam Sword |
Still, Move Forward! | Poppi QTπ | |
980 | Chun-Li (Street Fighter Alpha) | Street Fighter Series | •Zero Suit Samus ![]() |
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3,600 | Onett (Ω form) | •Jump Power ↓ | •The enemy's kicks and knee strikes have increased power •Stamina battle •All fighters have reduced jump power |
Chun-Li Stage Type B | ||
1,202 | Alexandra Roivas | Eternal Darkness: Sanity's Requiem | •Zero Suit Samus ![]() |
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1,800 | Luigi's Mansion | •Hazard: Screen Flip | •The screen will suddenly flip when the enemy's at high damage | Main Theme - Luigi's Mansion (Brawl) | ||
1,296 | Shantae | Shantae Series | •Zero Suit Samus ![]() |
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9,400 | Pirate Ship | •Item: Transforming Types | •The enemy's battering items have increased power •The enemy starts the battle with a Killing Edge |
Mob Smash | ||
1,311 | Ann Takamaki | Persona Series | •Zero Suit Samus ![]() •Giant Peach ![]() |
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4,500 | Castle Siege (Throne Room) | •Item: Fire Flower | •Defeat the main fighter to win | Last Surprise | ||
1,350 | High Line (Guns Empress) | DAEMON X MACHINA | •Tiny Zero Suit Samus ![]() •Ridley ![]() |
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4,200 | Halberd | •Move Speed ↑ •Assist Trophy Enemies (Jeff) •Item: Shooting Types |
•Hostile assist trophies will appear •The enemy has increased move speed after a little while •Reinforcements will appear after an enemy is KO'd |
Metalopod | Guns Empress | |
1,353 | S-Tetrimino & Z-Tetrimino | Tetris Series | •Zero Suit Samus ![]() •Samus ![]() |
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4,300 | Mushroom Kingdom U (Slide Lift Tower) | •Sudden Final Smash •Item: Screw Attack |
•The enemy will suddenly have a Final Smash | Chill (for 3DS / Wii U) | Z-Tetrimino | |
1,376 | ASTRAL CHAIN Hero (Female) | ASTRAL CHAIN | •Zero Suit Samus ![]() •Metal Shulk ![]() |
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9,500 | Final Destination | •Item: Black Hole | •Defeat the main fighter to win •The enemy favors special moves |
Main Theme - METAL GEAR SOLID PEACE WALKER | ||
1,451 | Shiva | FINAL FANTASY Series | •Zero Suit Samus ![]() |
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7,300 | Summit (Battlefield form) | •Assist Trophy Enemies (Krystal) •Item: Freezie |
•Hostile assist trophies will appear after a little while •The enemy is easily distracted by items |
JENOVA | ||
1,480 | Nina Williams | Tekken Series | •Zero Suit Samus ![]() •Mii Gunner ![]() |
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3,700 | Shadow Moses Island (hazards off) | N/A | •Defeat the main fighter to win •Reinforcements will appear during the battle |
Karma |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
238 | Zelda (Breath of the Wild) | The Legend of Zelda Series | •Zelda ![]() •Link ![]() •Inkling ![]() •Donkey Kong ![]() •Falco ![]() •Zero Suit Samus ![]() |
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9,200 | Great Plateau Tower | N/A | •Stamina battle •Reinforcements will appear after an enemy is KO'd •Defeat an army of fighters |
Main Theme - The Legend of Zelda: Breath of the Wild | Urbosa | |
288 | Adam Malkovich | Metroid Series | •Snake ![]() •Zero Suit Samus ![]() |
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1,600 | Shadow Moses Island | N/A | •Defeat the main fighter to win | Theme of Samus Aran, Space Warrior | Young Samus Aran | |
1,306 | Phantom Thieves of Hearts | Persona Series | •Joker ![]() •Pikachu ![]() •Captain Falcon ![]() •Zero Suit Samus ![]() •Chrom ![]() •Sheik ![]() |
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13,300 | Mementos (Haru Okumura background, hazards off) | •Sudden Final Smash •Item: Daybreak Parts |
•The enemy will suddenly have a Final Smash when the enemy's at high damage •Reinforcements will appear during the battle |
Wake Up, Get Up, Get Out There | Ann Takamaki / Panther | |
1,328 | Hero's Comrades | DRAGON QUEST Series | •Ike ![]() •Tiny King Dedede ![]() •Zero Suit Samus ![]() •Sheik ![]() •Tiny Robin ![]() •Zelda ![]() •Link ![]() |
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13,300 | Yggdrasil's Altar | N/A | •The enemy has increased melee-weapon damage and move speed •The enemy's smash attacks have increased power •Stamina battle |
The Hero Goes Forth with a Determination | Jade |
Alternate costumes
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Gallery
Zero Suit Samus on Wrecking Crew.
