Super Smash Bros. 4

Zero Suit Samus (SSB4)

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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
Tier S (2)
Zero Suit Samus (SSB4)
Zero Suit Samus Zeroes In!
—Lame Pun, 2014

Zero Suit Samus (ゼロスーツサムス, Zero Suit Samus), also known as the other top-tier space waifu is a playable character that appears in Super Smash Bros. 4. She was confirmed in the Super Smash Bros. Direct on April 8th, 2014, a decade to the same day Metroid: Zero Mission was released in Europe in 2004. Like Sheik and Zelda, Zero Suit Samus is now a completely separate character from Samus, meaning the two cannot transform under any circumstances. Zero Suit Samus is once again voiced by Alésia Glidewell via reused voice clips from Super Smash Bros. Brawl.

Zero Suit Samus is currently ranked 2nd out of 56 characters on the tier list, in the S tier along with Sheik and Rosalina & Luma, an improvement from her 9th placement out of 38 characters in Brawl. This is due to her dominant air game, with two very safe aerials in her neutral air and back air, and her incredible up air which is a very effective juggling tool. Zero Suit Samus also has what is arguably the best punish game with her fast movement, a paralyzing projectile in Paralyzer, and incredible combo game that can lead to early KOs or large amounts of damage. In addition, Zero Suit Samus possesses a long reaching and varied recovery with a long reaching tether recovery, a third jump in her Flip Jump along with her standard up special Boost Kick. However, Zero Suit Samus suffers from a poor grab that, while has very good range, is extremely slow and punishable if whiffed, her ground game is also somewhat poor compared to her amazing aerial game, and her presence offstage is minimal. Despite this, Zero Suit Samus is still widely considered to be an amazing character, and receives consistently high tournament results from her dedicated players. However, updates 1.1.3 to 1.1.5 no longer authorized her to rule the metagame, making her current position debatable.

Attributes

Zero Suit Samus is a hit-and-run fighter, with quick movement to back that up. She has the fourth fastest walking speed, very fast dashing speed, high air speed and air acceleration, as well as the second strongest jumps. However, her tall frame and fast falling speed make her easy to combo, with her high gravity and low weight also making her prone to vertical knockback.

Zero Suit Samus's greatest asset is her excellent set of aerial attacks, further benefitted by her great aerial mobility. Neutral aerial has long range, low landing lag and an angle that easily allows additional follow-ups. Forward aerial is quick and decently powerful, making it a useful combo move at low percentages and a dependable KO move offstage. Back aerial has long range and high power, making it her most reliable aerial KOing move. Up aerial is very quick, has low base knockback and high knockback growth, as well as vertical knockback, making it an excellent all-purpose move. Her down aerial is a meteor smash with a surprisingly strong landing hitbox, but it is a stall-then-fall, making it dangerous to use offstage. She also has a grab aerial, something she can use for spacing or as a tether recovery.

Her special moves also possess a lot of versatility and give her good camping abilities. Paralyzer is quick, has decent range and the ability to paralyze the opponent, leaving them wide open to any attack. Plasma Whip has long range and, like her grab aerial, can be used for spacing or as a tether recovery. It is also Zero Suit Samus's primary means of recovery, and is overall excellent at that, granting decent vertical and very long horizontal distance. Boost Kick is very quick and very strong, making it a deadly out of shield option, as well as providing a decent recovery option. Lastly, Flip Jump grants a lot of momentum, gives Zero Suit Samus the choice to wall jump, and even makes her intangible at the start, allowing her to move unpredictably, avoid attacks or mix up her recovery. The kick is also very strong, being one of the strongest meteor smashes in the game. It also has the ability to bury opponents, leaving them open to attacks, most notably Boost Kick.

