Super Smash Bros. 4

Zero Suit Samus (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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
MetroidSymbol.svg
Universe Metroid
Other playable appearance in Brawl


Availability Starter
Final Smash Gunship
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 that appears in Super Smash Bros. 4. She was confirmed in the Super Smash Bros. Direct on April 8, 2014, a decade to the same day Metroid: Zero Mission was released in Europe in 2004. Like Sheik, she is now a completely separate character from Samus, meaning the two cannot transform under any circumstances.

She is once again voiced by Alesia Glidewell, via reused voice clips from Brawl.

Changes from Brawl

Despite being a high tier character in Brawl, Zero Suit Samus appears to have been heavily buffed overall in her transition from Brawl to Smash 4, but not without some nerfs. While her Plasma Whip lost its reliable KO potential, she receives few more KO options to compensate such as increased knockback on her new forward smash and her new up special called Boost Kick. Less stun time on her down smash makes it more difficult to follow up on other attacks, but she gains more follow up options thanks to her faster down throw. Boost Kick improves her recovery and gives her a new out-of-shield option. She gains more spacing and recovery option thanks to her new grab aerial.

Aesthetics

  • Change Her aesthetic design, like her armored form, is mainly based on her appearance in Metroid: Other M, though she still retains her taller and more athletic build, blue eyes, and hair style from Zero Mission. Her model is now also equipped with jet boots and some metal bracelets, and has a set of alternate costumes based on her appearances in the endings of Metroid: Zero Mission and Metroid Fusion.
  • Change Zero Suit Samus has a wider range of facial expressions, such as a grimace with one eye closed when attacking and a dull, open-mouthed expression after tripping. Her mouth movements in general are also more clearly visible.

Attributes

  • Change Unlike in Brawl, she is a completely separate character from Samus, and the two can no longer transform into each other in any circumstance.
  • Nerf Since she is no longer connected to Samus, she cannot use Power Suit Pieces, removing her powerful early-game item play.
  • Change New "Jet Boots" provide aesthetic changes to some attacks and practical changes to others.
  • Nerf Zero Suit Samus jumps slightly lower, reducing vertical recovery.
  • Buff Zero Suit Samus dashes faster (1.93 → 2.1).
  • Buff Zero Suit Samus walks faster. (1.33 → 1.4).
  • Buff Zero Suit Samus's air speed is higher (1.034 → 1.2).
  • Change Zero Suit Samus falls faster (1.43 → 1.7).

Ground attacks

  • Nerf Jab combo deals 1% less damage (7 → 6%).
  • Buff Third hit of jab combos better.
  • Change Dash attack is now a flying knee instead of a flying kick. It deals more damage (7 → 8%) but has less range and is laggier.
  • Change Forward tilt damage values are different (6/6/9 → 8/7/8).
  • Buff Up tilt deals 1% more damage (11 → 12%) and has slightly stronger growth (80 → 90).
  • Buff Down tilt has an added sweetspot hitbox that deals 8%.
  • Buff Zero Suit Samus has a new forward smash, which is now a double kick forward. Compared to the old forward smash it comes out faster (frame 20 → frame 16), the second hit has stronger knockback (35 base/100 growth → 28 base/109 growth), and it overall deals more damage (13 → 16%).
  • Nerf New forward smash has decreased reach, and can no longer hit opponents standing directly behind her.
  • Nerf Up smash deals 1% less damage (12 → 11%), albeit with its knockback compensated.
  • Buff Up smash is harder to SDI out of.
  • Nerf Down smash deals less damage (11 → 8/6%), weakening the powerful utility it had in Brawl, although its knockback was compensated.