Performing down smash on Frigate Orpheon.
Posing behind her Power Suit on Gaur Plain.
Crawling with Snake on Shadow Moses Island.
Using her back aerial on Sheik on Luigi's Mansion.
Sora, Captain Falcon, and Zero Suit Samus facing off against the Dark Emperor in Find Mii.
Fighter Showcase Video
Trivia
- Ridley's reveal trailer marks Zero Suit Samus' first appearance in a cinematic CGI Smash trailer since Super Smash Bros. Brawl.
- Despite no longer being linked by in-battle transformation, Zero Suit Samus temporarily dons the Varia Suit during her Final Smash.
- This makes Zero Suit Samus the only playable alter-ego of a different character to make a limited appearance as said character during her Final Smash only.
- Zero Suit Samus is the only alternate incarnation or alter-ego of a starter character to not be in that character's Classic Mode character unlock sequence, as she is in Fox's rather than Samus'. This may be due to her unique moveset, as Dr. Mario, Young Link, Toon Link and Pichu are all clones or semi-clones.
- For unknown reasons, Zero Suit Samus's taunt voice clips aren't present in the Sound Test, making her the only character with this distinction.
- Zero Suit Samus is one of four characters that has appeared in all games with Final Smashes to have a different Final Smash in all of them; the other three are Pit, King Dedede, and R.O.B.. Coincidentally, they all debuted in Brawl.
- In the Japanese version, non-Japanese voice actors and actresses are credited without any transliteration to Japanese in the Sound Test. In the case of Zero Suit Samus, Alésia Glidewell's name was cut short, resulting in "Alesia Glidew". This has since been fixed.
- On the character selection screen, the icon in the Japanese version shows Zero Suit Samus' name within only one row, while in the English version it is shown with two rows. She shares this trait with Captain Falcon, Mr. Game & Watch, Pokémon Trainer, Wii Fit Trainer, Rosalina & Luma, the Mii Fighters, Piranha Plant and Banjo & Kazooie.
- Zero Suit Samus' character showcase video, unlock battles and Classic Mode credits use "Theme of Samus Aran, Space Warrior" from Super Metroid, a game where the Zero Suit did not yet exist. This may be a reference to how Samus would appear in various states of undress during the game's ending sequence, as "Theme of Samus Aran, Space Warrior" serves as the end credits theme for that game.
- This is the first game where Zero Suit Samus's default head icon depicts her hair tie as its natural red, as both previous depictions have matched the Zero Suit's cyan. She shares this trait with Peach.
- If Zero Suit Samus charges a smash attack while holding a Star Rod, she will not vibrate in place during the animation. This also applies to Byleth if they charge a smash attack while holding a Death's Scythe.
- If Zero Suit Samus starts charging her forward smash, the flashing effects will be focused on her handgun instead of her left leg. This is a carryover from Brawl, where she uses her handgun for her previous forward smash. This was also present in Smash 4.
- Despite having characters who use tether grabs or recoveries, Ice Climbers, Lucas, Luigi and Isabelle do not appear in Zero Suit Samus's Classic Mode route (excluding Samus, as Samus and Zero Suit Samus are the same individual, as well as Joker, Byleth and Min Min as they are all DLC).
Notes
- 1.^ translates to "Aerial Cartwheel" or "Side Somersault"
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Fighters | Samus (SSB · SSBM · SSBB · SSB4 · SSBU) · Zero Suit Samus (SSBB · SSB4 · SSBU) · Ridley (SSBU) · Dark Samus (SSBU) |
Assist Trophies | Metroid · Dark Samus · Mother Brain |
Bosses | Ridley · Meta Ridley |
Stages | Planet Zebes · Brinstar · Brinstar Depths · Frigate Orpheon · Norfair · Pyrosphere Brinstar Escape Shaft (Adventure Mode) |
Item | Screw Attack · Power Suit Piece |
Enemies | Geemer · Kihunter · Metroid · Reo · FG II-Graham · Joulion · Zero |
Other | Gunship · Kraid |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Metroid · Super Metroid |