Finally, Zero Suit Samus possesses numerous and reliable KO set-ups. Down smash is one of a few in that it does not hit behind Zero Suit Samus, but just like the Paralyzer, it is very quick and can paralyze the opponent, allowing her to follow it up with a forward smash, back aerial, a grab, Boost Kick or Flip Jump, with the last KOing at very low percents. In addition, down throw itself has guaranteed follow-ups at any percentage below 160%. Depending on the opponent's DI, it can combo into forward aerial or up aerial, and sometimes back aerial and Boost Kick. This throw is also notorious for its ability to score very early KOs. Without proper DI, a series of up aerials leading into a Boost Kick can KO the majority of the cast at 50% near the upper blastline. The latter's loop hits also have high base knockback and can KO if the last hit doesn't land due to SDI, even with perfect DI. Even with proper DI, this combo can also KO earlier if the opponent is near close to the edge of the stage. Combined with all the above, Zero Suit Samus has one of the most potent (if not, the most potent) punish games, as well as one of the most feared.

However, Zero Suit Samus has some notable weaknesses. As mentioned before, she is light, tall, and at the same time a fastfaller, making her easy to both combo and KO. As a whole, her grab game is weak overall. While her pummel and down throw are very good at racking up damage, the same can't be said about the rest of her throws. Her forward throw and back throw have no guaranteed follow-ups outside of a dash attack, while Flip Jump can only KO if the opponent reacts improperly. Her up throw cannot KO even at 240%. Her grab itself is also the third laggiest (behind Pac-Man's and Samus's), despite its long range, making it very easy to punish if it misses. All of the aforementioned drawbacks also make her very susceptible to momentum shifts, and thus grant her a surprisingly weak neutral game. Many of her attacks hit high off the ground, making it easy for short characters to crouch or not get hit. Despite her projectile having a paralyze effect, it is rather short ranged and does not stay out for very long. As a result, her approach against most defensive and zoning characters is limited to dodging their projectiles with her mobility, powershielding, and either coming in from above with an aerial or fast falling and grabbing.

Zero Suit Samus's custom moves are some of the most polarized in the game. New advantages are gained from using them, but each one has a notable disadvantage to go alongside them. In some cases, the disadvantages are seemingly larger, deeming them inferior to their standard counterparts. Blast Shot is faster and Electromagnetic Net lasts longer, but both sacrifice Paralyzer's immense utility. Plasma Dash and Whip Lash can find better offensive use, but these cases are few and far between, with the former also being less reliable at ledge trumping and more situational in recovering. Impact Kick is much stronger and Lateral Kick goes further, but the former is much slower, removing its status as a follow-up entirely, while also often not connecting with itself, and the latter KOs much later. Finally, Shooting Star Flip Kick and Low Flip have much less utility overall, with the former being difficult to hit with and the latter being less reliable for both recovering and KOing.

Overall, Zero Suit Samus's punishment prowess makes up for her weak neutral game. Despite her flaws, she has strong tournament presence, having high representation and very good results, with Nairo in particular being considered to be one of the best players in the world among the competitive community.

Changes from Brawl

Despite being a high-tier character in Brawl, Zero Suit Samus has been heavily buffed in the transition from Brawl to SSB4. She has received a few more KO options, such as increased knockback on her new forward smash and her new up special, the Boost Kick, the latter of which is also a new potent out of shield option. She also gained more follow up options thanks to her faster down throw as well as improved spacing and recovery options thanks to her new grab aerial. Lastly, she significantly benefits from the removal of histun cancelling, which lets her combo opponents much more efficiently and set-up reliably many attacks and KOs.

However, Zero Suit Samus has also received some nerfs. The most notable of these was to her Plasma Whip, which has lost its reliable KOing potential. Out of combos, her aerial prowess is also slightly worse than in Brawl. Lastly, her emergency pistol was nerfed, as her down smash's stun time was decreased and thus makes it slightly more difficult to follow up on other attacks, while Paralyzer was slightly nerfed in update 1.0.4.

Aesthetics

  • Change Zero Suit Samus' design is now largely based on Metroid: Other M while retaining basic elements and her body type from Brawl and Metroid: Zero Mission. Additionally, she has jet boots and matching metal bracelets (which are additions original to SSB4), the former of which are heavily incorporated in her new moveset.
  • Change Zero Suit Samus has two alternate costumes based on her attire from the endings of 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 taking damage and a dull, open-mouthed expression after tripping. Her mouth movements in general are also more clearly visible.
  • Change Zero Suit Samus now speaks while taunting instead of after taunting.
  • Change The Paralyzer has purple lights on the inside, which are most visible while using its plasma whip function.

