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 (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, the same day Metroid: Zero Mission was released in Europe in 2004. Unlike in Brawl, she is a completely separate character from Samus, and is no longer able to transform into the other under any circumstance (and vice versa). 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. Additionally, she is now also equipped with jet boots and some metal bracelets have been added to her model. She has a set of alternate costumes based on her appearances in the endings of Metroid: Zero Mission and Metroid Fusion.

Changes from Brawl

Despite being a high tier character in Brawl; Zero Suit appears to have been buffed overall in her transititon from Brawl to Smash 4, but not without some nerfs to counter them. 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

  •   Zero Suit Samus's appearance is now based on Metroid: Other M.

Attributes

  •   Zero Suit Samus is no longer connected to Samus via Final Smash usage. As a result, Power Suit Pieces are no longer available, removing her powerful early-game item play.
  •   New "Jet Boots" provide aesthetic changes to some attacks and practical changes to others.
  •   Her whip appears to have a slightly longer range in general.
  •   Zero Suit Samus jumps slightly lower.

Ground attacks

  •   Dash attack is now a flying knee instead of a flying kick. It deals more damage but has less range and is laggier.
  •   Zero Suit Samus has a new forward smash, which is now a double kick forward. Compared to the old forward smash, it's stronger (can now KO at around 81% when fully charged), and deals more damage (22% fully charged, up from 14% in Brawl). This makes it her most powerful attack, improving her previously terrible offensive game.
  •   Down smash is faster.
  •   Down smash deals less damage (and so correspondingly less paralyzation), now dealing 8% uncharged as opposed to 11%, weakening its utility.

Aerial attacks

  •   Back aerial and up aerial deal less damage.
  •   Zero Suit Samus has a new 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

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

Special moves

  •   Zero Suit Samus fires Paralyzer in an altered pose.
  •   Plasma Whip deals less damage and is no longer a reliable KO option outside of stage spikes and edgeguarding.
  •   New up special is Boost Kick, an upwards-moving dive kick that hits twice. Replacing Plasma Wire as a recovery move improves her recovery significantly. The kick has stronger knockback and is now one of her few KO moves. It can also be used as an out of shield option.
  •   Boost Kick cannot meteor smash opponents like Plasma Wire could.
  •   Flip Jump can now bury opponents.
  •   Flip Jump now produces an afterimage graphical effect.
  •   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, hip thrust.
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.
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 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.
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, similar in appearance to Samus's back aerial, but is faster and has a larger hitbox. 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) Fires a paralyzing shot.
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 Fires the whip forwards a distance.
Custom 1 Plasma Dash 2% (per hit) A dashing gun strike.
Custom 2 Whip Lash Draws in the opponent instead of pushing them away.
Up special Default Boost Kick 5% (first), 1.3% (loop), 4% (last) A rising kick move.
Custom 1 Impact Kick 6% (hit 1), 14% (hit 2) More powerful.
Custom 2 Lateral Kick 5% (first), 1.3% (loop), 5% (last) Goes more horizontal than vertical.
Down special Default Flip Jump 8% (footstool), 14% (kick) A quick leaping dodge that can also strike enemies on descent.
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) Little height, but more sideways distance.
Final Smash Gunship 0.8% (loop), 10% (last) Fires a max of five aimable lasers from the Gunship.

Update history

  1.0.4

  •   Up smash timing: hits on 8, 11, 14, 17, 20, 23, 28-29 → hits on 10-11, 14, 17, 20, 23, 26, 28-29
  •   Paralyzer (default), when fully charged, now has different effect on grounded versus aerial opponents.
    •   Grounded opponent angle: 60 → 315

Alternate costumes

 
               

Trophies

Super Smash Bros. for Nintendo 3DS trophy descriptions

Zero Suit Samus's regular trophy can be obtained by completing Classic Mode and her alternative trophy can be obtained by completing All-Star mode.

Zero Suit Samus
NA: 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.
Zero Suit Samus (Alt.)
NA: 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.

Gallery