Project M

Zero Suit Samus (PM)

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Zero Suit Samus
in Project M and Project+
File:ZSSPM3.6.png
MetroidSymbol.svg
Universe Metroid
Base game appearance Brawl
Moveset inspiration Zero Suit Samus (SSBB)
Zero Suit Samus (SSBB)
Zero Suit Samus's new costumes in Project M 3.5. Those match the Light Suit, Fusion Suit and Retro Suit Samus costumes.
Artwork of the Justin Bailey costume from Project M 3.5.

Zero Suit Samus is a playable character in the Brawl mod Project M. She was buffed between Brawl and PM, with many new tools given to her to aid in comboing opponents.

Attributes

An icon for denoting incomplete things.

Changes from Brawl to PM

Zero Suit Samus received a mix of buffs and nerfs from Brawl to Project M, but was buffed overall.

Attributes

  • Buff Her short hop is shorter, helping with movement, aerial approaches, and combos.
  • Buff With Project M's improved tether recovery mechanics and a more versatile Flip Jump, Zero Suit Samus's recovery is much more efficient in general.
  • Nerf Opponents can now button mash out of paralysis-inducing moves, causing followups to be harder to perform against quick enough players.
  • Nerf On-screen appearance and transformation from Samus no longer produce Power Suit Pieces as items; these will always vanish when the animations are done, encouraging close-range combat.

Ground Attacks

  • Buff Jab combo has less hitlag making it faster on hit.
  • Buff Forward tilt does more damage, and has drastically increased knockback.
  • Buff Up tilt has more knockback.
  • Buff Forward smash and up smash do much more damage, and the former has higher KO potential and is a good option after a down smash. Hits foes behind her sends them above her, allowing to punish them with aerials.
  • Buff Dash attack does more damage.
  • Nerf Up smash knockback not compensated.

Aerial Attacks

  • Buff Neutral aerial has faster start-up.
  • Nerf Neutral aerial is a slightly weaker KO move.
  • Buff Forward aerial connects much more smoothly especially at higher percents.
  • Nerf Forward aerial does less damage.
  • Buff New down aerial does much more damage, and is no longer a stall-then-fall, but a stomp that bounces her upwards upon connecting. It has overall much more utility than her previous down aerial, easily popping up foes for combos, and also useful for edgeguarding.
  • Buff Back aerial sweetspot is a slightly stronger KO move.
  • Nerf Back aerial sourspot does less damage.

Grabs and Throws

  • Buff Up throw is a better combo starter at lower percents.
  • Nerf Up throw does less damage.

Special Moves

  • Buff Paralyzer can now be dash canceled.
  • Buff Plasma Whip now sends foes diagonally towards her, making it easier to start combos with the move.
  • Nerf Plasma Whip deals less damage and knockback, and is no longer a KO option.
  • Nerf Plasma Wire does much less damage on the ground.
  • Buff Flip Jump gives more horizontal distance, and when used as an attack it acts as her previous down air, except that it makes her fall to the ground faster, does much more damage, and is a better KO move. In addition, pressing or holding the special button near opponents results in Zero Suit Samus footstooling and tripping them, aptly named a "flipstool", giving her a new option for tech-chasing.
  • Nerf Flip Jump gives less vertical distance.
  • Buff Zero Suit Samus has a new Final Smash: Crystal Flash. It functions similarly to Power Suit Samus, but its initiation now produces consecutive-hitting hitboxes that drag foes in, rather than wind, and has a strong hit as she becomes fully cloaked with increased knockback for a total of 43% damage.
    • Buff Crystal Flash can still change into Samus, but now requires holding the special button during the move.

Revisions

v2.6b

  • Buff Hurtbox size around her chest decreased slightly.
  • Buff Dash attack knockback slightly increased.
  • Buff Up throw angle and knockback stats adjusted slightly to allow for more reward for getting a grab.
  • Buff Down throw angle and knockback stats adjusted slightly to allow for more reward for getting a grab.
  • Change Footstool knockback works like the other characters.
  • Buff Plasma Wire now controllable in the air.