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 Her 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 slightly faster. (1.33 → 1.4).
  • Buff Zero Suit Samus's air speed is higher (1.034 → 1.2), now being the 6th fastest.
  • Change Zero Suit Samus falls much faster (1.43 → 1.7).
  • Nerf Zero Suit Samus's gravity has been significantly increased (0.0884 → 0.12), especially relative to the cast, worsening her vertical endurance and leaving her more vulnerable to combos.

Ground attacks

  • Buff Third hit of jab combos better.
  • Nerf Jab combo deals 1% less damage (7% → 6%).
  • Buff Zero Suit Samus has a new dash attack: a dashing knee strike. It deals 1% more damage (7% → 8%).
  • Nerf New dash attack covers less range and has more ending lag, and has 1 more frame of startup (frame 6 → 7).
  • 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%.
  • Nerf Down tilt starts up slightly later (frame 5 → 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.
  • Buff Up smash is harder to SDI out of.
  • Nerf Up smash deals 1% less damage (12% → 11%), albeit with its knockback compensated.
  • Nerf Down smash deals less damage (11% → 8%/6%), weakening the powerful utility it had in Brawl, although its knockback was compensated.
  • Change Down smash deals less paralysis, making it harder for opponents to DI correctly but overall making the move a bit less effective for situational followups.

Aerial attacks

  • Change Neutral aerial is now properly affected by stale-move negation.
  • Nerf Neutral aerial and up aerial come out slower (neutral aerial: frame 6 → frame 10, up aerial: frame 4 → frame 6).
  • Nerf All aerials except down aerial deal less damage (neutral aerial: 10% → 8%, forward aerial: 17% → 12%, back aerial: 13%/12%/12% → 12/10%, up aerial: 10% → 6.5%), with only back aerial having its knockback mostly compensated.
  • Buff Due to forward aerial's reduced power, it is a better combo attack (into forward/up air) and both hits can land more easily.
  • Nerf Back aerial has more landing lag (9 frames → 11 frames).
  • Buff Up aerial's lower knockback makes it better for combos.
  • Change Up aerial no longer has a slash effect.
  • Buff Down aerial has slightly more base knockback (30 → 35), has less landing lag (40 frames → 30 frames), 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 Plasma Whip forward. Like most grab aerials, it has long horizontal range and little to no landing lag, and can be used to tether edges.

Throws/other attacks

  • Buff Grab has much less ending lag.
  • Nerf Grab has shorter range.
  • Nerf All throws are stronger, which weakens Zero Suit Samus's follow-up options after a grab at higher percentages, while still being unable to KO reliably.
  • 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 11% less damage (19% → 8%) and is no longer a reliable KO option outside of stage spikes and edge-guarding.
  • Buff Zero Suit Samus has a new up special: Boost Kick, a jet-propelled split-legged side kick that ends with an outside crescent kick. 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. It also does more damage (12% → 14%). It is also no longer a sex kick, now dealing the same damage regardless of when it hits.
  • Change Flip Jump now produces an afterimage graphical effect. Zero Suit Samus also bounces off of her opponent once she connects.
  • Buff Zero Suit Samus has a new Final Smash: Gunship. She jumps into her Gunship and fires from the front of the screen, similar to Snake's Final Smash in Brawl. It has much more stage control and deals more damage overall than Power Suit Samus.