Aerial attacks

  • Change Neutral aerial is now properly affected by stale-move negation.
  • Nerf Neutral aerial comes out slower (frame 6 → frame 10).
  • Nerf Forward air does much less damage (17 → 12) without proper compensation on its knockback.
  • Buff Due to its reduced power, forward aerial is a better combo attack (most notably out of a down throw) and both hits can land easier.
  • Nerf Back aerial deals less damage (13/12/12 → 12/10%), though with its knockback (mostly) compensated.
  • Nerf Back aerial has more landing lag (9 frames → 11 frames).
  • Nerf Up aerial deals less damage (10 → 8%) without proper compensation on its knockback.
  • Nerf Up aerial's start up is slower (frame 4 → frame 6).
  • Buff Down aerial has less landing lag (40 frames → 30 frames).
  • Buff Down aerial has slightly more base knockback (30 → 35), deals more damage (5/4 → 6/5%), and the landing hitbox has more growth (90 → 110).
  • Buff Zero Suit Samus now has a grab aerial, where she fires her Plasma Whip forward. Like most grab aerials, it has long horizontal range and no landing lag, and can be used to tether edges.

Throws/other attacks

  • Buff Her grab has much less ending lag.
  • Nerf Her grab has shorter range.
  • Nerf All throws are stronger, which weakens Zero Suit Samus's follow-up options after a grab at higher percentages.
  • Buff Forward and back throws have less base knockback, which allow her to follow with a dash attack at lower percentages.
  • Buff Down throw is faster and leads into aerials more efficiently.

Special moves

  • Change Zero Suit Samus fires Paralyzer in an altered pose.
  • Nerf Plasma Whip deals much less damage (19 → 8) and is no longer a reliable KO option outside of stage spikes and edgeguarding.
  • Buff New up special: Boost Kick, an upwards-moving dive kick deals multiple hits leading into a finishing blow. It has much more utility than Plasma Wire and is extremely powerful (KOing below 100% near the ledge). It can be used for punishing rolls, mindgames, and as a fatal combo finisher out of up aerial, down smash, Flip Jump (on grounded opponents at the end of move's arc), and down throw at high percentage. It is also a good out of shield option.
  • Nerf Boost Kick lacks a meteor smash effect. It also doesn't reach quite as far vertically as Plasma Wire did, reducing Zero Suit Samus's recovery slightly.
  • Buff Flip Jump can now bury opponents.
  • Change Flip Jump now produces an afterimage graphical effect. Zero Suit Samus also bounces off of her opponent once she connects.
  • Change Zero Suit Samus has a new Final Smash involving her jumping into her Gunship and firing from the front of the screen, similar to Snake's Final Smash in Brawl.