v3.0

  • Buff Back air sweetspot is easier to land.
  • Nerf Flip Jump no longer has invincibility.
  • Buff Down smash's knockback tweaked to always stun a grounded opponent.
  • Change Neutral air's whip is now unclankable.
  • Change Forward air's second hit trajectory lowered.
  • Change Paralyzer's fully charged blaster shot is now unclankable.
  • Change Plasma Wire's whip is now unclankable.
  • Change Reinstated transform during Final Smash.

v3.5

  • Buff Neutral attack deals slightly more damage.
  • Buff Dash attack now deals 10% damage on clean hit.
  • Buff Second hit of up tilt deals 8% damage.
  • Buff Down tilt does 7% damage.
  • Nerf Both up and down tilt have slightly reduced knockback.
  • Buff Up smash now deals 17% damage if all hitboxes connect.
    • Nerf It now deals fewer hits.
  • Nerf Down smash now deals 8% damage.
  • Buff Neutral aerial deals 12% damage.
    • Nerf It now has a smaller hitbox and deals slightly less knockback.
  • Buff Forward aerial connects better.
    • Buff The second hit no longer decays in damage.
  • Nerf All grabs are non-tether grabs, lowering her grabbing range.
  • Buff All grabs have less ending lag.
  • Change Down throw is now weight dependent.
  • Nerf Up and down throw have more endlag.
  • Buff Paralyzer has a faster start-up.
    • Buff The laser travels slightly farther.
  • Change An uncharged Paralyzer shot is now clankable.
  • Buff First hit of Plasma Whip deals 4% damage.
  • Buff Plasma Wire has faster start up.
    • Nerf The size of the whip is slightly smaller.
  • Nerf Flip Jump has hell horizontal momentum.

v3.6

  • Buff Zero Suit has a new Final Smash: Crystal Flash. It is essentially the same as Power Suit Samus, but does not transform into Samus unless the player holds the special button during the move.

