Element Alignment: Lightning
Reasons for Fighting: Revenge
Zero Suit Samus makes an appearance as Samus’ alter ego after using her Final Smash. As before, you can access this form through taunting or the character select screen. Zero Suit Samus focuses on speed and electrocuting her opponents with her gun. Her Stun Gun stuns longer and does more damage but she still retains her aerial skills and speed that was from SSBB.
Changes from SSBB to SSB4
Zero Suit Samus’ jab attack can now connect on all characters. As well. Zero Suit Samus’ stun gun does more damage on her Forward and Down Smash and stuns longer (5 frames longer), her dash attack is much faster, and her down tilt does 3% more damage.
Zero Suit Samus Special B Move Set
- Neutral B – Paralyzer
- Side B – Plasma Whip
- Up B – Plasma Wire
- Down B – Flip Jump
The Final Trio
- Final Smash – Power Suit Samus
- Final Melee – Partial Suit
- Final Brawl – Deadly Hunter
Power Suit Samus is Zero Suit Samus’ Final Smash. This retains the same properties and transforms Zero Suit Samus back into Power Suit Samus.
- Beginning Cinematic: Zero Suit Samus flips up and lands. Electricity begins to move about her. She then swipes her hand in the air dramatically.
Partial Suit is Zero Suit Samus’ Final Melee. The armor that was previous shed begins to peace itself around Zero Suit Samus. The back of her helmet, the armored back portion, parts of her arm, her arm cannon, one large shoulder pad, and parts of her legs fit over her body. Zero Suit Samus retains her speed and aerial finesse while still controlling the power of the Power Suit. All of Zero Suit Samus’ attacks are increased by half and have very high knock back. She still retains her speed and has 10% Super Armor. She can fire the Arm Cannon but her Side B is Plasma Whip, her Down B is Flip Jump, and her up B is Screw Attack. After the attack is finished, the armor falls back off and can be used again.
- Beginning Cinematic: Zero Suit Samus lens back and spreads out her arms. Electricity flows around her body and the armor pieces begin to piece themselves around her body.
Deadly Hunter is Zero Suit Samus’ Final Brawl. Zero Suit Samus rushes forward and kicks the opponent. She then jumps and uses her Plasma Whip to grab the opponent and throws them up while in mid-air. She then jumps up and does a high kick to send them up into the sky. It has extremely good KO ability and does very high vertical damage. It does 65% Damage.
- Beginning Cinematic: Zero Suit Samus brings out her pistol and the plasma whip shoots out. She cracks it (much like in the SSBB debut trailer) and then rushes forward.
Proposed Stage – Skytown, Elyssia
- Right Side – Zero Suit Samus stands up straight, brushes back her hair, and says “Time to go!”
Light Zero Suit Samus – Resembles the PED Palette Swap
- Attributes: 5% Speed Increase, 4% dodge speed increase, 6% jump increase, 2% fall speed increase, 2% strength decrease, 7% defense decrease, and 5% shield decrease.
Current Zero Suit Samus Move Set (taken from the SmashWikia)
Changes are in BOLD
- Neutral Attack – Palm Strike, Pistol Whip, Hip Thrust. Hits for 2%, 2%, 3%, respectively, for a total of 7% damage. Links properly for all characters.
- Dash Attack – Leaps off of the ground, with a leg extended horizontally, traveling forward a bit. Similar in appearance to Fox’s. Can easily be followed with tilts at low to mid percents, and can lock if buffered properly. 7% damage. Is faster than before with little lag.
- Forward Tilt – An around-the-body kick 45 degrees from horizontal (when tilted upward). Can also be angled closer to horizontal (with forward held) or a quick, short ranged low leg sweep (when tilted down). Very low knockback. 6% damage.
- Down Tilt – Similar in appearance to Sheik’s Down Tilt, a prone leg-sweep. Knocks upwards. Can combine with other attacks well. 9% damage.