Moveset

  Name Damage Description
Neutral attack   1.5% Palm strike, pistol whip, elbow. It is notable for having the fastest start up of any jab (tied with Little Mac). It activates on frame 1 making it incredible for interrupting attacks.
1.5%
3%
Forward tilt   8% (leg), 6.5% (body) An around-the-body kick.
7% (leg), 6% (body)
8% (leg), 6.5% (body)
Up tilt   5% (hit 1), 7% (hit 2) Does a handstand split while spinning in place, legs moving up vertically.
Down tilt   8% (leg), 6% (foot) A prone leg-sweep.
Dash attack   8% (clean), 5% (late) Does a flying knee forward.
Forward smash   5% (hit 1), 11% (hit 2) Does a double kick forward. The second hit has a visible sweetspot, being the small burst of fire at the tip of Samus' foot, which is stronger and deals flame damage.
Up smash   4% (hit 1), 0.8% (hits 2-6), 3% (hit 7) Spins in place, extending the Plasma Whip up above her head in a swirl. Hits multiple times, has long vertical disjointed range and decent horizontal range, and fast startup. Only the tip of the plasma whip does knockback.
Down smash   8% (near), 6% (far) Aims down and shoots her gun at the ground in front of her. Only hits in front. Low damage and delayed knockback, but paralyzes the target for a short time. Unique attack that can be followed up by a side smash, a grab or another move. The shot is a projectile.
Neutral aerial   10% (hit 1), 10% (hit 2) Spins the Plasma Whip around herself.
Forward aerial   5% (hit 1), 7% (hit 2) Two forward kicks, with the second being stronger and slightly faster than the first.
Back aerial   12% (foot), 10% (leg) Backward kick, has high knockback.
Up aerial   8% Flip kicks both legs above her head.
Down aerial   6% (aerial), 5% (grounded), 5.5% (landing) A stall-then-fall. Samus stalls momentarily in midair, and then shoots down diagonally (similar to Sonic and Sheik's down aerials).
Grab aerial   3% (early), 6% (clean) Fires her Plasma Whip forward. Long horizontal range and no landing lag.
Grab  
Pummel   2% Knees her victim.
Forward throw   2% (hit 1), 7% (throw) Hits opponent forward with gun.
Back throw   2% (hit 1), 4% (throw) Kicks opponent behind herself.
Up throw   2% (hit 1), 8% (throw) Flips into the air and kicks the opponent upward.
Down throw   2% (hit 1), 5% (throw) Slams opponent on ground and then axe kicks them. Ideal for combos.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  7%
Neutral special Default Paralyzer 4% (uncharged), 6% (charged) Samus pulls out her gun and fires a paralyzing shot. Can be charged for longer stun time.
Custom 1 Blast Shot 2% (uncharged), 3.5% (charged) Higher range and speed, but weaker with no paralyzation.
Custom 2 Electromagnetic Net 0.8% (uncharged most), 1% (uncharged end), 1% (charged most), 2% (charged end) Shot has little range but explodes in an ever-increasing range.
Side special Default Plasma Whip Samus fires the plasma whip from her gun forwards a distance. The whip itself does repeated damage but the tip has a fiery sweetspot, which knocks foes away.
Custom 1 Plasma Dash 2% (per hit) Instead of using her whip, Samus performs a dashing gun strike.
Custom 2 Whip Lash Draws in the opponent instead of pushing them away. Only the tip does anything.
Up special Default Boost Kick 5% (first), 1.3% (loop), 4% (last) A rising jump kick attack, ending with a swift roundhouse. Very powerful when the last kick connects.
Custom 1 Impact Kick 6% (hit 1), 14% (hit 2) The kicks are more powerful, but are performed only twice.
Custom 2 Lateral Kick 5% (first), 1.3% (loop), 5% (last) The move travels more horizontal distance than vertical distance.
Down special Default Flip Jump 8% (footstool), 14% (kick) A quick leaping dodge that can also strike enemies on descent, burying them. Pressing the attack button makes Samus do a reverse kick that has high KO potential.
Custom 1 Shooting Star Flip Kick 8% (footstool), 17% (clean kick), 14% (late kick) The manual kick flies downwards.
Custom 2 Low Kick 4% (footstool), 8% (clean kick), 6% (late kick) The jump attains little height, but more sideways distance.
Final Smash Gunship 0.8% (loop), 10% (last) Samus summons her Gunship from the background and jumps into it as it flies into the foreground. While Samus is piloting her ship, a reticle appears on the screen, allowing her to fire a maximum of five double lasers at any spot she chooses. When enough time has passed or she has fired five lasers, she will return to the stage from the sky, ending the Final Smash.

Victory Fanfare

A flourished remix directly from Brawl based on the sound clip that would play when Samus Aran obtained a new power-up or addition to her Power Suit. It would also play when Samus defeated Ridley and Kraid. It is shared with Samus.

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

Notable players

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Air dodge landing lag standardized from 15 frames to 22.
  • Nerf Uncharged Paralyzer has a few more recovery frames.
  • Nerf Up smash startup: 8 frames → 10
  • Buff Up smash first hitbox length: 1 frame → 2
  • Change Up smash timing: hits on 8, 11, 14, 17, 20, 23, 28-29 → hits on 10-11, 14, 17, 20, 23, 26, 28-29
  • Change Paralyzer (default), when fully charged, now has different effect on grounded versus aerial opponents.
    • Change Grounded opponent angle: 60 → 315

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)

Trophies

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.
Pal Without her Power Suit, Samus Aran may not have her usual strength, specials 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 (02/2004)
Wii: Metroid: Other M (08/2010)
Zero Suit Samus (Alt.)
Ntsc 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.
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 (02/2004)
Wii: Metroid: Other M (08/2010)
Gunship (Zero Suit Samus)
Ntsc 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.
Pal 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!

Gallery