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% (arm), 2% (body) Palm strike, pistol whip, hip thrust.
3%
5%
Forward tilt 9% Does an around-the-body 45° kick. This move can be angled, dealing more damage when angled down.
9%
12%
Up tilt 5% (hit 1), 8% (hit 2) Does a handstand split while spinning in place, legs moving up vertically. Pretty good knockback at higher percentages, and at low percentages it sets up combos well. Replaces her down smash as a semi-effective means of hitting opponents on both sides.
Down tilt 7% Does a prone leg-sweep. Knocks upwards from afar, knocks diagonally at close range. Can combo into other moves well at low percentages.
Dash attack 10% (clean), 7% (late) Does a sliding kick forward with her leg extended. Can easily be followed up with tilts at low to mid percentages.
Forward smash 14%-12% (front), 8% (back) Whips forward with her plasma whip. Good disjointed range, but poor knockback for a forward smash, along with some startup lag and high ending lag, being very punishable (especially to shield grabs). However, when sweetspotted, it can KO at around 100%. Hits slightly behind her as well, but damage doesn't increase when charged.
Up smash 4% (hit 1), 1% (hits 2-11), 3% (hit 12) 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 (which is very low). It's possible to SDI out of it before the last hit connect.
Down smash 11% Aims down and shoots her paralyzer gun at the ground in front of her, creating a lightning effect. Only hits in front. Low damage and delayed knockback, but stuns the target in place for a short time. Unique attack that can be followed up by a side smash, a grab or another move. Double down smash followed by up smash is an effective combo and can easily rack up damage. Also moves her forward a little.
Neutral aerial 12% Spins the Plasma Whip around herself. Fairly long range, but with below average knockback.
Forward aerial 5% (hit 1), 10% (hit 2) Two forward kicks, with the second kick being stronger and slightly faster than the first. The second kick can be landed without first kick, but it requires correct timing.
Back aerial 13% (leg), 10% (body) A backward kick that has high knockback. This move can KO opponents at high percentages.
Up aerial 10% (clean), 7% (late) A single legged flip kick over her head. Has KO potential on lighter characters at around 100% if they are near the upper blast line. Hits slightly behind her too with low knockback.
Down aerial 12% (clean), 6% (late) Does a quick downwards stomp. When it connects, the enemy will be knocked upwards and Zero Suit Samus will also bounce upward, allowing follow-ups or even another down aerial at low percentages.
Grab Grabs the enemy with her left hand.
Pummel 3% Knees her victim. A fairly fast pummel.
Forward throw 2% (hit 1), 7% (throw) Hits opponent forward with gun. Can chaingrab most characters at lower percentages.
Back throw 2% (hit 1), 4% (throw) Kicks opponent behind herself. Extremely low knockback, rarely used due to there usually being better options available.
Up throw 2% (hit 1), 4% (throw) Flips into the air and kicks the opponent upward. This is her most powerful throw knockback wise, being the only one capable of guaranteed a KO in Sudden Death. However, it has somewhat high ending lag, with a down throw being the preferred way to get opponents into the air for combos.
Down throw 5% (hit 1), 2% (throw) Slams opponent on ground and then axe kicks them. Ideal for combos, knocking opponents in a great position to followup with an up aerial or, depending on the opponent's DI, a forward or back aerial.
Floor attack (front) 6% Flips her legs around near the ground in a spin and gets up.
Floor attack (back) 6% Flips her legs around upward in a spin and gets up.
Floor attack (trip) 5% Flips her legs around on the ground in a spin and gets up.
Edge attack (fast) 8% Gets up while doing a kick forward.
Edge attack (slow) 10% Slowly gets up and punches forward.
Neutral special Paralyzer 4-6% Fires a shot out of her gun, which deals a small amount of damage and paralyzes the target. It can be charged to increase the damage and the time the opponent is stunned.
Side special Plasma Whip 4% (trapping), 9% (tip) Samus shoots the Plasma Whip forward a long distance, with small knockback and damage throughout its length, and will also stun the target for a second. If the opponent is hit at close range they will be sent slightly upward, and when hit at the tip it delivers more knockback and sends the enemy behind her. In the air, it can be used as a tether recovery. It differs from her other tether move, the Plasma Wire, in that it has longer horizontal range, but almost no vertical range, giving Zero Suit Samus several options for tethering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus's level, which can be useful for varying up her recovery.
Up special Plasma Wire 6-9% Zero Suit Samus fires her whip upwards, pulling anyone above her downwards. Should the tip connect with an opponent, it can either meteor smash or spike them, depending on whether her whip inflicts the penultimate or last hitbox, respectively. The player can chain this move multiple times to accumulate damage, and teching out of it can be difficult. The Plasma Wire can tether recover to any ledge above Zero Suit Samus, automatically grappling it. If the ledge is at or below the horizontal, however, it will not grapple to it. If the player is offstage but has not used their second jump, using this move will make them move upwards slightly.
Down special Flip Jump 2% (footstool), 13% (kick early), 10% (kick late), 4% (landing) Zero Suit Samus does a small flip jump, if the attack button is pressed after the jump she will attack by extend her foot and plunge downward in a stall-then-fall, however this move can lead to a SD if used offstage. If the move is used again on an opponent in the air, she will do a flip jump forward and the enemy will be sent downward.
Final Smash Crystal Flash 1% (hits 1-18), 25% (hit 19) Zero Suit Samus radiates energy, dragging in items and enemies towards her while damaging anyone close enough, and then launches the enemy with a bright flash. If the B button is held throughout the move, she will somehow regain her Power Suit, transforming into Samus. The attack hits with high knockback, but is hard to hit correctly due to its incredibly short range.

In competitive play

Notable players

Alternate costumes

Project M 3.5 gives Zero Suit Samus three new costumes; one is based off Justin Bailey from the original Metroid, and the others are based off of Zero Suit Samus in the best endings of Metroid Fusion. They match Samus's Retro Suit, Light Suit and Fusion Suit respectively.

3.6 revamped the costumes due to cosmetic issues, and now match her appearances in the respective games.

An unreleased update was planned to revamp Zero Suit Samus' model to include elements of her appearances in Metroid: Other M and Super Smash Bros. 4, which would've made her the first character to have her Brawl model completely replaced in Project M. This would have included all her alternate costumes as well.

Zero Suit Samus's alternate costumes in PM
ZeroSuitSamusHeadSSBB.png ZeroSuitSamusHeadBlueSSBB.png ZeroSuitSamusHeadPinkSSBB.png ZeroSuitSamusHeadPurpleSSBB.png ZeroSuitSamusHeadGreenSSBB.png ZeroSuitSamusHeadBlackSSBB.png
ZeroSuitSamusHeadLightPM.png ZeroSuitSamusHeadFusionPM.png ZeroSuitSamusHeadJustinBaileyPM.png