Update history

Zero Suit Samus has been nerfed somewhat in game patches. Patch 1.0.4, increased the landing lag on her air dodge to be in line with other characters, and her Paralyzer has more ending lag. 1.1.4 affected her weight and her Boost Kick was nerfed as it can now KO 5% later. 1.1.5 affected her damage output in her neutral aerial, down throw, and up aerial. However, these nerfs can be considered negligible as she has still had high representation in tournament play. The changes to the shield mechanics in version 1.1.1 also benefit her electric attacks, making her neutral aerial in particular very safe on shield. Her Flip Jump's kick is also one of her few non-electric moves to benefit from these changes.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf Air dodge's landing lag standardized: 15 → 22.
  • Nerf Up smash has increased start-up: 9 frames → 11
  • 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
  • Nerf Paralyzer has slightly increased ending lag.
  • Change Paralyzer (default), when fully charged, now has different effect on grounded versus aerial opponents.
    • Change Grounded opponent angle: 60 → 315

Super Smash Bros. 4 1.1.4

  • Change Zero Suit Samus is slightly lighter (81 → 80).
  • Change Boost Kick has slightly lower launch angle (50° → 48°). While it allows opponents to DI downward more effectively to avoid upper blast line early KOs from the center of the stage combined with slightly less knockback, this makes it easy for opponents to be KOed offstage and slightly more difficult to survive by DIing upward at high percent.
  • Nerf Boost Kick's knockback growth decreased (220 → 209), making it slightly weaker, now KOing 5% later from the center stage and 2% later near the ledge.

Super Smash Bros. 4 1.1.5

  • Nerf Neutral aerial deals less damage: 10% → 8%, though with its knockback compensated (40 base/80 scaling → 38/96). Additionally, some of its hitboxes have less range (hitbox 1 front: 6u → 5.7u, hitbox 1 back: 6u → 5.6u).
  • Change Neutral aerial has modified stretch positioning (hitbox 1 front X-axis: 11 → 10, hitbox 2 front X/Y-axis: 20/7.5 → 19/7, hitbox 1 back X/Y-axis: 9/14.6 → 6.6/13.8, hitbox 2 back X/Y-axis: 16/17 → 15/16.5). This gives it less horizontal range, but it can now hit small characters on the ground.
  • Nerf Up aerial deals less damage: 8% → 6.5%, though with its knockback scaling compensated (110 → 125).
  • Nerf The last active frames for all of her grabs are 4 frames shorter without its ending lag compensated: frame 29 → 25. This makes it more difficult to grab opponents out of their rolls or sidesteps with all of her grabs.
  • Buff Back throw's second hit deals more damage (4% → 6%). It also has altered knockback (70 base/60 scaling → 72/45).
  • Nerf Down throw's second hit deals less damage (5%/7% total → 3%/5% total), though its knockback was also slightly increased (100 base/25 scaling → 90/60), making it somewhat more difficult to combo opponents at high percents.
  • Buff Plasma Whip has been improved: the first hit has more base knockback (80 → 100), the loops hits deal slightly more damage (.8% → 1.2%), the final hit deals more damage (6% → 7.5%), and various adjustments have been made to allow all of its hits to connect better. It also has less ending lag (27 → 24 frames).