- Up Tilt – Does handstand-splits while spinning in place, legs moving up vertically. Two hits for 5% then 6%, totaling 11% damage. Pretty good knockback at higher percents, and at low percents it sets up combos well. Replaces her Down Smash as a semi-effective means of hitting opponents on both sides.
- Forward Smash – Slashes forward with the whip. Good disjointed range, but poor knockback, and high starting and ending lag. Hits slightly behind her as well. 12%-18% damage in front, 6% damage behind.
- Down Smash – Aims down and shoots Paralyzer 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 much longer time than before in SSBB. A rather unique attack, and it can be followed up by a Side Smash. Double Down Smash followed by Up Smash (or whatever is appropriate at the time) is an effective combo. Also moves Zero Suit Samus forward a little. Can infinite Fox at mid percents and other fast fallers to a lesser extent. 13–16% damage.
- 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. Only the tip of the plasma whip does knockback. 12-16% damage.
- Neutral Aerial – Samus spins the whip around her body. Fairly good knockback and long range. Always deals 10% damage, regardless of decay, and does not refresh decay on other moves.
- Forward Aerial – Two forward kicks, each slightly faster and only slightly weaker than Samus’s Back Aerial. The second kick is stronger than the first. Because of the knockback of the first kick, it such a pain to hit with both kicks unless taking advantage of upward and forward momentum from a jump. 6% then 11%, for a total of 17% damage.
- Back Aerial – Backward kick, similar in appearance to Samus’s Back Aerial, but is a bit faster and has a larger hitbox. High knockback, and arguably her best KO move in the air. 13%
- Up Aerial – Flipkicks both legs above her head, similar to Fox’s Up Aerial. High KO potential on lighter characters at as little as 60%, especially if they are near the upper blast line. Sweetspot is directly in front of Samus. 10% sweetspotted, 7% otherwise.
- Down Aerial – A Stall-Then-Fall. Samus stalls momentarily in midair, and then shoots down diagonally, similar to Sonic’s or Sheik’s Down Aerial. If it hits in midair, the first hit knocks the target into the second hit. Upon hitting the ground, it hits a second time, knocking anyone close away a fair bit. Like most Stall-Then-Fall moves, this can be used to cancel some vertical knockback if used while being knocked back. This move can Meteor Smash, but it is very dangerous when not over land as it will not stop until it is used at very high altitudes, similar to Toon Link’s Down Aerial. Extremely fast vertical descent speed makes for an effective solution to her falling speed. 4% on contact, 5% landing, total of 9% damage possible.
Grabs and Throws
- Grab – Reaches forward with Plasma Whip. Very long range, especially her pivot grab, but is extremely laggy if misses. All of Zero Suit Samus’s grabs have a start-up of 16 frames.
- Pummel – Knees her victim. 2% damage.
- Forward Throw – Hits opponent forward with gun. Can chain grab most characters at low percents. Deals 2%, then 7%, for a total of 9% damage.
- Back Throw – Kicks opponent. Deals 2%, then 4%, for a total of 6% damage.
- Up Throw – Flips into the air and kicks the opponent. Deals 2%, then 8%, for a total of 10% damage.
- Down Throw – Slams opponent on ground and stomps on them. Appearance similar to Captain Falcon’s Up Tilt. Ideal for combos. Deals 2%, then 5%, for a total of 7% damage.
- Up: Throws her gun into the air, spins and catches it behind her and says “Is that all?”.
- Left Side: Activates her whip, flicks it and says “Try me”.
- Down: Samus spins multiple times quickly on one foot, twirling her plasma whip around her waist like a rhythmic gymnast and says teasingly and seductively, “You’re mine”.
- Appears and the armor falls off from her (allowing it to be thrown).
Zero Suit Samus was a solid character with a few weaknesses that are addressed in SSB4. Her Stun Gun should do more damage than before. With those changes to her play style, she can become a powerful character.