Zero Suit Samus (SSBB)

This article is about Zero Suit Samus' appearance in Super Smash Bros. Brawl. For other uses, see Zero Suit Samus. Also, for information about the result of Zero Suit Samus using her Final Smash attack, see Samus Aran.
Zero Suit Samus
Zero Suit Samus
MetroidSymbol.svg
Universe Metroid
Appears in SSBB
Availability Starter


Unveiled at E3 2006, Zero Suit Samus (ゼロスーツサムス, Zero Sūtsu Samusu), often abbreviated as ZSS, 0SS or Zamus, is a character that appears in Super Smash Bros. Brawl. Zero Suit Samus lacks power and stamina compared to Samus, but is faster. She uses a gun known as the Paralyzer, which can also be converted into a Plasma Whip. Her whip can be used to recover, similar to Samus' Grapple Beam or Link and Young Link's Hookshot.

The impact from Samus' Final Smash is enough to remove her Power Suit, transforming her into Zero Suit Samus. Zero Suit Samus is able to transform back into normal Samus by using her Final Smash which causes her to get her suit back while emitting some sort of energy. [1]

In order to select Zero Suit Samus as a character, the player must hold the shield button while on the character select screen before continuing. On normally configured controllers, this refers to either the R or L button on the Gamecube and Classic controllers, the Z button for the Nunchuck/Remote configuration, and the - button for the Remote only configuration.

Samus can also switch to Zero Suit Samus while in battle by doing the up taunt, down taunt, and up taunt in quick succession. It appears to be rather difficult to achieve, as Dojo!! states, "It's not easy [...] Try it out next time you feel like showing off."[2]

Role in Subspace Emissary

Samus is first seen breaking into the base of the Subspace Army. Soon she comes across a Pikachu being drained of its electrical power. Samus uses her whip to break the container the Pikachu is being held in, summoning a security force of ROBs. Later she comes across her Power Suit, but is confronted by two Shadowbug clones mimicking the Power Suit.

After acquiring her suit, Samus and Pikachu make their way to the subspace bomb factory and find the Ancient Minster with the R.O.B. squad. Soon, the Kongs and both captains find the factory and enter. Ganondorf appears and orders the R.O.B. squad to activate the bombs. The Ancient Minister tries to stop them, but is set on fire when Ganondorf orders them to retaliate. After The Ancient Minister is revealed to be a R.O.B. himself, the characters set out and all join the quest.

After getting her suit, one can still become Zero Suit Samus by using up and down taunts repeatedly, but since Smash Balls don't appear in Subspace Emissary, Samus will be unable to regain her Power Suit.

Pros and Cons

Pros:

  • Super Hot, causing opponents to drool.
  • Tied with Sheik for fourth fastest running speed in the game
  • Fast tilts and aerials with solid knockback, range, and damage
  • Attacks chain together easily
  • Forward smash and Forward B provide great horizontal range
  • Ranged grab, which can grab out of the air
  • Up Smash and Up B provide great vertical range
  • Neutral B and Down smash paralyze, which can guarantee more hits
  • Down B acts as third jump, can provide a free wall-jump
  • Can wall-jump
  • Can Crawl
  • Up-B and Side-B are both a Tether Recovery in addition, making her the best Tether-recovery dependent character
  • Down B, Down Aerial, and Up B can all spike the opponent if used properly
  • Down Aerial is a Stall-Then-Fall aerial.
  • Transformation, even at the start, drops three Power Suit Pieces, which are powerful projectiles.
  • Up B pulls an opponent above you down, which can lead to further combos
  • One of the more powerful users of B-Sticking for Plasma Whip and Plasma Wire especially.
  • If she tries to footstool jump during her Down B, she gets a special jump that gives her an extremely long horizontal range. This can also be used on teammates and the Sandbag.

Cons:

  • Tether recovery can be edgehogged
  • All spikes are difficult to pull off, and can backfire badly and result in SDs
  • Long ranged moves are slow
  • Dependant on being able to string together multiple attacks to rack up damage, as she lacks a low percent kill-move
  • Slow grab recovery if it misses opponent
  • Floaty
  • Light
  • High shorthop combined with floatiness makes it difficult to approach with aerials.
  • Horrendous dodges.

Standard Moves

Ground Attacks

  • Neutral A - Palm Strike, Pistol Whip, Hip Thrust
  • Dash A - Similar in appearance to Fox's dash attack. Leaps off of the ground, leg extended horizontally, traveling forward a bit
  • Forward Tilt - Similar in appearance to Sheik's Forward tilt. An around-the-body kick 45 degrees from horizontal (Up Forward Tilt). Can also be angled closer to horizontal (Forward Forward Tilt) or a quick, short ranged low leg sweep (Down Forward Tilt)
  • Down Tilt - Similar in appearance to Sheik's down tilt, a prone leg-sweep. Knocks upwards.
  • Up Tilt - Does handstand-splits while spinning in place, legs moving up to vertical. Hits twice.
  • Forward Smash - Slashes forward with the whip. Fairly long range, disjointed hitbox, good knockback
  • Down Smash - Shoots paralyzer gun at the ground in front of Zero Suit Samus. Only hits in front. Low damage, no knockback, but stuns the target in place for a short time (depending on how much it was charged).
  • Up Smash - Samus spins, extending the Plasma whip up above her head in a swirl. Hits multiple times, long vertical (disjointed) range and decent horizontal range.

Aerial Attacks

  • Neutral Aerial - Samus spins the whip around her body in a similar trajectory to Marth's Neutral Air. Fairly long range.
  • Forward Aerial - Several forward kicks, each slightly faster and only slightly weaker than Samus's Back Aerial.
  • Back Aerial - Backwards kick, similar in speed, appearance, and knockback to Samus's Back Aerial.
  • Up Aerial - Flip kicks both legs above her head, similar to Fox's Up Aerial. Knockback much lower than Fox's, making this a juggle attack, rather than a kill move. Fairly long window and large hitbox, however.
  • Down Aerial - A Stall-Then-Fall. Samus stalls momentarily in midair, and then shoots down diagonally (similar to Sonic or Sheik's Down Air). If it hits in midair, pulls down with the trajectory of the attack, into the second hit. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit (not enough to KO). Like most stall, then shoot down moves, this can be used to cancel vertical knockback if used while being knocked back vertically. This move can spike.

Grabs and Throws

  • Down Throw: Slams opponent on ground and kicks them (similarly to Captain Falcon's Up Tilt).
  • Forward Throw: Hits opponent forward with gun.
  • Back Throw: Kicks opponent.
  • Up Throw: Flips into the air and kicks the opponent.

Special moves

Template:Specialmoves

Stickers

Since Samus and Zero Suit Samus share the same trophy base, it's important to chose which one you want to use, since Smash Balls don't appear in Subspace Emissary Mode, if one transforms into Zero Suit Samus, they will be unable to change back until the end of the level. Zero Suit Samus focuses mainly on [Kick] damage, but her Paralyzer attacks also deal [Energy] damage.

Special Movements

Taunts

Up: Throws her Gun into the air and catches it, then says "Is that all?".

Side: Uses her whip, flicks it and says "Try me!"

Down: Spins her whip around her and says "You're mine.".

On-Screen Appearance: Her Power Suit falls off and she stands up.

External links


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