Moveset

  Name Damage Description
Neutral attack   1.5% A knifehand strike followed by a pistol-whip followed by an elbow strike. It is notable for being tied with Little Mac's jab as having the fastest start up of any jab in the game. It activates on frame 1, making it excellent for interrupting attacks and a very effective out of shield option. At high percent, the first hit can lead into her Boost Kick for a KO.
1.5%
3%
Forward tilt   8% (leg), 6.5% (body) A mid-level roundhouse kick. Can be angled. When angled down at low percentages, it can trip opponents.
7% (leg), 6% (body)
8% (leg), 6.5% (body)
Up tilt   5% (hit 1), 7% (hit 2) A butterfly kick-styled scissors kick performed from a variation of the 2000, a breakdancing move. Has fairly high knockback at high percentages. Replaces her down smash as a semi-effective means of hitting opponents on both sides. Can set up juggles and KO at high percent. However, it has high ending lag and it does not hit grounded short characters.
Down tilt   8% (leg), 6% (foot) A legsweep. Knocks upwards from afar and diagonally at close range. Can combo into other moves well at low and high percentages alike, though this is situational. It also can be used to dodge projectile and other attacks if timed correctly.
Dash attack   8% (clean), 5% (late) Does a dashing knee strike. Can lead into a successful cross-up as a counter to opponents who try to grab her after power shielding. Fast but not much range. High ending lag.
Forward smash   5% (hit 1), 11% (hit 2) Does a mid-level side kick followed by another side kick at a slightly higher angle. The second kick has a visible sweetspot in the form of a small blast of fire at the tip of Zero Suit Samus' foot, which is stronger and deals flame damage. Her strongest smash attack and a reliable finisher when used after her down smash. Can KO in the 110%-125% range.
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 swirling motion. Hits multiple times, has long vertical disjointed range and decent horizontal range, and fast startup. Only the tip of the plasma whip does knockback. Can be followed after her down throw at low percents.
Down smash   8% (near), 6% (far) Aims down and shoots her emergency pistol at the ground in front of her. Only hits in the front. Deals low damage and delayed knockback, but paralyzes the target for a short time. It is a unique attack that can be followed up by a forward smash, a grab, Boost Kick, or another move. The shot is a projectile, and although it can't be reflected, it can still be absorbed.
Neutral aerial   8% (hit 1), 8% (hit 2) Spins the Plasma Whip around herself. Fairly long range, but with below average knockback, though this lets her follow up with other aerials. However, it can be easily be punished against shielding opponents if it is poorly spaced.
Forward aerial   5% (hit 1), 7% (hit 2) Two flying kicks, with the second one being stronger and slightly faster than the first. It is difficult to hit with both kicks unless taking advantage of upward and forward momentum from a jump. Second kick can be landed without first kick, but it requires correct timing. Good when used out of a down throw if read the opponents' DI. Can KO at high percent off stage.
Back aerial   12% (foot), 10% (leg) A spinning back kick. Sweetspot is at her heel. It has high knockback and KOs around 105% near the edge when sweetspotted.
Up aerial   6.5% A single-legged bicycle kick. Arguably her best aerial, it is excellent at juggling due to its fast startup, and even better at comboing due to its low base knockback and high growth. It can combo into itself at low percents and, with enough rage, it can lead into Boost Kick after a second one has been landed, leading to a KO. Due to its low base knockback, it is unsafe on hit against certain character, because they have a fast neutral aerial to hit the player out of it.
Down aerial   6% (aerial), 5% (grounded), 5.5% (landing) A stall-then-fall. Zero Suit Samus stalls momentarily in midair, and then shoots down at a high speed into a diagonal flying kick similarly to Sonic and Sheik's down aerials. It is a meteor smash if it hits at her heel. It is dangerous if she doesn't land onstage, as it will not stop until for some time, however, its extremely fast vertical descent speed makes it an effective way to counter juggling.
Grab aerial Plasma Whip 3% (early), 6% (clean) Fires her Plasma Whip forward. Excellent for spacing. Can be used for recovery. High ending lag when it is used in the air.
Grab Plasma Whip Gets on one knee and fires her Plasma Whip forward. Has long horizontal range but a noticeable amount of ending lag. The tip has slightly more vertical range, which is useful against characters such as Kirby who can otherwise duck under the grab.
Pummel   2% Knee strikes the opponent. A fairly fast pummel.
Forward throw   2% (hit 1), 7% (throw) Launches the opponent forward with a small, point blank blast of energy from her emergency pistol.
Back throw   2% (hit 1), 6% (throw) Roundhouse kicks the opponent behind herself. It is infamous for leading into a Flip Kick near the edge for a potential spike.
Up throw   2% (hit 1), 8% (throw) Backflip kicks the opponent. This is her most powerful throw when it comes to knockback. However, it has somewhat high ending lag, with the down throw being the preferred way to get opponents into the air for combos.
Down throw   2% (hit 1), 3% (throw) Slams opponent on ground and then axe kicks them. Ideal for combos, it can combo into an up air, forward air/back air (if the opponent's DI is read properly), a running up smash or a KO combo with a Boost Kick at high percents.
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) Zero Suit Samus pulls out her emergency pistol and fires a paralyzing blast of energy. Can be charged for a longer stun time, but at the cost lower speed.
Custom 1 Blast Shot 2% (uncharged), 3.5% (charged) Higher range and speed, but weaker damage output and 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 2% (wire, near), 1.2% (wire, far), 7.5% (tip) Zero Suit Samus fires the plasma whip from her emergency pistol forwards a distance. The whip itself does repeated damage but the tip has a fiery sweetspot, which knocks foes away. Useful for spacing. It can grab ledges as a tether recovery.
Custom 1 Plasma Dash 2% (per hit) Instead of using her plasma whip, Zero Suit Samus performs a dashing pistol-whip. As a result, it cannot grab ledges.
Custom 2 Whip Lash 0% (wire), 6% (tip). Draws in the opponent instead of pushing them away. Only the tip does damage and knockback.
Up special Default Boost Kick 5% (first), 1.3% (loop), 4% (last) A jet-propelled, split-legged side kick that ends with an outside crescent kick. Very powerful when the last kick connects, and is both one of her best KOing moves (as it can KO the majority of the cast at roughly 100%) and an excellent out of shield option. However, if miss or the last hit does not connect, it leaves Zero Suit Samus vulnerable to attacks, as this attack leaves her helpless.
Custom 1 Impact Kick 6% (hit 1), 14% (hit 2) The kicks are more powerful, but are performed only twice, which decreases the move's reliability of connecting all hits.
Custom 2 Lateral Kick 5% (first), 1.3% (loop), 5% (last) The move covers more horizontal distance than vertical distance. Does slightly more damage.
Down special Default Flip Jump 8% (footstool), 14% (kick) A quick leaping dodge that can also strike enemies on descent, burying them (unless they shield or air dodge), but it has high ending lag. Pressing the attack button makes Zero Suit Samus do a diagonal flying kick that has high KO potential and is a very strong meteor smash if sweetspotted at her foot, but it also has high ending lag. Full intangibility on startup, and seemingly partial on her head and lower body while flipping.
Custom 1 Shooting Star Flip Kick 8% (footstool), 17% (clean kick), 14% (late kick) The flip does nothing, but a high-damaged kick is used if the button is hit again.
Custom 2 Low Kick 4% (footstool), 8% (clean kick), 6% (late kick) No invincibility. Has very little vertical distance, but a considerable amount of horizontal distance. Jumping while flipping helps Zero Suit Samus land faster.
Final Smash Gunship 0.8% (loop), 10% (last) Zero Suit Samus summons her Gunship from the background and jumps into it as it flies into the foreground. While Zero Suit 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 15 seconds have passed or she has fired five lasers, she will return to the stage from the sky, ending the Final Smash.

On-screen appearance

  • Jumps out of her Gunship and lands with her Jet Boots.
ZeroSuitSamusOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Tosses her emergency pistol into the air, spins, catches it behind her and says "Is that all?".
  • Side taunt: Activates her plasma whip, flicks it and says "Try me.".
  • Down taunt: Spins multiple times quickly on one foot, twirling her plasma whip around her like a rhythmic gymnast and says "You're mine."
Up taunt Side taunt Down taunt
ZSSUpTauntSSB4.gif ZSSSideTauntSSB4.gif ZSSDownTauntSSB4.gif

Idle poses

  • Checks her Paralyzer.
  • Stands up straight and looks around, holding her Paralyzer to her face.
ZeroSuitSamusIdlePose2WiiU.jpg ZeroSuitSamusIdlePose1WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Ze-ro Suit! Ze-ro Suit! Samus!
Pitch Group chant Group chant

Victory poses

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.
  • Lands with a Flip Jump then perform a jet-powered jump.
  • Slashes with her energy whip and says "Be still."
  • Does a side kick flex, making the Screw Attack symbol.
ZeroSuitSamusPose1WiiU.gif ZeroSuitSamusPose2WiiU.gif ZeroSuitSamusPose3WiiU.gif

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

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!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

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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)

Gallery

Trivia

  • Zero Suit Samus is the only character in the game who has more than one way to access her tether recovery.
  • She is also the only character in SSB4 who has a special move that can function as a tether recovery.